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CCP Rise
C C P C C P Alliance
3107

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Posted - 2013.11.08 11:22:00 -
[1] - Quote
Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks |
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Beaver Retriever
Science and Trade Institute Caldari State
115
|
Posted - 2013.11.08 11:27:00 -
[2] - Quote
Do it.
It'll be disruptive, at least.
I'm sure the soloers will still cry, but when are they not crying? |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
68
|
Posted - 2013.11.08 11:33:00 -
[3] - Quote
Holy crap that's terrible ******* idea |

Kane Fenris
NWP
112
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Posted - 2013.11.08 11:35:00 -
[4] - Quote
intresting idea im not sure what to think of it....
did anything change at which bonuses do apply? under this circumstance i'd say all bonuses should apply but its really hard to guess what would be ballanced
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Warde Guildencrantz
TunDraGon
929
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Posted - 2013.11.08 11:36:00 -
[5] - Quote
....O_o this will be an asskicking and a half if you get 20 ships fit with these together |
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CCP Rise
C C P C C P Alliance
3108

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Posted - 2013.11.08 11:36:00 -
[6] - Quote
Kat Ayclism wrote:Holy crap that's terrible ******* idea
Would love if you expanded a bit.
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GallowsCalibrator
GoonWaffe Goonswarm Federation
376
|
Posted - 2013.11.08 11:37:00 -
[7] - Quote
Sounds pretty interesting, and the idea of front-loaded DPS for missiles works well (plus it combats similarity between weapon systems which is always a good thing). It also essentially produces a new class of ship; there's a lot of instances of ships being designed as taking down larger ships effectively, less so of the reverse.
May also make utility launcher slots (for those few ships with them left) a bit more of an interesting choice to fit with an actual launcher, seeing as they generally aren't at the moment.
Do it.
And if you need consistent damage application against smaller targets you can either A: fly a smaller ship or B: fit undersized launchers. |

zbaaca
POD Based Lifeforms DarkSide.
59
|
Posted - 2013.11.08 11:37:00 -
[8] - Quote
will role bonus on golem affect RHML ? |

Saberlily Whyteshadow
Novum Matutinus
8
|
Posted - 2013.11.08 11:39:00 -
[9] - Quote
Bad idea unless you change damage bonus to blanket all damage types.. 40sec reload just to select a damage type? |

Bob FromMarketing
ElitistOps Pandemic Legion
64
|
Posted - 2013.11.08 11:39:00 -
[10] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
why would you choose to use a weapon system with 40second downtime (think about this in a 10% tidi 4 hour fight) when you could use a weapon system that does half the applied dps (Cruise missiles, or any gun ever) and you don't spend half the time playing with your largly flaccid gentry while you watch your reload timer.
Then the FC will call for the fleet to load Mjolnir instead. |
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CCP Rise
C C P C C P Alliance
3108

|
Posted - 2013.11.08 11:40:00 -
[11] - Quote
zbaaca wrote:will role bonus on golem affect RHML ?
Yes
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Manks Girl
North Eastern Swat Pandemic Legion
6
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Posted - 2013.11.08 11:40:00 -
[12] - Quote
40 second reload time is not a good idea at all, this will kill any solo roaming or pvp and will only be something used on a larger scale. Even IF used on a larger scale why would you when you can use guns that won't have the same reload issues.
The Cerberus has been fun again with the Rapid Light Launchers and has opened up the possibility of solo roaming or in small gangs, this will make them redundant again.
Please review it, maybe even 20 second reload time would be acceptable but 40 seconds is rediculous. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
376
|
Posted - 2013.11.08 11:41:00 -
[13] - Quote
Bob FromMarketing wrote:CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit. why would you choose to use a weapon system with 40second downtime (think about this in a 10% tidi 4 hour fight) when you could use a weapon system that does half the applied dps (Cruise missiles, or any gun ever) and you don't spend half the time playing with your largly flaccid gentry while you watch your reload timer. Then the FC will call for the fleet to load Mjolnir instead.
I don't think these are, or should be, considered as fleet-level primary damage dealers. Consider them as optional utility to make smaller ships f-off or die. |

Warde Guildencrantz
TunDraGon
929
|
Posted - 2013.11.08 11:42:00 -
[14] - Quote
Bob FromMarketing wrote:
Then the FC will call for the fleet to load Mjolnir instead.
with that in mind, i think it should be designed so if your charges reach 0 it takes 40 seconds to reload but to switch charge types (albeit without going back to a full reload) it would take the normal amount of time. (or no time, i dunno, that could be another bonus of using them) |

Bob FromMarketing
ElitistOps Pandemic Legion
64
|
Posted - 2013.11.08 11:43:00 -
[15] - Quote
GallowsCalibrator wrote: I don't think
You're right! |

DarklordKarn
North Eastern Swat Pandemic Legion
24
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Posted - 2013.11.08 11:44:00 -
[16] - Quote
so, with 10% tidi thats... |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
68
|
Posted - 2013.11.08 11:45:00 -
[17] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit. You really need it expanded that that long of a reload time on a WEAPONS system is freaking horrid?
Yeah weapon types are situational and all, but this change makes the situation you'd ever want to use these in basically none. I wouldn't ever use this garbage when I could just use something else- hell, anything else that doesn't have a 40s reload time.
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Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
436
|
Posted - 2013.11.08 11:46:00 -
[18] - Quote
High damage application, 600 dps, 6k m/s burst Tengu. Yap, that will end well. |

Bob FromMarketing
ElitistOps Pandemic Legion
66
|
Posted - 2013.11.08 11:47:00 -
[19] - Quote
Shameless doublepost
Rise, what happens when this gets removed from a Fleet Doctrine concept because 40 seconds wasted is 40 seconds wasted, and touted as a small gang or solo doctrine, but then, any solo ship that would use this, mainly the Cerb and the 100mn RML Tengu, would want to stay on field and kill off tackle now is unable to for more than 50 seconds, and once tackled with no utility highs has no way of getting out.
This change will not only kill a play style, but will kill off a currently awesome and a potentially awesome weapon system in one well placed drooling proposal. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
376
|
Posted - 2013.11.08 11:49:00 -
[20] - Quote
Lots of people not getting the potential of front-loaded dps against smaller targets in this thread I think. |
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Kaeda Maxwell
Calamitous-Intent
206
|
Posted - 2013.11.08 11:50:00 -
[21] - Quote
A weapon system that I can only use for 2 minutes (like the new RLML's) before a 40 second reload is useless at that point I'm better of sacrificing a rig slot for a T2 rigor and carrying a crash pill on a HAM ship. To many small cruiser engagements last more then 2 minutes and there's other options for clearing tackle. Also with the prevalence of T1 logi in the current meta I'm unlike to kill anything but maybe a tackler in that time window.
Also light and heavy missiles aren't currently a dps weapon (nor are they used that way) they're an alpha weapon as showcased by talwar fleets.
Currently rapid lights are picked because of their *reliable* damage application. The problem isn't that rapid lights are to good the problem is that you nerfed heavies so much that on field damage application is worse then that of rapid lights because they have terrible explosion characteristics.
The reason things like rlml are so good, is because they apply almost all their damage, they are partially e-war resistant (td's are useless and you can load auto-targeting) and they use so little powergrid that you can still massively overtank the ships you put them on.
Rapid Heavies looked a little underwhelming and you should probably change them from the original idea, but all rapid lights really need imho is making them harder to fit so you have to sacrifice some tank in order to fit them. |

Resi Kaae
Anatidae Rising
1
|
Posted - 2013.11.08 11:52:00 -
[22] - Quote
I like, no idea whether it'd be balanced or whatever but it's an interesting direction to take them and I'm sure they'll be adjusted swiftly if they become problematic. |

Miaaaw
SnaiLs aNd FroGs
4
|
Posted - 2013.11.08 11:52:00 -
[23] - Quote
That's an interesting idea, sounds like an Ancillary Missile Launcher, so just go for a new module. Please don't break an alrdeady viable one. Rapid light missile launchers were about losing dps to shoot smaller target, that works why would you change it ? If you want to add "new" (ololol) game mechanics you don't necessarily need to remove old ones.
PS : You guys seems to rly like that burst + Long reload time thing, that lack of imagination is getting a bit boring. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
656
|
Posted - 2013.11.08 11:53:00 -
[24] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
You simply destroyed my best ship (cerberus with rapid launchers). With that long reload time I cannot kill anythign meaningful (and i need rapid launchers because hamds do not fit with an useful fit). Mehh 1 billion isp spent on a ship that will be thrown in garbage can now. |

Bob FromMarketing
ElitistOps Pandemic Legion
66
|
Posted - 2013.11.08 11:54:00 -
[25] - Quote
CCP Rise Bringing Solo Back |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
657
|
Posted - 2013.11.08 11:56:00 -
[26] - Quote
Bob FromMarketing wrote:CCP Rise Bringing Solo Back
those changes HURT solo. Solo ships that used rapid laucnhers now cannto kill anything of their size before reloading. 20K damage is not enough (specially sicne a lot will be mitigated). THey need at MINIMUM 22 charges (rapids). |

Kane Fenris
NWP
112
|
Posted - 2013.11.08 11:57:00 -
[27] - Quote
Kaeda Maxwell wrote:A weapon system that I can only use for 2 minutes (like the new RLML's) before a 40 second reload is useless at that point I'm better of sacrificing a rig slot for a T2 rigor and carrying a crash pill on a HAM ship. To many small cruiser engagements last more then 2 minutes and there's other options for clearing tackle. Also with the prevalence of T1 logi in the current meta I'm unlike to kill anything but maybe a tackler in that time window.
you do realize higher dps while firing will break tanks easier
and dmg goes down over time gradually if 1x reload suffice you still have 292 dps over 140s in case of fozzies RLML Cara example thats about what it does now.
|

Kat Ayclism
Habitual Euthanasia Pandemic Legion
70
|
Posted - 2013.11.08 11:58:00 -
[28] - Quote
Kagura Nikon wrote:Bob FromMarketing wrote:CCP Rise Bringing Solo Back those changes HURT solo. Solo ships that used rapid laucnhers now cannto kill anything of their size before reloading. I too have problems understanding situational irony. |

Shinah Myst
SoT DarkSide.
2
|
Posted - 2013.11.08 11:59:00 -
[29] - Quote
CCP Rise wrote:Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). No. ASB-like reload time is a hack, not a solution. If you can't balance them, don't introduce them. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
376
|
Posted - 2013.11.08 12:00:00 -
[30] - Quote
Kagura Nikon wrote:Bob FromMarketing wrote:CCP Rise Bringing Solo Back those changes HURT solo. Solo ships that used rapid laucnhers now cannto kill anything of their size before reloading.
Oh hey I guess the part where these launchers are meant to be used to engage ships smaller than their own size just went 'whoosh'. Here, i'll quote it for you.
CCP Rise wrote:This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger.
Seriously, these launchers would provide an essentially unique role in weapons in Eve at the moment (front loaded DPS with enhanced damage application; no other weapon system works this way currently). |
|

Kaeda Maxwell
Calamitous-Intent
208
|
Posted - 2013.11.08 12:01:00 -
[31] - Quote
Also I forgot to mention this in my first post:
A 40 second reload means you might as well give all the Caldari ships their Kinetic bonus back, because not being able to select damage type due to it taking 40 seconds is a MASSIVE nerf, which by itself will make me not the pick the weapon system ever again on anything other then ships that are already heavily bonused for a single damage type. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
657
|
Posted - 2013.11.08 12:03:00 -
[32] - Quote
Kane Fenris wrote:Kaeda Maxwell wrote:A weapon system that I can only use for 2 minutes (like the new RLML's) before a 40 second reload is useless at that point I'm better of sacrificing a rig slot for a T2 rigor and carrying a crash pill on a HAM ship. To many small cruiser engagements last more then 2 minutes and there's other options for clearing tackle. Also with the prevalence of T1 logi in the current meta I'm unlike to kill anything but maybe a tackler in that time window. you do realize higher dps while firing will break tanks easier and dmg goes down over time gradually if 1x reload suffice you still have 292 dps over 140s in case of fozzies RLML Cara example thats about what it does now.
A single 1600 plate in a cruiser will make a rapid missile user.. laughable. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
657
|
Posted - 2013.11.08 12:05:00 -
[33] - Quote
GallowsCalibrator wrote:Kagura Nikon wrote:Bob FromMarketing wrote:CCP Rise Bringing Solo Back those changes HURT solo. Solo ships that used rapid laucnhers now cannto kill anything of their size before reloading. Oh hey I guess the part where these launchers are meant to be used to engage ships smaller than their own size just went 'whoosh'. Here, i'll quote it for you. CCP Rise wrote:This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. Seriously, these launchers would provide an essentially unique role in weapons in Eve at the moment (front loaded DPS with enhanced damage application; no other weapon system works this way currently). More interesting toys in the sandbox generally leads to more interesting things happen.
You mean it wil be useful when you ahve a SINGLE enemy to fire? When they have 2 t2 frigates you are ******?
great..
I know goons only fly in lbobs, but some peopel liek to fly solo or in pairs. And this changes hurt a LOT |

Warde Guildencrantz
TunDraGon
929
|
Posted - 2013.11.08 12:05:00 -
[34] - Quote
Kagura Nikon wrote:
You simply destroyed my best ship (cerberus with rapid launchers). With that long reload time I cannot kill anythign meaningful (and i need rapid launchers because hamds do not fit with an useful fit). Mehh 1 billion isp spent on a ship that will be thrown in garbage can now.
Also that cahnge makes ROF bonus on launchrs a VERY SAD feature :/
Think about those numbers.. make a few more charges. So that you can kill acruiser with it.
OThewrwise you jus tmade the weapon useles for SOLO and small gang work. Surprise.. as if this was not a trend in game.
I fail to see how 800dps in a cerberus for 40 seconds that applies on like any ship it shoots at is a reason to "throw it in the garbage can".
Its the same DPS as before. If your opponent can burst tank 40 seconds of 800 dps he can tank a consistent 400 dps too. |

Jack bubu
GK inc. Pandemic Legion
480
|
Posted - 2013.11.08 12:07:00 -
[35] - Quote
GallowsCalibrator wrote:Kagura Nikon wrote:Bob FromMarketing wrote:CCP Rise Bringing Solo Back those changes HURT solo. Solo ships that used rapid laucnhers now cannto kill anything of their size before reloading. Oh hey I guess the part where these launchers are meant to be used to engage ships smaller than their own size just went 'whoosh'. Here, i'll quote it for you. CCP Rise wrote:This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. Seriously, these launchers would provide an essentially unique role in weapons in Eve at the moment (front loaded DPS with enhanced damage application; no other weapon system works this way currently). More interesting toys in the sandbox generally leads to more interesting things happen. except that the proposed DPS does not justify the 40 second reload time.
|

Volstruis
Caldari Provisions Caldari State
42
|
Posted - 2013.11.08 12:09:00 -
[36] - Quote
Sad and happy at the same time.
Rise is officially the anti-solo. |

Janeway84
Masters Of Destiny Pride Before Fall
40
|
Posted - 2013.11.08 12:10:00 -
[37] - Quote
Hmm i havent played much with rapid light missiles or tested the heavy variant but i get a feeling this is gonna be like flying a hauler through lowsec with a ecm mod on it to roll the dice and hopefully jam someone so they cant point you 
Whats the reload time on light blasters or medium blasters compared to the rapid light and rapid heavy launchers? |

Manks Girl
North Eastern Swat Pandemic Legion
8
|
Posted - 2013.11.08 12:11:00 -
[38] - Quote
Kagura Nikon wrote:GallowsCalibrator wrote:Kagura Nikon wrote:Bob FromMarketing wrote:CCP Rise Bringing Solo Back those changes HURT solo. Solo ships that used rapid laucnhers now cannto kill anything of their size before reloading. Oh hey I guess the part where these launchers are meant to be used to engage ships smaller than their own size just went 'whoosh'. Here, i'll quote it for you. CCP Rise wrote:This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. Seriously, these launchers would provide an essentially unique role in weapons in Eve at the moment (front loaded DPS with enhanced damage application; no other weapon system works this way currently). More interesting toys in the sandbox generally leads to more interesting things happen. You mean it wil be useful when you ahve a SINGLE enemy to fire? When they have 2 t2 frigates you are ******? great.. I know goons only fly in lbobs, but some peopel liek to fly solo or in pairs. And this changes hurt a LOT
This ^
Say goodbye to solo RLML pvp and be forced to fly in larger fleets because of its limitation, it is a really short sighted approach in my opinion. |

Kane Fenris
NWP
112
|
Posted - 2013.11.08 12:12:00 -
[39] - Quote
Kagura Nikon wrote:Kane Fenris wrote:Kaeda Maxwell wrote:A weapon system that I can only use for 2 minutes (like the new RLML's) before a 40 second reload is useless at that point I'm better of sacrificing a rig slot for a T2 rigor and carrying a crash pill on a HAM ship. To many small cruiser engagements last more then 2 minutes and there's other options for clearing tackle. Also with the prevalence of T1 logi in the current meta I'm unlike to kill anything but maybe a tackler in that time window. you do realize higher dps while firing will break tanks easier and dmg goes down over time gradually if 1x reload suffice you still have 292 dps over 140s in case of fozzies RLML Cara example thats about what it does now. A single 1600 plate in a cruiser will make a rapid missile user.. laughable.
i did not say the rlml will be as good as before just that it needs to have a closer look before everybody screams it is s****
there are clearly bad things like all valid solo ships vanishing one after another i just tried to pint out that there might be something positive to the change.
this is a "second" first iteration maybe dmg gets tuned down a bit so that reload timer can goe to 20-30 s? which keeps characteristics but eases the situation. who knows we need to have testing and a critical discussion not a witch hunt.
i like the thought behind the change (while i still sad to loose the current rlml cara...)
|

Warde Guildencrantz
TunDraGon
929
|
Posted - 2013.11.08 12:13:00 -
[40] - Quote
Janeway84 wrote: flying a hauler through lowsec with a ecm mod on it to roll the dice and hopefully jam someone so they cant point you 
You don't have to roll a dice because you would simply die before even locking the opponent |
|

Sentient Blade
Walk It Off
1035
|
Posted - 2013.11.08 12:14:00 -
[41] - Quote
I'll simply summarise my thoughts on the matter like so...
You know how everyone loves ECM where you basically can't do anything for 20 seconds? Especially when you get jammed by some pathetic little EC-300s?
Do you know how much everyone really really loves it when it happens twice in a row?
You've just suggested building that same frustration directly into a weapons system.
Watching an icon flash for 40 seconds while your ammo reloads is NOT enjoyable gameplay by any stretch of the imagination. Sure, you can deploy e-war, but at the end of the day if you're fitting RHMLs you're a DPS ship so you're pretty much useless on the battlefield half the time you're on it. |

Daneel Trevize
Give my 11percent back
432
|
Posted - 2013.11.08 12:15:00 -
[42] - Quote
Shinah Myst wrote:CCP Rise wrote:Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). No. ASB-like reload time is a hack, not a solution. If you can't balance them, don't introduce them. I believe that's the crux of the matter, that all Rapid missile systems break the fundamental Eve balancing traits of fragility of plaform vs effectiveness of applying dps. Destroyers get 8 guns, but are relatively fat & slow. BCs get more turrets than cruisers, but again are less mobile and take more damage. Even tier3/A BC are fragile on paper for their potential dps. "rapid" weapons are obviously about packing 8 or more effective, bonused smaller weapon systems onto a more durable ship. If they can't just remove rapid lights outright, then rapid heavies (and dare I say rapid cruises for capital ships) will need such a serious change to be balanced, to be a fair tradeoff consideration.
All those crying about their precious 'solo' RLML Cerbs & Tengus aren't kidding anyone. It's like the HM drakes & tengus before, they will usually be in a small gang, built to use multiple links, and harvest t1 noob frigate killmails (and then cherry-picking the remaining defanged gang), all the while claiming ~elite smallgang pvp~ and never having to think about diminishing their own damage application via transversal.
The reload timer mechanic itself cleary isn't a problem for acceptance, people lapped up the ASB and its timer when it was OP, and now it still has tradeoffs that are very reasonable. Likewise I'm sure people will work out to do 2 or more sets of rapid launchers and manage them should these changes happen.
I thus quite like the idea of the burst & reload dps, letting these 'support' fits do that just as effectively as ever(if not far more so), but then facing a real tradeoff when tankier BCs, BSs, or 1 or 2 smart logi can simply deaggro from them if on a gate/station/POS, or force them off through greater sustained combat effectiveness. If you wanted to burn through cruiser, BCs and larger targets, you should have to bring medium & large weapon systems to get the job done with comparable numbers.
The only real point I still want to raise is light missiles in general, and on the Talwar specifically. They're everywhere, minimal-cost-meta fitted, and have a disgusting range & volley for their isk & SP cost. I like new players having something they get basic fleet experience in, but this mindless anchoring & missile spam just reeks of drakes of old. Maybe their fitting, or light missile's range/volley needs a look at? They are a frigate-scale weapon after all. |

Volstruis
Caldari Provisions Caldari State
42
|
Posted - 2013.11.08 12:16:00 -
[43] - Quote
They were too good for solo and gudfites. They really really were. Now no solo pilot in his right mind will fit them.
It really is all or nothing at the moment with CCP. Including those sisters cruisers that went from all to nothing in the space of one heavy/sentry being removed. |

Kaeda Maxwell
Calamitous-Intent
208
|
Posted - 2013.11.08 12:20:00 -
[44] - Quote
Kane Fenris wrote:Kagura Nikon wrote:Kane Fenris wrote:Kaeda Maxwell wrote:A weapon system that I can only use for 2 minutes (like the new RLML's) before a 40 second reload is useless at that point I'm better of sacrificing a rig slot for a T2 rigor and carrying a crash pill on a HAM ship. To many small cruiser engagements last more then 2 minutes and there's other options for clearing tackle. Also with the prevalence of T1 logi in the current meta I'm unlike to kill anything but maybe a tackler in that time window. you do realize higher dps while firing will break tanks easier and dmg goes down over time gradually if 1x reload suffice you still have 292 dps over 140s in case of fozzies RLML Cara example thats about what it does now. A single 1600 plate in a cruiser will make a rapid missile user.. laughable. i did not say the rlml will be as good as before just that it needs to have a closer look before everybody screams it is s**** there are clearly bad things like all valid solo ships vanishing one after another i just tried to pint out that there might be something positive to the change. this is a "second" first iteration maybe dmg gets tuned down a bit so that reload timer can goe to 20-30 s? which keeps characteristics but eases the situation. who knows we need to have testing and a critical discussion not a witch hunt. i like the thought behind the change (while i still sad to loose the current rlml cara...)
Sadly no, because what good is my increased dps when I have to fight say a T2 Gallente or Caldari hull and I find myself with Kinetic missiles loaded? Normally you'd cringe a little and waste 10 seconds swapping to EM or Explosive, with proposed changes you're well boned basically.
|

Omnathious Deninard
Novis Initiis
1777
|
Posted - 2013.11.08 12:24:00 -
[45] - Quote
This is an interesting and bold move I am curious as to how things will turn out. |

Omnathious Deninard
Novis Initiis
1777
|
Posted - 2013.11.08 12:28:00 -
[46] - Quote
Could you have a look at dual turrets now? It would be nice if they acted more like 2x of there smaller counterparts including the tracking and signature resolution, but use 2x of the smaller sized charge. |

Hild Skidbladnir
Boris Johnson's Love Children
0
|
Posted - 2013.11.08 12:28:00 -
[47] - Quote
2013.11.08 11:22 R.I.P. Rapid Heavy Missile Launcher. You could've been the T3 smacker, but you will die a stillborn death. Why did I bother training. |

Daneel Trevize
Give my 11percent back
432
|
Posted - 2013.11.08 12:30:00 -
[48] - Quote
Warde Guildencrantz wrote: i think it should be designed so if your charges reach 0 it takes 40 seconds to reload but to switch charge types (albeit without going back to a full reload) it would take the normal amount of time. (or no time, i dunno, that could be another bonus of using them) This is a very valid point. |

Kane Fenris
NWP
112
|
Posted - 2013.11.08 12:31:00 -
[49] - Quote
Kaeda Maxwell wrote: Sadly no, because what good is my increased dps when I have to fight say a T2 Gallente or Caldari hull and I find myself with Kinetic missiles loaded? Normally you'd cringe a little and waste 10 seconds swapping to EM or Explosive, with proposed changes you're well boned basically.
thats a good point , havn't thought of that right away.
|

Kane Fenris
NWP
112
|
Posted - 2013.11.08 12:33:00 -
[50] - Quote
Daneel Trevize wrote:Warde Guildencrantz wrote: i think it should be designed so if your charges reach 0 it takes 40 seconds to reload but to switch charge types (albeit without going back to a full reload) it would take the normal amount of time. (or no time, i dunno, that could be another bonus of using them) This is a very valid point.
makeing reload time dependent on number of missiles missing would be a good thing
|
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1631
|
Posted - 2013.11.08 12:38:00 -
[51] - Quote
Go home Rise.
You're still drunk.
I don't have an actual opinion on this yet. |

Morwennon
Aliastra Gallente Federation
3
|
Posted - 2013.11.08 12:45:00 -
[52] - Quote
I think that this is a deeply misguided approach to solving what is basically a non-problem. You claim that RLMLs are "almost always the right choice", which I think is a pretty ridiculous assertion. There are two good cruiser-sized missile options at the moment, RLMs and HAMs. They both have their strengths and weaknesses, and they both see a lot of use in pvp. HMLs aren't much good, but that's nothing to do with the strength of RLMs, it's because HMLs are colossal turdpiles that are outperformed by just about every alternative, including the various long-range medium turrets, the other medium missile types, scorch M, and typing bad words in local. Breaking all of the current RLML use cases won't magically make HMLs more attractive, it'll just consign a currently useful weapon system to the scrapheap. |

BadAssMcKill
Love Squad
424
|
Posted - 2013.11.08 12:46:00 -
[53] - Quote
Can we stop with ASB style reload mechanics? |

Denuo Secus
211
|
Posted - 2013.11.08 12:46:00 -
[54] - Quote
I think HMLs should be more attractive again then. Compared with the other medium long range turrets - which got a boost recently - they feel quite subpar. If RLMLs get a more specific role, I'd like t use HML more (on a Caracal for instance). But they are just plain bad. Especially in terms of damage application. |

Natalia Sidorovich
Blood Covenant Pandemic Legion
0
|
Posted - 2013.11.08 12:49:00 -
[55] - Quote
For what I use RLMLs for, this will be a significant buff.
I enjoy flying Caracals into frigate gangs and shredding them quickly. This change will significantly increase the speed at which I can do that, and provided I am not bad and get tackled, kiting around during the reload, or bailing after the charges are done won't be terrible.
For those saying this is change bad because it means RLML ships cant deal enough damage to same size ships, isn't this kind of the idea? It's a frigate sized charge. |

Lunkwill Khashour
Red Federation RvB - RED Federation
169
|
Posted - 2013.11.08 12:58:00 -
[56] - Quote
Since sig radius is a radius but the ships size from a weapons pov is a surface, would't squaring the sig in the tracking and missile dps formulae increase the gap between the different weapon sizes? This, in conjunction with some dps balancing would fix the 'rapids', capital blapping and the huge competion between cruisers, bc's, abc's, bs'es and more.
I like the lateral thinking in going on between here but IMO, a 'real' small weapons platform, using small ammo and not very useful for equal size ships would be much nicer. |

Morrigan LeSante
The Lost and Forgotten Troopers
442
|
Posted - 2013.11.08 13:05:00 -
[57] - Quote
Fires for 50s, reloads for 40.
I surely can't be the first person to think two weapon groups allowing for either constant, sustained damage yet with the option of massive spike application. |

Xequecal
GoonWaffe Goonswarm Federation
112
|
Posted - 2013.11.08 13:07:00 -
[58] - Quote
Kagura Nikon wrote:You simply destroyed my best ship (cerberus with rapid launchers). With that long reload time I cannot kill anythign meaningful (and i need rapid launchers because hamds do not fit with an useful fit). Mehh 1 billion isp spent on a ship that will be thrown in garbage can now.
Also that cahnge makes ROF bonus on launchrs a VERY SAD feature :/
Think about those numbers.. make a few more charges. So that you can kill acruiser with it.
OThewrwise you jus tmade the weapon useles for SOLO and small gang work. Surprise.. as if this was not a trend in game.
RLMs NEED a nerf. They're so good that all missile systems larger than them are not worth using. |

Morrigan LeSante
The Lost and Forgotten Troopers
442
|
Posted - 2013.11.08 13:11:00 -
[59] - Quote
And what's the word on hull bonuses? Anything different?
I can only imagine the comedy of a CNR with torpedo DPS at HML application and ranges  |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
966
|
Posted - 2013.11.08 13:12:00 -
[60] - Quote
I find this whole idea so utterly ridiculous that I simply don't know what to say or where to begin. I'll echo others though in saying that this "ancillary module" fetish you guys seem to have needs to go. Quickly. It was an acceptable mechanic on the tanking modules because they only used one kind of charge and you could fit them alongside standard non-fueled modules to cover the reload gap.
I'm almost completely sure this change wasn't thought through quite as much as you think it was. Much better to not introduce RHMLs than to do this. Or cut the damage increase in half and give them a 20-sec reload time.
By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles? |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
938
|
Posted - 2013.11.08 13:13:00 -
[61] - Quote
CCP Rise wrote:Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
Initial thought: You're drunk. After that... numbers.
Current triple-BCS RLML Caracal does 266 DPS Future one will do 409 DPS before reload. This is 53.8% more. It's a 35% ROF bonus.
Future RLML shoots 23 missiles, then reloads for 40 s. With current triple-BCS Caracal ROF of 3.79 s, future Caracal will have 2.46 s ROF. It fires 23 missiles over 56.7 s, then reloads for 40 s. Total time is 96.7 s, total max damage is 23 x 201.58 = 4636, for average 47.9 DPS per RLML, making 239.7 DPS from a Caracal's five launchers, relative to old 266 DPS.
Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%.
As a regular RLML Cerb pilot, yeah, I'll take that.  |

Kaeda Maxwell
Calamitous-Intent
208
|
Posted - 2013.11.08 13:14:00 -
[62] - Quote
Daneel Trevize wrote: All those crying about their precious 'solo' RLML Cerbs & Tengus aren't kidding anyone. It's like the HM drakes & tengus before, they will usually be in a small gang, built to use multiple links, and harvest t1 noob frigate killmails (and then cherry-picking the remaining defanged gang), all the while claiming ~elite smallgang pvp~ and never having to think about diminishing their own damage application via transversal.
I hope you're just trying to charge the debate here, because I like you, but calling people that disagree with you crybabies in your opening post would be considered poor form.
One of the charms of the rlml caracal is that with a single nano you actually don't need links at all for it to be a viable solo kiting ship, the cerb is a tad slow for that, but the navy caracal is plenty fast without links too. And yes a benefit of missiles is that their damage application isn't subject to range or tracking, which in turn is why they have lower base damage and can be destoyed by stuff like smartbombs. It's not like there are no downsides to missiles.
Natalia Sidorovich wrote:
I enjoy flying Caracals into frigate gangs and shredding them quickly. This change will significantly increase the speed at which I can do that, and provided I am not bad and get tackled, kiting around during the reload, or bailing after the charges are done won't be terrible.
For those saying this is change bad because it means RLML ships cant deal enough damage to same size ships, isn't this kind of the idea? It's a frigate sized charge.
Frigate sized charge but the RLM launcher is a cruiser sized weapon system. Currently the trade off when you use it to fight cruisers is that while you do rather poor base damage you'll apply almost all of it even against small relatively fast targets, whereas both HAM's and HM's only apply partial damage (and unless heavily webbed down HM's actually get out performed by RLM's a lot of the time). For brawling HAM's are almost always the superior weapon choice in my experience, but when kiting RLM's really, really shine (but mostly because HM's can't actually apply damage very well).
***
Rapid Heavy Launcher in their original shape I feel would be fine if the weapon they actually fire applied it's damage properly. That would also really help the normal Heavy launcher to actually seem like viable alternative to HAM's or RLM's. Seriously it's a good thing Drake bonuses don't apply to RLM's or I swear RLM PvE drakes would be a thing, that's how poor HM's are at the moment.
A good example is the Cyclone were the coice isn't between RLM and HAM but between HAM and HM; if HM's were a tiny bit better Heavy Missile Cyclones would actually be a completely viable thing, currently however putting HAM's on the is a total no brainer. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
938
|
Posted - 2013.11.08 13:15:00 -
[63] - Quote
Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles?
You're not nearly as clever as you think you are.  |

Job Valador
Super Moose Defence Force
330
|
Posted - 2013.11.08 13:15:00 -
[64] - Quote
Daneel Trevize wrote:Shinah Myst wrote:CCP Rise wrote:Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). No. ASB-like reload time is a hack, not a solution. If you can't balance them, don't introduce them. I believe that's the crux of the matter, that all Rapid missile systems break the fundamental Eve balancing traits of fragility of plaform vs effectiveness of applying dps. Destroyers get 8 guns, but are relatively fat & slow. BCs get more turrets than cruisers, but again are less mobile and take more damage. Even tier3/A BC are fragile on paper for their potential dps. "rapid" weapons are obviously about packing 8 or more effective, bonused smaller weapon systems onto a more durable ship. If they can't just remove rapid lights outright, then rapid heavies (and dare I say rapid cruises for capital ships) will need such a serious change to be balanced, to be a fair tradeoff consideration. All those crying about their precious 'solo' RLML Cerbs & Tengus aren't kidding anyone. It's like the HM drakes & tengus before, they will usually be in a small gang, built to use multiple links, and harvest t1 noob frigate killmails (and then cherry-picking the remaining defanged gang), all the while claiming ~elite smallgang pvp~ and never having to think about diminishing their own damage application via transversal. Edit: page1 replies have already nailed it, that these weapons systems aren't for a fleet's main dps, they're support. Compose your fleets at least, you crybabies. The reload timer mechanic itself cleary isn't a problem for acceptance, people lapped up the ASB and its timer when it was OP, and now it still has tradeoffs that are very reasonable. Likewise I'm sure people will work out to do 2 or more sets of rapid launchers and manage them should these changes happen. I thus quite like the idea of the burst & reload dps, letting these 'support' fits do that just as effectively as ever(if not far more so), but then facing a real tradeoff when tankier BCs, BSs, or 1 or 2 smart logi can simply deaggro from them if on a gate/station/POS, or force them off through greater sustained combat effectiveness. If you wanted to burn through cruiser, BCs and larger targets, you should have to bring medium & large weapon systems to get the job done with comparable numbers. The only real point I still want to raise is light missiles in general, and on the Talwar specifically. They're everywhere, minimal-cost-meta fitted, and have a disgusting range & volley for their isk & SP cost. I like new players having something they get basic fleet experience in, but this mindless anchoring & missile spam just reeks of drakes of old. Maybe their fitting, or light missile's range/volley needs a look at? They are a frigate-scale weapon after all.
the only man with sense here |

Xequecal
GoonWaffe Goonswarm Federation
112
|
Posted - 2013.11.08 13:19:00 -
[65] - Quote
Morwennon wrote:I think that this is a deeply misguided approach to solving what is basically a non-problem. You claim that RLMLs are "almost always the right choice", which I think is a pretty ridiculous assertion. There are two good cruiser-sized missile options at the moment, RLMs and HAMs. They both have their strengths and weaknesses, and they both see a lot of use in pvp. HMLs aren't much good, but that's nothing to do with the strength of RLMs, it's because HMLs are colossal turdpiles that are outperformed by just about every alternative, including the various long-range medium turrets, the other medium missile types, scorch M, and typing bad words in local. Breaking all of the current RLML use cases won't magically make HMLs more attractive, it'll just consign a currently useful weapon system to the scrapheap.
Links make HAMs ****. It's true. HAMs have a very high DRF so any ship that has a speed of 160% of its signature radius or higher takes reduced damage from CN HAMs on an almost 1:1 basis. When links simultaneously provide a speed increase and a sig radius reduction, any missiles bigger than RLMs become garbage. Links mean RLMs are vastly superior to all other missiles on basically all other non-webbed targets. (even some battleships) RLMs also outdamage HAMs on most cruisers with a single web applied and will actually outdamage HAMs on the really low-sig cruisers (scythe fleet) even if they have two webs applied.
A linked ABing Machariel takes half damage from CN HAMs. A freaking battleship, but links mean you're doing half damage with a cruiser-sized weapon. That's with no mass/agility mods, no snakes or speed implants, and no overheating. Overheating the AB on the Mach drops HAM DPS down to 38.16%. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4276
|
Posted - 2013.11.08 13:21:00 -
[66] - Quote
Awesome change. Provides the ability for a battleship to screen a fleet against interceptors, though you have to overcome the extremely long lock time of a battleship.
People will need to get on Singularity and fly fleets of frigates, cruisers and battlecruisers against their navy ravens with RHMLs in order to understand the difference between a burst of 1000DPS against an interceptor with RHMLs versus sustained 1000DPS with cruise missiles against the same target.
CCP Rise, what about the possibility of reducing the reload time and reducing the firing rate, and shifting the high-DPS mode of this weapon system to overloading? This means the pilot has the option of:
- firing for, say, 70 seconds until the RHML burns out
- firing in bursts and applying paste to prepare for the next burst, or
- firing a sustained stream of missiles at far lower DPS without heat.
Just move the DPS bonus and "40 second reload timer" to the overheat mechanics of this weapon system. And then provide some means for battleships to lock frigates in reasonable amounts of time so the front-loaded DPS can actually be applied.
The "screen" ability would especially be enhanced with a special targeting system, similar to a passive targeting system, which allows any ship to "save up" a triple-speed target lock. This targeting assistance module would be exclusive to sensor boosters, sensor amplifiers or sensor links, with a penalty of one-third target locking speed while recharging.
So interceptor arrives, tries to light cyno. You (the pilot of the fighter-screen battleship) use the targeting assistance module to lock the interceptor, and you overheat the RHMLs to bring the interceptor down. Once the interceptor is dead you are now "down for the count" while repairing your launchers and recharging the targeting assistance module.
|

mynnna
GoonWaffe Goonswarm Federation
2115
|
Posted - 2013.11.08 13:22:00 -
[67] - Quote
Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles?
People who are actually good at this game wouldn't shoot T1 thermal missiles from T2 launchers on a kinetic bonused hull. Hope this helps. |

CptBipto
Super Moose Defence Force
0
|
Posted - 2013.11.08 13:23:00 -
[68] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
40 seconds is far to long for how little ammo you give them |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
966
|
Posted - 2013.11.08 13:24:00 -
[69] - Quote
Gypsio III wrote:Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles? You're not nearly as clever as you think you are. 
No desire to be clever. I actually thought it was pretty obvious, but nobody had mentioned it yet so I decided I would. |

Volstruis
Caldari Provisions Caldari State
42
|
Posted - 2013.11.08 13:26:00 -
[70] - Quote
mynnna wrote:Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles? People who are actually good at this game wouldn't shoot T1 thermal missiles from T2 launchers on a kinetic bonused hull. Hope this helps.
And now the Goon CSMS are coming on an insulting people instead of addressing the issue.
Yayness. Thread officially now made of win.
|
|

Morwennon
Aliastra Gallente Federation
4
|
Posted - 2013.11.08 13:27:00 -
[71] - Quote
Alvatore DiMarco wrote:Gypsio III wrote:Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles? You're not nearly as clever as you think you are.  No desire to be clever. I actually thought it was pretty obvious, but nobody had mentioned it yet so I decided I would. The caracal doesn't have a kinetic-only bonus; its bonuses are to missile ROF and missile velocity, both of which apply equally to missiles of all damage types.
edit: and even if that wasn't the case, he was comparing the proposed new launchers to the current ones with the same ammo, so it would be a perfectly reasonable comparison even if the caracal had a kinetic bonus. |

Gorski Car
ElitistOps Pandemic Legion
126
|
Posted - 2013.11.08 13:28:00 -
[72] - Quote
Yeah no. This is not a good idea. That reload time = no more damage type selection more or less. You are stuck with scourge. I suggest you start with making sure hmls are actually good before you actually touch anything else with missiles.
Oh and a bs with rhmls still won't do **** to a good ceptor pilot so gg whoever thinks this will shield bs fleets vs frigs.
Based god out |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
940
|
Posted - 2013.11.08 13:29:00 -
[73] - Quote
Alvatore DiMarco wrote:Gypsio III wrote:Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles? You're not nearly as clever as you think you are.  No desire to be clever. I actually thought it was pretty obvious, but nobody had mentioned it yet so I decided I would.
Pretty obvious to whom? Raven and Caracal are not kinetic-bonused ships.  |

GallowsCalibrator
GoonWaffe Goonswarm Federation
384
|
Posted - 2013.11.08 13:29:00 -
[74] - Quote
mynnna wrote:Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles? People who are actually good at this game wouldn't shoot T1 thermal missiles from T2 launchers on a kinetic bonused hull. Hope this helps.
oh god is that what I was doing wrong
Just done some back-of-envelope calculations (don't have a calculator in front of me at the moment), and you should have approximately 20k damage potential in a clip with the numbers given for the RLML/Caracal combo in the OP before needing a reload. That's really not bad and should be enough to smash through, say, an interceptor or two before a clip reload.
RHML setups should probably be able to get a cruiser off your behind relatively quickly. (Wouldn't want to take it solo/solo versus something T2, but a pile of say, 5 ravens might make any HICtor jumping onto a fleet think twice...) |

Michael Harari
Genos Occidere HYDRA RELOADED
721
|
Posted - 2013.11.08 13:30:00 -
[75] - Quote
This is a terrible idea.
1) Having a lot of downtime is just bad gameplay design. In a gang, you might stay on the field to provide point and webs, but if you are solo, you basically are going to kill 1-2 targets and warp out. And then nobody gets to do anything for the next 40s while you reload. It promotes non-interactive gameplay.
2) Its not intuitive. Its yet another thing that vets know that noobs dont.
3) Its not that people use rapid lights because they are really good. We use them because the other medium missile systems are utter trash. I would love to be able to use heavy missiles again, but there is just no reason since they are currently the worst weapon system in the entire game for anything but giant blobs.
4) There is no alternative. You can use normal shield boosters instead of ancillary boosters. You can use normal armor reps instead of ancillary reps. There are good reasons to choose each. For medium missile launchers, there isnt any alternative to rapid lights. Heavy missiles are too slow, do too little damage for the fitting, and apply too poorly. Heavy assaults are too short range, and apply even more poorly.
5) While roaming, its can be very difficult to make a 40s reload when going gate to gate. This will just slow gangs down, with no real reason to do so.
Making this change will basically just end the use of missile ships in small gangs. People will just go to other ships, instead of dealing with the possibility of being tackled and having to wait for close to a minute to return fire.
If you want people to choose heavy missiles, then make heavy missiles be something besides a trash tier weapons system. |

Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
53
|
Posted - 2013.11.08 13:34:00 -
[76] - Quote
Mmmmm as a mostly solo player I can't agree with this kil2
Is there truly no other way? surely you can balance the weapon out without the Ancillary-like cooldown, that itself is sickeningly long. Nobody likes downtime. |
|

CCP Rise
C C P C C P Alliance
3115

|
Posted - 2013.11.08 13:34:00 -
[77] - Quote
Quote:Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%.
This made me scared for a second and then I realized you used the RHML charge amount instead of the RLML. So instead of 23 charges it should be 18 which will lower the DPS a bit more.
I think the ammo switching problem is valid, but I don't think it's a show stopper and I think it might be possible in the .1 release to find a work-around like the one mentioned above where ammo switching doesn't take as much time as reloading but doesn't fully refill your charges.
The comparison to ECM and not getting to be active doesn't seem right to me. This mechanic is much better because you have control over it rather than it being random, and also the gameplay around deciding when to fire and what to do during reload are both very active.
Overall this is good discussion. Obviously there's a pretty wide range of reactions and I think that's probably a good sign. Please keep raising concerns if you have them so we spot as many potential problems as possible.
Also, keep in mind that we will absolutely iterate following these changes (whether it's the first version, this version or some other). |
|

mynnna
GoonWaffe Goonswarm Federation
2116
|
Posted - 2013.11.08 13:38:00 -
[78] - Quote
Volstruis wrote:mynnna wrote:Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles? People who are actually good at this game wouldn't shoot T1 thermal missiles from T2 launchers on a kinetic bonused hull. Hope this helps. And now the Goon CSMS are coming on an insulting people instead of addressing the issue. Yayness. Thread officially now made of win.
What's the issue? I see a bunch of people who think these are an interesting and fun approach, I agree with them. I see someone who thinks it would be good if you had a normal reload time while swapping ammo but that swapping under this circumstance should not reload your ammo bay - I agree with that as well. I also see a bunch of people who are assmad. I disagree with them.
If there's an issue here it's that you seem to think my job is to agree with the players every time. This is impossible, as the players rarely agree with each other. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
942
|
Posted - 2013.11.08 13:38:00 -
[79] - Quote
CCP Rise wrote:Quote:Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%. This made me scared for a second and then I realized you used the RHML charge amount instead of the RLML. So instead of 23 charges it should be 18 which will lower the DPS a bit more.
Yep, just spotted that myself. Updating the post above. |

Michael Harari
Genos Occidere HYDRA RELOADED
723
|
Posted - 2013.11.08 13:38:00 -
[80] - Quote
You dont really have a choice about when you reload, unless you just stop shooting at stuff for some reason.
The swapping ammo types is actually quite a big deal. If you have EM missiles loaded and a jaguar shows up to tackle you, if you cant swap ammo, you are ******, regardless of how fast you shoot all your 0 damage missiles into him. You also cant reload between gates, or while jammed. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
723
|
Posted - 2013.11.08 13:42:00 -
[81] - Quote
If anything, i think just make a new launcher type that does this burst dps, if that is what you want.
Light Missile Swarm Launcher Heavy Missile Swarm Launcher
Now you have a choice between burst dps and re-warping for the next 40s, and actually making continuous decisions about positioning and who to shoot, but without high burst. |

Gorski Car
ElitistOps Pandemic Legion
126
|
Posted - 2013.11.08 13:43:00 -
[82] - Quote
Michael Harari wrote:This is a terrible idea.
1) Having a lot of downtime is just bad gameplay design. In a gang, you might stay on the field to provide point and webs, but if you are solo, you basically are going to kill 1-2 targets and warp out. And then nobody gets to do anything for the next 40s while you reload. It promotes non-interactive gameplay.
2) Its not intuitive. Its yet another thing that vets know that noobs dont.
3) Its not that people use rapid lights because they are really good. We use them because the other medium missile systems are utter trash. I would love to be able to use heavy missiles again, but there is just no reason since they are currently the worst weapon system in the entire game for anything but giant blobs.
4) There is no alternative. You can use normal shield boosters instead of ancillary boosters. You can use normal armor reps instead of ancillary reps. There are good reasons to choose each. For medium missile launchers, there isnt any alternative to rapid lights. Heavy missiles are too slow, do too little damage for the fitting, and apply too poorly. Heavy assaults are too short range, and apply even more poorly.
5) While roaming, its can be very difficult to make a 40s reload when going gate to gate. This will just slow gangs down, with no real reason to do so.
Making this change will basically just end the use of missile ships in small gangs. People will just go to other ships, instead of dealing with the possibility of being tackled and having to wait for close to a minute to return fire.
If you want people to choose heavy missiles, then make heavy missiles be something besides a trash tier weapons system.
This pretty much sums up why this is a horrible idea. |

Morwennon
Aliastra Gallente Federation
5
|
Posted - 2013.11.08 13:52:00 -
[83] - Quote
Xequecal wrote:Links make HAMs ****. It's true. HAMs have a very high DRF so any ship that has a speed of 160% of its signature radius or higher takes reduced damage from CN HAMs on an almost 1:1 basis. When links simultaneously provide a speed increase and a sig radius reduction, any missiles bigger than RLMs become garbage. Links mean RLMs are vastly superior to all other missiles on basically all other non-webbed targets. (even some battleships) RLMs also outdamage HAMs on most cruisers with a single web applied and will actually outdamage HAMs on the really low-sig cruisers (scythe fleet) even if they have two webs applied.
A linked ABing Machariel takes half damage from CN HAMs. A freaking battleship, but links mean you're doing half damage with a cruiser-sized weapon. That's with no mass/agility mods, no snakes or speed implants, and no overheating. Overheating the AB on the Mach drops HAM DPS down to 38.16%. For a start, this is more of a "links are stupid OP" issue than a problem with HAMs per se. More to the point, however, HAMs are close range weapons so anything you're shooting with them should be hard tackled already. In more realistic situations, their damage application is absolutely fine for the kinds of fights that you'd want to use them in. You wouldn't fit RLMs on a sacrilege or a brawling missile legion, even if their bonuses applied to light missiles because in the situations where those ships excel, the drawbacks of HAMs are easily mitigated and their strengths in terms of raw DPS become much more valuable than the superior application of RLMs. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
942
|
Posted - 2013.11.08 13:55:00 -
[84] - Quote
Michael Harari wrote:This is a terrible idea.
1) Having a lot of downtime is just bad gameplay design. In a gang, you might stay on the field to provide point and webs, but if you are solo, you basically are going to kill 1-2 targets and warp out. And then nobody gets to do anything for the next 40s while you reload. It promotes non-interactive gameplay.
2) Its not intuitive. Its yet another thing that vets know that noobs dont.
3) Its not that people use rapid lights because they are really good. We use them because the other medium missile systems are utter trash. I would love to be able to use heavy missiles again, but there is just no reason since they are currently the worst weapon system in the entire game for anything but giant blobs.
4) There is no alternative. You can use normal shield boosters instead of ancillary boosters. You can use normal armor reps instead of ancillary reps. There are good reasons to choose each. For medium missile launchers, there isnt any alternative to rapid lights. Heavy missiles are too slow, do too little damage for the fitting, and apply too poorly. Heavy assaults are too short range, and apply even more poorly.
5) While roaming, its can be very difficult to make a 40s reload when going gate to gate. This will just slow gangs down, with no real reason to do so.
Making this change will basically just end the use of missile ships in small gangs. People will just go to other ships, instead of dealing with the possibility of being tackled and having to wait for close to a minute to return fire.
If you want people to choose heavy missiles, then make heavy missiles be something besides a trash tier weapons system.
1. I don't see this as a problem. 2. Pfff, if people can't read weapon descriptions, more fool them. 3. They are actually pretty good.
4. This is a mess. HMs are faster than LMs, not slower. HMs are trash because they offer minimal advantages in range and applied DPS over RLMLS. HAMs apply damage better than than HMLs, ignoring range issues. Fix HMs and the alternative to RLMLs will exist.
5. This is a serious problem, agreed. |
|

CCP Rise
C C P C C P Alliance
3117

|
Posted - 2013.11.08 14:01:00 -
[85] - Quote
Quote:1) Having a lot of downtime is just bad gameplay design. In a gang, you might stay on the field to provide point and webs, but if you are solo, you basically are going to kill 1-2 targets and warp out. And then nobody gets to do anything for the next 40s while you reload. It promotes non-interactive gameplay.
2) Its not intuitive. Its yet another thing that vets know that noobs dont.
3) Its not that people use rapid lights because they are really good. We use them because the other medium missile systems are utter trash. I would love to be able to use heavy missiles again, but there is just no reason since they are currently the worst weapon system in the entire game for anything but giant blobs.
4) There is no alternative. You can use normal shield boosters instead of ancillary boosters. You can use normal armor reps instead of ancillary reps. There are good reasons to choose each. For medium missile launchers, there isnt any alternative to rapid lights. Heavy missiles are too slow, do too little damage for the fitting, and apply too poorly. Heavy assaults are too short range, and apply even more poorly.
5) While roaming, its can be very difficult to make a 40s reload when going gate to gate. This will just slow gangs down, with no real reason to do so.
Making this change will basically just end the use of missile ships in small gangs. People will just go to other ships, instead of dealing with the possibility of being tackled and having to wait for close to a minute to return fire.
If you want people to choose heavy missiles, then make heavy missiles be something besides a trash tier weapons system.
1) Actual downtime is bad. Having to make decisions about how to manage timers is central to EVE and quite a few other games as well.
2) Having modules in a category not all work the same is pretty standard, and this isn't nearly as punishing of a mechanic before you understand it as several others.
3) People do use rapid lights because they're really good, they also use heavy missiles a lot despite your opinion that they are utter trash.
4) Just because you don't want to use HML or HAMs doesn't mean they don't exist. I don't like using normal shield boosters but that doesn't mean I can say there's no alternative to ASBs.
5) Gangs can decide if they are willing to wait an extra 5-10 seconds sometimes on some gates. I think module repair is a much more likely culprit in this example.
The idea that missiles won't get used in small scale pvp because of this change is bizarre considering people use missiles of all three types quite a lot already and this change has no effect on the other two types. |
|

GallowsCalibrator
GoonWaffe Goonswarm Federation
384
|
Posted - 2013.11.08 14:03:00 -
[86] - Quote
Oh hey, Rise, while you're here can you make a new launcher specifically for Defender's so they aren't completely janky-ass terrible? Something like these but with a larger clip/fire rate but still massive reload time. |

Morwennon
Aliastra Gallente Federation
7
|
Posted - 2013.11.08 14:07:00 -
[87] - Quote
CCP Rise wrote:The idea that missiles won't get used in small scale pvp because of this change is bizarre considering people use missiles of all three types quite a lot already and this change has no effect on the other two types. Isn't this argument rather inconsistent with the one you make in the OP where you say that "[rapid launchers] are almost always the right choice"?
You can't simultaneously believe both to be true. If RLMs are already well-balanced against the alternative medium-sized missile launchers then there's no need for this change whatsoever, and if they're not then you can't just dismiss the statement that HMLs are trash by citing usage figures.
(most eve players take a looooooong time to react to shifts in the meta and will continue using ships and weapons that have become sub-par due to recent balance changes out of habit, so pointing to ~metrics~ about the relative usage of different ships/weapon systems doesn't necessarily tell you much of anything about their actual state of balance) |

Xequecal
GoonWaffe Goonswarm Federation
112
|
Posted - 2013.11.08 14:08:00 -
[88] - Quote
Morwennon wrote:For a start, this is more of a "links are stupid OP" issue than a problem with HAMs per se. More to the point, however, HAMs are close range weapons so anything you're shooting with them should be hard tackled already. In more realistic situations, their damage application is absolutely fine for the kinds of fights that you'd want to use them in. You wouldn't fit RLMs on a sacrilege or a brawling missile legion, even if their bonuses applied to light missiles because in the situations where those ships excel, the drawbacks of HAMs are easily mitigated and their strengths in terms of raw DPS become much more valuable than the superior application of RLMs.
RLMs outperform HAMs on pretty much all cruisers, even if webbed.
HAMs would have OK application if it wasn't for links, but the fact that applying links alone reduces HAM damage by 50% while doing nothing to RLM damage just kills them. I'm pretty sure it's correct to fit RLMs to the Sac despite losing the bonus, you'll still do more damage. Tengu is best with RLMs despite losing a bonus too. |

Michael Harari
Genos Occidere HYDRA RELOADED
727
|
Posted - 2013.11.08 14:09:00 -
[89] - Quote
CCP Rise wrote:
1) Actual downtime is bad. Having to make decisions about how to manage timers is central to EVE and quite a few other games as well.
2) Having modules in a category not all work the same is pretty standard, and this isn't nearly as punishing of a mechanic before you understand it as several others.
3) People do use rapid lights because they're really good, they also use heavy missiles a lot despite your opinion that they are utter trash.
4) Just because you don't want to use HML or HAMs doesn't mean they don't exist. I don't like using normal shield boosters but that doesn't mean I can say there's no alternative to ASBs.
5) Gangs can decide if they are willing to wait an extra 5-10 seconds sometimes on some gates. I think module repair is a much more likely culprit in this example.
The idea that missiles won't get used in small scale pvp because of this change is bizarre considering people use missiles of all three types quite a lot already and this change has no effect on the other two types.
1) The choice in the timer is a false choice. The only way to manage the timer is to not fire your launchers, which is what the timer causes. There are very few situations in which you can fire, but dont want to fire.
2. ok
3/4. People use HMLs in blobs. People use RLMs in small gang. Nobody uses HMLs in small gang, at least not anyone that isnt terrible. HMLs are not a real alternative to RLMs. They are different weapon system, with different range, application and dps. Its like saying that autocannons are a alternative to artillery. In some sense sure, they are, but not really.
5. Its not 5-10s in many systems, esp in a cerb which warps faster. Module repair is a whole different issue, particularly how buggy repairing linked guns/launchers is (looking into this would actually be very excellent, although that might be some other team's domain)
|

Kaeda Maxwell
Calamitous-Intent
208
|
Posted - 2013.11.08 14:10:00 -
[90] - Quote
CCP Rise wrote: 5) Gangs can decide if they are willing to wait an extra 5-10 seconds sometimes on some gates. I think module repair is a much more likely culprit in this example.
I would like to remind you that you are about to introduce massive changes to how quickly things can arrive on grid even from neighbouring systems and 5-10 seconds in 2 weeks will potentially have quite a bit more impact then they do now.
***
And once again damage type selection getting hit in the shins is a much bigger nerf then it's made out to be so far.
Also, yes HM's get used, but I'm willing to bet that's mostly for medium and up (>=20) gang PvP work where people can field sufficient webs and painters to undo the poor explosion characteristics of HM's, but obviously you have access to more data the us so I might be wrong. |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
943
|
Posted - 2013.11.08 14:13:00 -
[91] - Quote
Xequecal wrote:
RLMs outperform HAMs on pretty much all cruisers, even if webbed.
Only because of links. The problem is hilariously OP skirmish links, not HAMs. |
|

CCP Rise
C C P C C P Alliance
3117

|
Posted - 2013.11.08 14:13:00 -
[92] - Quote
Morwennon wrote:CCP Rise wrote:The idea that missiles won't get used in small scale pvp because of this change is bizarre considering people use missiles of all three types quite a lot already and this change has no effect on the other two types. Isn't this argument rather inconsistent with the one you make in the OP where you say that "[rapid launchers] are almost always the right choice"? You can't simultaneously believe both to be true. If RLMs are already well-balanced against the alternative medium-sized missile launchers then there's no need for this change whatsoever, and if they're not then you can't just dismiss the statement that HMLs are trash by citing usage figures. (most eve players take a looooooong time to react to shifts in the meta and will continue using ships and weapons that have become sub-par due to recent balance changes out of habit, so pointing to ~metrics~ about the relative usage of different ships/weapon systems doesn't necessarily tell you much of anything about their actual state of balance)
You're right it sounds like I'm taking both sides a bit. I think RLMs are not well balance, but as you say, people adjust slowly so the usage doesn't represent balance completely accurately. I'm trying to say that while RLM are out of balance and making HML a bad choice usually, they aren't so bad that no one would use them if RLM changed. Even though I think they are definitely behind, I don't think it's by as much as Michael does and the ~metrics~ were meant to support that.
|
|

Katabrok First
Apukaray Security
55
|
Posted - 2013.11.08 14:14:00 -
[93] - Quote
You know what would be interesting?
If the amount of time needed to reload or change charges was based on the amount of charges still in the launcher. If you had 15 of the 23 charges on your RHML, you would take (23-15)/23 * 40s ~= 14s to reload. With 6 charges left, it would be (23-6)/23 * 40s ~= 29.5s . This way, if you choose to swap charges in the middle of the fight, the penalty wouldn't be so big.
Good idea? |

Michael Harari
Genos Occidere HYDRA RELOADED
727
|
Posted - 2013.11.08 14:20:00 -
[94] - Quote
Rise, the metrics in this case are meaningless, unless you explain what numbers you are using. Is this all usage stats? Does it include pve? Does it include 300 man gangs? Does it include ratters getting ganked and shooting back? Is it only last hits on kills? Is it weapon activations? Which metrics are we talking about?
If goonswarm came back with an HML drake doctrine, the usage of HMLs would shoot way up. This has no bearing on hmls being good or bad, particularly in small gang pvp.
Edit: I honestly cannot remember the last time I was in, or was fleeted with, an HML ship. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
658
|
Posted - 2013.11.08 14:21:00 -
[95] - Quote
CCP Rise wrote:Quote:1) Having a lot of downtime is just bad gameplay design. In a gang, you might stay on the field to provide point and webs, but if you are solo, you basically are going to kill 1-2 targets and warp out. And then nobody gets to do anything for the next 40s while you reload. It promotes non-interactive gameplay.
2) Its not intuitive. Its yet another thing that vets know that noobs dont.
3) Its not that people use rapid lights because they are really good. We use them because the other medium missile systems are utter trash. I would love to be able to use heavy missiles again, but there is just no reason since they are currently the worst weapon system in the entire game for anything but giant blobs.
4) There is no alternative. You can use normal shield boosters instead of ancillary boosters. You can use normal armor reps instead of ancillary reps. There are good reasons to choose each. For medium missile launchers, there isnt any alternative to rapid lights. Heavy missiles are too slow, do too little damage for the fitting, and apply too poorly. Heavy assaults are too short range, and apply even more poorly.
5) While roaming, its can be very difficult to make a 40s reload when going gate to gate. This will just slow gangs down, with no real reason to do so.
Making this change will basically just end the use of missile ships in small gangs. People will just go to other ships, instead of dealing with the possibility of being tackled and having to wait for close to a minute to return fire.
If you want people to choose heavy missiles, then make heavy missiles be something besides a trash tier weapons system. 1) Actual downtime is bad. Having to make decisions about how to manage timers is central to EVE and quite a few other games as well. 2) Having modules in a category not all work the same is pretty standard, and this isn't nearly as punishing of a mechanic before you understand it as several others. 3) People do use rapid lights because they're really good, they also use heavy missiles a lot despite your opinion that they are utter trash. 4) Just because you don't want to use HML or HAMs doesn't mean they don't exist. I don't like using normal shield boosters but that doesn't mean I can say there's no alternative to ASBs. 5) Gangs can decide if they are willing to wait an extra 5-10 seconds sometimes on some gates. I think module repair is a much more likely culprit in this example. The idea that missiles won't get used in small scale pvp because of this change is bizarre considering people use missiles of all three types quite a lot already and this change has no effect on the other two types.
Bizzare? Sorry but its MATH and math is not bizarre. If you cannot kill the most likely target that you will face before you need to reload for 50 seconds (time enoguh for the target to undo all your damage or even de agro and jump) .. then you would be a very bad player if you brough this weapon when you are flying solo.
Its math, its not opinion Rise. Peopel will not fit cerberuses just to kill a single t1 frigate (yes even the number of targets matter).
And if CCP is worried about not making things the same and irrelevant.. why they moved the Speed hardwiring implant and the MWD speed hardwiring implant (not the zor) be moved into the same slot? Effectively making one as relevant as a bag of salt in the middle of the pacific? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
658
|
Posted - 2013.11.08 14:25:00 -
[96] - Quote
Xequecal wrote:Morwennon wrote:For a start, this is more of a "links are stupid OP" issue than a problem with HAMs per se. More to the point, however, HAMs are close range weapons so anything you're shooting with them should be hard tackled already. In more realistic situations, their damage application is absolutely fine for the kinds of fights that you'd want to use them in. You wouldn't fit RLMs on a sacrilege or a brawling missile legion, even if their bonuses applied to light missiles because in the situations where those ships excel, the drawbacks of HAMs are easily mitigated and their strengths in terms of raw DPS become much more valuable than the superior application of RLMs. RLMs outperform HAMs on pretty much all cruisers, even if webbed. HAMs would have OK application if it wasn't for links, but the fact that applying links alone reduces HAM damage by 50% while doing nothing to RLM damage just kills them. I'm pretty sure it's correct to fit RLMs to the Sac despite losing the bonus, you'll still do more damage. Tengu is best with RLMs despite losing a bonus too.
The same links affect turrets a LOT as well. IN fact I feel much more difference agaisnt turret vessel than missile ones when I use links in my alts.
The issue is the missiel formula need to be worked to be less steep on its damage mitigation. The mitigation msut start earlier but culminate much further.
THe problem is nto on the links, is that the damage mitigation for missiles is too much "binary" |

Michael Harari
Genos Occidere HYDRA RELOADED
728
|
Posted - 2013.11.08 14:27:00 -
[97] - Quote
I think the problem here is one of role.
RLMs have a role in small gang. They apply (low) consistent dps to small targets. RLM ships act as anti tackle.
HMLs do not have a role in small gang. They apply (low) inconsistent dps to small targets, and (low) consistent dps to medium targets. We already have ships in the gang that can apply (high) consistent dps to medium targets. These are the dps ships that make up the backbone of the fleet. HML ships just act as half of a dps ship, which is not something a small gang badly needs.
If you want people to choose HMLs over RLMs, then they need to either be good enough at anti tackle that they can act in that role, or good enough at some other role to act in that other role. At the moment they are bad anti-tackle, they are bad dps, and they are not even good range compared to other options. Even cruise missiles are better, because they apply almost as well but with much higher base dps. Instead of a drake, I can bring a typhoon and do more dps at more range, with more utility on my ship.
Also a plated typhoon is faster than a drake. |

Morwennon
Aliastra Gallente Federation
9
|
Posted - 2013.11.08 14:33:00 -
[98] - Quote
CCP Rise wrote:You're right it sounds like I'm taking both sides a bit. I think RLMs are not well balance, but as you say, people adjust slowly so the usage doesn't represent balance completely accurately. I'm trying to say that while RLM are out of balance and making HML a bad choice usually, they aren't so bad that no one would use them if RLM changed. Even though I think they are definitely behind, I don't think it's by as much as Michael does and the ~metrics~ were meant to support that.
Well, that's fair enough, and I absolutely agree with you that RLMLs are not currently well balanced with HMLs. However, that doesn't mean that RLMLs are overpowered or that HMLs would be more widely used if RLMLs were nerfed, since it could equally well mean that RLMLs are basically OK but HMLs are poor. If you want to evaluate the merits of the two launcher systems, you can't just compare them to one-another, you have to compare them to *all* cruiser-sized weapons that can be used at medium-long ranges: pulse lasers with scorch, autocannons with barrage on falloff-bonused hulls, medium artillery/rails/beams, and sentry drones.
As it stands, HMLs come off poorly in almost all of those comparisons - their raw damage, volley, and damage application are all woeful when compared to *all* of the medium/long-range alternatives, not just RLMLs. Therefore, nerfing RLMLs won't push people who currently use them to switch to HMLs, it'll just make them abandon missile ships for the kind of mid-range kiting at which RLML hulls currently excel. People won't start replacing RLML fleet scythes with HML fits, they'll switch over to pulse navy omens and the like. |

Jenn aSide
STK Scientific Initiative Mercenaries
3258
|
Posted - 2013.11.08 14:34:00 -
[99] - Quote
Kat Ayclism wrote:Holy crap that's terrible ******* idea
Yea, not using these things at all now. If you do this Rise, you will simply have created another weapon that will collect dust on a shelf somewhere.
|

Traedar
InterStellar Trading Syndicate
17
|
Posted - 2013.11.08 14:35:00 -
[100] - Quote
My Fleet Phoon thanks you.
Seriously, you had better consider the balance implications for ships that get a damage bonus instead of rof bonus. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
728
|
Posted - 2013.11.08 14:41:00 -
[101] - Quote
Ok:
Take the swarm ammo idea I have further up in this thread, and instead of loading the swarm ammo into RLMs, you load it into HMLs.
HMLs can now dual mode as either long range, low dps ships, but can reload to short range high burst damage, high application ammo. Increase the reload time to 60s.
HMLs now have role "1/2 dps ships until tackle shows up, then swap to anti tackle". This is different from the RLM role of being hilariously low dps against larger targets. Gangs could then either use RLM ships for anti tackle, or HML ships for slightly less anti tackle, but higher dps when shooting primaries. You get choices in gang composition, which is good. For rapid heavy launchers, im not really sure what to do, since cruises hit frigates just as well as heavy missiles (which is to say, very badly) |

Joe Risalo
State War Academy Caldari State
641
|
Posted - 2013.11.08 14:43:00 -
[102] - Quote
I have a different idea.
How about instead of calling them rapids cause they fire off a bunch of missiles quickly, instead,
Completely remove reloading from rapid launchers.
adjust their RoF and whatever else so that they're balanced.
But instead of worrying about reloading, the advantage that these launchers would have is that they never reload, unless you're swapping damage types. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
658
|
Posted - 2013.11.08 14:45:00 -
[103] - Quote
Michael Harari wrote:Ok:
Take the swarm ammo idea I have further up in this thread, and instead of loading the swarm ammo into RLMs, you load it into HMLs.
HMLs can now dual mode as either long range, low dps ships, but can reload to short range high burst damage, high application ammo. Increase the reload time to 60s.
HMLs now have role "1/2 dps ships until tackle shows up, then swap to anti tackle". This is different from the RLM role of being hilariously low dps against larger targets. Gangs could then either use RLM ships for anti tackle, or HML ships for slightly less anti tackle, but higher dps when shooting primaries. You get choices in gang composition, which is good. For rapid heavy launchers, im not really sure what to do, since cruises hit frigates just as well as heavy missiles (which is to say, very badly)
That would be interesting. Also HML are nwo weak enough that their fittings could be reduced a tiny bit. Combine both and we might have something. |

MisterNick
The Sagan Clan Pax Romana Alliance
252
|
Posted - 2013.11.08 14:47:00 -
[104] - Quote
40 seconds seems like madness tbh, especially with the tiny amount of missiles that the rapid lights will be able to hold. You could use a squad fitting rapid heavies as a hit and run kind of thing - but battleships aren't exactly nippy now are they. |

BAJRAN BALI
Rabid Ninja Space Monkey Inc. Monkeys with Guns.
22
|
Posted - 2013.11.08 14:51:00 -
[105] - Quote
I think the reload time is a bit long, but I agree the reload needs to be upped. Keep in mind a lot of players use rapid launchers on t2 hulls. If your going to do this is suggest you look at adding a reload time bonus of some sort to the t2 hulls or something of that nature that are meant to use missile. I mean don't give the bonus to a t2 hull that has 1 - 2 missile slots.
I think the reload time should be more around the 20 sec mark. In every engagement the pilot using the rapid missile will most likely be overloading them adding even more DPS, but putting the even closer to the heart stopping 40 sec reload time. 40 sec is way too much. With an ASB I see why you need the super long reload time, but in doing this to a ships damage projection your rendering it useless for 40 sec. It's almost like the guy they'll be fighting has a falcon with them during the 1st reload.
Summary: Reload is too long, reconsider around 20-25 sec mark. 40 sec too long to cripple a ship's damage.
Edit: Another thing to keep in mind. Missiles only do 1 type of damage. You may deter fights with this new reload rather than encourage them. Pilots looking to pick a fight want the right ammo. Taking a full 40 sec to reload may mean they miss out or choose not to engage. |

Lloyd Roses
Blue-Fire
306
|
Posted - 2013.11.08 14:51:00 -
[106] - Quote
Me thinks the resulting burst dps might be very overwhelming in a couple situations.
- Like the current proposal looks a little like 700dps rapid light cerbs to me, meaning in smaller gangfights, there logi is either t2 and thus able to somewhat tank that with sufficient logistics, or they'll be moslten to the ground with a short burst if T1. The current rate of fire appears to send two volleys onto a target, before (remote armorreps) finish cycling, which is twice what's been usual before - Given that a cerb volleys for 1.2k-1.4k with excellent aplication that sounds alot like you'd only need some 15 cerbs to blap hostile logistics, without them doing anything unless they start projecting reps before the first damage comes in. While this is just a minor issue, The fast RoF working together with 70-90km damage application might be quite overwhelming on that ship atleast.
- Caracals crushing frigatefleets tend to live for only brief moments, and the frigs already die within 3-4 volleys normally. Now you can kill twice as many frigs in the same time. They can't do anything about it aswell, as missiles can't be disrupted - (going for the usual attempt of flying TD-AFs to deal with groups of cruisers/battlecruisers/battleships), it works perfectly against turret platforms, but doesn't at all against anything light missile.
- When flying in a small nanogang with example a couple talos, a cerb and a huginn, that cerb alone will now get rid of every tackler at twice the speed, the 40sec reload time potentially not even being a real hurdle, as you can just align out and warp back to your mates (150km range are easily pulled within 40seconds) in most normal situations.
Mean I love caracals and cerberi (always those issues finding the plural for mythological creatures) and thus this intended change, but I kinda feel bad for the things I usually shoot at. +1 for further buffing an already great weapon system, but personally I think they've been great enough already. |

Markku Laaksonen
EVE University Ivy League
208
|
Posted - 2013.11.08 14:57:00 -
[107] - Quote
"Reload time for both groups set to 40 seconds."
One of the 'strengths' of missiles is 100% selectable damage types. With a 40s reload time to only damage type I'll be selecting is whatever I already have loaded. (Ignoring the fact that more Caldari ships than not are locked into kinetic bonuses, which is terrible.)
EDIT: I say 'strengths' because selectable damage types is branded as a strength, but in practice less helpful than it sounds. In a heated engagement, what missile user has ever shot his target with all four damage types to see what did most damage and then use that? I use kinetic on my kinetic bonused ships, and thermal on my ships that don't have a damage type bonus because that tends to be the lowest average resist according to what I've read. |

Sven Viko VIkolander
Aliastra Gallente Federation
100
|
Posted - 2013.11.08 15:00:00 -
[108] - Quote
I am torn. On one hand, the times I use RLML (e.g. solo caracals) I am fighting against targets I can kill quickly and GTFO, and I'm generally not aiming to fight other cruisers or hull sizes up etc. So on one hand, when I am soloing in a RLML Cara, this change will actually help me because I will kill the targets much more quickly so I can GTFO more quickly.
On the other hand, if I am fighting multiple small targets the reload time is going to severely cripple my ability to fight for more than a short period.
So, I dunno, it makes RLML ships better at hit-and-run attacks, which is how I use them currently, but it now pins me to doing little else in these ships. |

Harvey James
The Sengoku Legacy
589
|
Posted - 2013.11.08 15:05:00 -
[109] - Quote
I still think its the wrong approach..
just add new launchers with lower fittings and maybe add new missiles:-
light torp launcher - light torps lower fittings - lower expl rad/ higher exp velocity / higher missile velocity/range/ lower damage per volley
medium assault missile launcher - medium assault missiles lower fittings - lower expl rad/ higher exp velocity /higher missile velocity/range/ lower damage per volley
nerf range on current torps and rename them heavy torps
nerf range on current HAMS
this would solve what Rapids are trying to do but in a more balanced way and makes much more sense /less OP than rapids will/are now. |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.08 15:05:00 -
[110] - Quote
Hey CCP Rise, why can't we have multi-ammo consumption variations? For instance:
Cruiser Class: Dual Rocket Launcher I
Battleship: Quad Standard Missile Launcher I Dual HAM
Etc. Decent dps, but you unload a ridiculous amount of ammo. This would be something for the new marauders to utilize, they have the cargo hold and movement capabilities to use short range launchers like this effectively. |
|

XvXTeacherVxV
S.E.N.T.I.N.E.L.
43
|
Posted - 2013.11.08 15:07:00 -
[111] - Quote
This drastic of a concept change makes me even more convinced now that this idea was ill-conceived. There are much better ways to improve the choices that battleship pilots make with missiles but I think it's probably way too late to scrap these launchers and go back to the drawing board since CCP has already spent time on models & effects for them (remember folks, there's no turning back with Rubicon).
So now, they HAVE to work...somehow, thus the 40s reload time. I'm really not a fan of these huge-reload time mods because its bad game design. I say that because you're creating time where your player is doing nothing, which is a boring experience as a gamer. Its not the same with the defense mods since you can still fly around and shoot stuff even if you can't rep up but the same isn't true for weapons.
I already spend lots of time doing nothing in this game, don't make me do nothing in combat too. So maybe they're balanced, maybe they're not, but that's not the reason I won't use them. |

Ganthrithor
GoonWaffe Goonswarm Federation
740
|
Posted - 2013.11.08 15:11:00 -
[112] - Quote
Seriously? You couldn't find a way to tweak missile stats so that rapid launchers do ~75% of the theoretical DPS of whatever their on-size equivalent is, but with better damage application? How does something that nerfs your DPS in exchange for better performance in some specific scenario (in which you are fighting something smaller than usual) not constitute a tradeoff / niche fitting?
If you can't figure out a set of numbers that will make rapids apply more damage to undersized targets than their on-sized counterparts while applying less damage to on-size or plus-size targets... well I'm not really sure what to say. You're doing it wrong?
This idea sucks. It makes rapids utterly useless for any small gang / solo ships and is totally unnecessary. Rapids already are a niche weapon: if they're not niche enough then fiddle the dps / application numbers again until they strike an appropriate balance rather than turning another niche strategy into a useless gimmick. |

Azurius Dante
Aliastra Gallente Federation
10
|
Posted - 2013.11.08 15:17:00 -
[113] - Quote
Wouldn't it be a better idea to have a set reload time of 40seconds, but can be effected by the rate of fire skills, bonus' and fittings?
Going to take a guess that you can't do this though in the time frame. |

Motoko Innocentius
Garoun Investment Bank Gallente Federation
2
|
Posted - 2013.11.08 15:17:00 -
[114] - Quote
Ok here's my take, this sounds like a good change.
For tweaking, i'd say lowering continuous dps by letsay 10-15% of rlml's would a good sweet spot. By continuous i mean if i have 2 x 3 rlml groups and i empty one launcher and start shooting with the other one when the reload time for first one will be done when second one starts reloading. For when using both a 50-60% increase in dps would be what i'd say is somethign i'd be willing to easily have for loss of some continuous dps. (these numbers are to be reflected on current rlml on tranquil and current proposal of rhml for rubicon)
Why? This gives me the perfect way of having extra dps for when i need it, for when i need less, i use less.
Hams, hams need abit more application ability, not much, enough to make them that small bit more effective against cruisers when using a painter (i see painter as being the webber blasters love for damage application). I'd also like to see some of hams max flight time moved to it's velocity, 25% or so. All this applies to torpedoes aswell, though i'd see torpedoes needing slightly more range also.
Hmls, well i'm not sure what to do with them, more application maybe, though currently, i see no reason for it, they're great for fleets and in fleets you can easily use painters and webbers to maximize damage output, just like you can with cruise missiles.
Anyways thats my opinion, and for the whiners, losing abit of overall dps for the ability to produce bigger burst (especially in solo and small gang situations where you really need to break that navy omens 200dps tank), long reload time doesn't mean you have to shoot all missiles from all tubes at the same time, use your brain and start making better arguments. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
659
|
Posted - 2013.11.08 15:23:00 -
[115] - Quote
Motoko Innocentius wrote:Ok here's my take, this sounds like a good change.
For tweaking, i'd say lowering continuous dps by letsay 10-15% of rlml's would a good sweet spot. By continuous i mean if i have 2 x 3 rlml groups and i empty one launcher and start shooting with the other one when the reload time for first one will be done when second one starts reloading. For when using both a 50-60% increase in dps would be what i'd say is somethign i'd be willing to easily have for loss of some continuous dps. (these numbers are to be reflected on current rlml on tranquil and current proposal of rhml for rubicon)
Why? This gives me the perfect way of having extra dps for when i need it, for when i need less, i use less.
Hams, hams need abit more application ability, not much, enough to make them that small bit more effective against cruisers when using a painter (i see painter as being the webber blasters love for damage application). I'd also like to see some of hams max flight time moved to it's velocity, 25% or so. All this applies to torpedoes aswell, though i'd see torpedoes needing slightly more range also.
Hmls, well i'm not sure what to do with them, more application maybe, though currently, i see no reason for it, they're great for fleets and in fleets you can easily use painters and webbers to maximize damage output, just like you can with cruise missiles.
Anyways thats my opinion, and for the whiners, losing abit of overall dps for the ability to produce bigger burst (especially in solo and small gang situations where you really need to break that navy omens 200dps tank), long reload time doesn't mean you have to shoot all missiles from all tubes at the same time, use your brain and start making better arguments.
Hams are ok when you fire in BC and larger. They make painter be somewhat useful. The problem is nto on the hams, the problem is that the band of speed and signature where missiles do full damage reducing to no damage is TOO narrow
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
659
|
Posted - 2013.11.08 15:25:00 -
[116] - Quote
Motoko Innocentius wrote:Ok here's my take, this sounds like a good change.
For tweaking, i'd say lowering continuous dps by letsay 10-15% of rlml's would a good sweet spot. By continuous i mean if i have 2 x 3 rlml groups and i empty one launcher and start shooting with the other one when the reload time for first one will be done when second one starts reloading. For when using both a 50-60% increase in dps would be what i'd say is somethign i'd be willing to easily have for loss of some continuous dps. (these numbers are to be reflected on current rlml on tranquil and current proposal of rhml for rubicon)
Why? This gives me the perfect way of having extra dps for when i need it, for when i need less, i use less.
Hams, hams need abit more application ability, not much, enough to make them that small bit more effective against cruisers when using a painter (i see painter as being the webber blasters love for damage application). I'd also like to see some of hams max flight time moved to it's velocity, 25% or so. All this applies to torpedoes aswell, though i'd see torpedoes needing slightly more range also.
Hmls, well i'm not sure what to do with them, more application maybe, though currently, i see no reason for it, they're great for fleets and in fleets you can easily use painters and webbers to maximize damage output, just like you can with cruise missiles.
Anyways thats my opinion, and for the whiners, losing abit of overall dps for the ability to produce bigger burst (especially in solo and small gang situations where you really need to break that navy omens 200dps tank), long reload time doesn't mean you have to shoot all missiles from all tubes at the same time, use your brain and start making better arguments.
We do not care for the tiny bit of DPS. 40 Seconds is enough for the other guy to just deagro and get away in gates.
Its damm too long! Passive tanks can rebuilld a LOT of HP on that time.
Basically if you are alone you cannot kill a well fit cruiser! |

Deacon Abox
Justified Chaos
231
|
Posted - 2013.11.08 15:25:00 -
[117] - Quote
CCP Rise, well, how would this translate to the mass murder of smaller ships, ships that don't have much ehp to begin with?
Especially since you guys have still not introduced any effective ewar counter to missiles yet (still waiting for TD/TE/TC missile effects ). Currently turret boats can be TD'd to uselessness against small stuff, let alone the mechanics of tracking and getting under it. However, speed reduction on light missiles is not very effective and mwd sig blooms cancel it out, etc. Would a mechanic like this simply result in the obsolescence of small ships?
So, making these things burst dps monsters I don't think is a good idea unless you simultaneously introduce some the new TD module that affects missiles. Btw when you do, look at how TD's currently render a turret boat useless and how small turret boats in particular lack available slots to fit the TC and TE that don't even remedy the situation enough v a TD anyway (which is probably a good thing since we will not want new TC&TEs being stacked on a ship to make them total pwnzors of small stuff or ridiculous snipers).
So when you do put missile TDs in the game make sure that missile TC&TEs are similarly gimped as requiring multiple modules to even cancel the effects of one missile TD. Also consider that Amarr and Gallente ships have less mids available to even fit these like caldari and minmatar currently do to neutralize turret boats.
To address the midslot shortage, you could simultaneously overhaul TDs altogether to reduce their impact and increase the ship bonuses for the TD-specialized ships. Do this as well for damps. This would be keeping things in line with what you did for ECM boats and the ECM modules.
Anyway, what you propose worries me. If a missile boat like a RLML Caracal is already a terror to frigs. What would it become with this new mechanic? I like flying frigs. Frigs are not op. Tengus and Caracals are already doing well. Is what you propose going to result in missile boats online? Please be careful. |

Vesan Terakol
Sad Face Enterprises
20
|
Posted - 2013.11.08 15:28:00 -
[118] - Quote
Wow, we're gonna have a legit MLRS - I've always loved those - a hail of destruction, rains on the head of your foes, then you pack and GTFO. The quick unload/slow reload would force some new dynamics on the field. I imagine it like that - 4-5 of those warp in, unload all they got then disappear just as they came - would look awesome in small skirmishes. |

Joe Risalo
State War Academy Caldari State
641
|
Posted - 2013.11.08 15:29:00 -
[119] - Quote
Joe Risalo wrote:I have a different idea.
How about instead of calling them rapids cause they fire off a bunch of missiles quickly, instead,
Completely remove reloading from rapid launchers.
adjust their RoF and whatever else so that they're balanced.
But instead of worrying about reloading, the advantage that these launchers would have is that they never reload, unless you're swapping damage types.
^this^
LOL |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
659
|
Posted - 2013.11.08 15:31:00 -
[120] - Quote
Vesan Terakol wrote:Wow, we're gonna have a legit MLRS - I've always loved those - a hail of destruction, rains on the head of your foes, then you pack and GTFO. The quick unload/slow reload would force some new dynamics on the field. I imagine it like that - 4-5 of those warp in, unload all they got then disappear just as they came - would look awesome in small skirmishes.
You mean you will fire a volley that will make your enemy angry but not where close to be in danger of death... and then you will run away?
Not very efficient way of PVP |
|

Michael Harari
Genos Occidere HYDRA RELOADED
731
|
Posted - 2013.11.08 15:31:00 -
[121] - Quote
If anything should have a "burst" mechanic with a long reload time, it should be remote reps. |

Kane Fenris
NWP
112
|
Posted - 2013.11.08 15:32:00 -
[122] - Quote
Kagura Nikon wrote: The problem is nto on the hams, the problem is that the band of speed and signature where missiles do full damage reducing to no damage is TOO narrow
your absolutely right about the problem sadly its a result of speed to signature ratio of the ships which you cant change cause it would have impact on much more than missiles. you cant change the amo stats it self to widen the bandwidth of dmg appliance. (youd only move it)
so the only thing left would be to introduce a new factor into the formula which will proof very dificult if not impossible without major disturbances of balance untill all missiles are rebalanced again.
so the pragmatic part of me says "hey its not that broken that i'd have to try and fix it."
|

Laerise
PIE Inc. Praetoria Imperialis Excubitoris
51
|
Posted - 2013.11.08 15:32:00 -
[123] - Quote
It would be pretty cool if rockets would be tweaked to work like this also. That'd make them a truely unique frigate sized weapon system, great for overpowering active tanks due to sheer dps, but worse against larger ships.
Actually they'd be like inverse artillery, where alpha is replaced by high rof and long reload timer.  |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
659
|
Posted - 2013.11.08 15:33:00 -
[124] - Quote
Motoko Innocentius wrote:Ok here's my take, this sounds like a good change.
For tweaking, i'd say lowering continuous dps by letsay 10-15% of rlml's would a good sweet spot. By continuous i mean if i have 2 x 3 rlml groups and i empty one launcher and start shooting with the other one when the reload time for first one will be done when second one starts reloading. For when using both a 50-60% increase in dps would be what i'd say is somethign i'd be willing to easily have for loss of some continuous dps. (these numbers are to be reflected on current rlml on tranquil and current proposal of rhml for rubicon)
Why? This gives me the perfect way of having extra dps for when i need it, for when i need less, i use less.
Hams, hams need abit more application ability, not much, enough to make them that small bit more effective against cruisers when using a painter (i see painter as being the webber blasters love for damage application). I'd also like to see some of hams max flight time moved to it's velocity, 25% or so. All this applies to torpedoes aswell, though i'd see torpedoes needing slightly more range also.
Hmls, well i'm not sure what to do with them, more application maybe, though currently, i see no reason for it, they're great for fleets and in fleets you can easily use painters and webbers to maximize damage output, just like you can with cruise missiles.
Anyways thats my opinion, and for the whiners, losing abit of overall dps for the ability to produce bigger burst (especially in solo and small gang situations where you really need to break that navy omens 200dps tank), long reload time doesn't mean you have to shoot all missiles from all tubes at the same time, use your brain and start making better arguments.
You shoud l use your brian and calcualte how much damage you can dish with ALL missiles ina cerberus for example (the ship that effectively mos tuse rapid launchers). 20 k damage.. no matter how you stagger it. You are just somethign lauguable. You will VERY rappdly brign your enemy to low armor.. then do nothing.. until he gets away or kills you.
That is NOT good!
Ever heard of the rabbit and the turtle child story? You know wich one won at the end? |

M1k3y Koontz
Thorn Project Surely You're Joking
393
|
Posted - 2013.11.08 15:38:00 -
[125] - Quote
GallowsCalibrator wrote:Lots of people not getting the potential of front-loaded dps against smaller targets in this thread I think.
Explain it to me, then. I don't see how its better than the current RML. |

MeBiatch
Republic University Minmatar Republic
1456
|
Posted - 2013.11.08 15:42:00 -
[126] - Quote
question does this mean the velocity/sig radius ship bonus will now work?
also i think PL are upset by the change cuss they were going to use ravens to kill tech III ships when they are in heavy tidi. this change kinda upsets thier plans.
though i think the idea is neat... perhaps there could be a skill added that reduces the reload time by 2 seconds per level. that way at lev V reload is only 30 seconds. |

MeBiatch
Republic University Minmatar Republic
1456
|
Posted - 2013.11.08 15:44:00 -
[127] - Quote
Michael Harari wrote:If anything should have a "burst" mechanic with a long reload time, it should be remote reps.
yes make all asb and remote armor reps ammo based. that way if you want to use RR its burst only with a long reload.
tBH thats the best idea i heard in years!
seriously! |

Connall Tara
Conquering Darkness
103
|
Posted - 2013.11.08 15:50:00 -
[128] - Quote
M1k3y Koontz wrote:GallowsCalibrator wrote:Lots of people not getting the potential of front-loaded dps against smaller targets in this thread I think. Explain it to me, then. I don't see how its better than the current RML.
Its a matter of targets. this change shifts the RLML and RHML from being frontline omgwtf application all the time! weapons into something designed to slaughter fleet support ships.
consider... softer things. things which tend to survive through use of range and/or sig tanking. interceptors, ABC's, logi cruisers, Recons... there's all kinds of targets which could be scrubbed from the field in a rather short time frame with this idea.
you're dumping a rather large amount of damage onto these traditionally tricksy targets in a very short time frame, with frankly absurd damage application with the numbers involved. its like a slightly different form of alpha weapon with no need to worry about arty tracking... its really odd yet... cool.
I'm not saying that these are perfect in their current form, don't get me wrong, but the potential of this concept is astounding.
I'm very much intrigued. |

Kane Fenris
NWP
112
|
Posted - 2013.11.08 15:52:00 -
[129] - Quote
MeBiatch wrote: though i think the idea is neat... perhaps there could be a skill added that reduces the reload time by 2 seconds per level. that way at lev V reload is only 30 seconds.
while i'd welcome 30s reload ....
PLZ not more missile support skills they already have lots. if 30s reload would not be op just make it 30s.
|

Michael Harari
Genos Occidere HYDRA RELOADED
738
|
Posted - 2013.11.08 15:53:00 -
[130] - Quote
Connall Tara wrote:[
consider... softer things. things which tend to survive through use of range and/or sig tanking. interceptors, ABC's, logi cruisers, Recons... there's all kinds of targets which could be scrubbed from the field in a rather short time frame with this idea.
.
Or you could just use an actual dps ship to kill all of those except the interceptor, and do more dps, and then continue doing more dps instead of reloading for 40s. |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
430
|
Posted - 2013.11.08 15:54:00 -
[131] - Quote
If you want to balance RLMLs, start by balancing LMs.
I'd also have a think about just removing them altogether. People say that more options and more stuff is better, but if it's broken by definition (think about how caracals make destroyers totally obsolete), then it's better to just get rid of it.
Also, if you're going to have yet another very long reload timer module, having reload timers be visible somewhere would be great. The number of times I've been in a plex with my AAR reloading, and another guy about to land on me, then I make the wrong decision about staying or leaving because I'm too lazy to remember when I pressed the reload... |

Capqu
Love Squad
365
|
Posted - 2013.11.08 16:00:00 -
[132] - Quote
well its certainly a change
guess we're gonna have t disband the Church of the Rapid Light tho |

M1k3y Koontz
Thorn Project Surely You're Joking
393
|
Posted - 2013.11.08 16:00:00 -
[133] - Quote
Denuo Secus wrote:I think HMLs should be more attractive again then. Compared with other medium long range turrets - which got a boost recently - they feel quite subpar. If RLMLs get a more specific role, I'd like to use HMLs more (on a Caracal for instance). But they are just plain bad. Especially in terms of damage application.
HMLs got nerfed because they were way better than other medium long range weapons, then other medium long range weapons got buffed. CCP, buff HMLs to be in line with arties and rails (does anyone use beams?), then people won't have as much of a reason to complain about this change.
My opinion of the RHML and RML now: meh. Whatever. I only trained it cause my alliance said "We're flying caracals!" and I was like "Cool!" and now it'll probably get dumpstered so there goes a week of training time. Obligatory "Grr Rise" comment.
That is all. Also, stop nerfing Minmatar so bad, the Muninn is soooo shiiittt there is no good Minmatar HAC anymore :( |

Zilero
Love Squad
118
|
Posted - 2013.11.08 16:01:00 -
[134] - Quote
40 second reload time?
Are you ******* kidding me.
This is beyond ********. |

Marc McIntyre Crendraven
The Knights of Retribution
23
|
Posted - 2013.11.08 16:04:00 -
[135] - Quote
I use turrets almost exclusively and will likely never use these anyway, but I have to say that 40 seconds to reload or select damage type is insane, need to be reduced. |

Ganthrithor
GoonWaffe Goonswarm Federation
740
|
Posted - 2013.11.08 16:08:00 -
[136] - Quote
Kagura Nikon wrote:Vesan Terakol wrote:Wow, we're gonna have a legit MLRS - I've always loved those - a hail of destruction, rains on the head of your foes, then you pack and GTFO. The quick unload/slow reload would force some new dynamics on the field. I imagine it like that - 4-5 of those warp in, unload all they got then disappear just as they came - would look awesome in small skirmishes. You mean you will fire a volley that will make your enemy angry but not where close to be in danger of death... and then you will run away? Not very efficient way of PVP
No, it will be more like ASBs: you'll fit them to suicide gimmick ships so that you can run into a gang, get tackled, kill a dictor or expensive frigate absurdly quickly, and then die in a fire since you'll be out of charges and still tackled. This has been CCP's new ideal for small gang / solo PvP for a while now :\ |

Joe Risalo
State War Academy Caldari State
642
|
Posted - 2013.11.08 16:11:00 -
[137] - Quote
I'm telling you guys.
Balance them by making them no longer have to reload.
They would be considered rapid, because they don't stop firing unless you swap ammo types.
You might think this would be afk mode, but considering you'd still have to activate them on different targets, that assumption would be incorrect. |

Chessur
Strontless Mistakes Fatal Ascension
203
|
Posted - 2013.11.08 16:12:00 -
[138] - Quote
A 40 second reload choice is unplayable. The only reason why RLM's are use don every ship, is because the balance team in its infinite wisdom nerfed HML's into the ground. HAM's have always had horrible DPS application. Those systems are simply unplayable, so people were forced into RLMs.
Currently the RHML you have proposed, is just HML's that shoot slightly faster- with no added velocity / application bonus. This means that RHML's are bad, and will continue to be sub par to cruise missiles due to the inherent weakness built into the ammo, thanks to your previous round of 'balancing.'
RLML's with a 40 second reload time is simply going to be suicide. Small gang or solo pilots will not be able to fly these ships, due to the fact- that in those kind of PvP situations 40 seconds is an eternity. Not being able to shoot anything, and being at a large risk of becoming tackled from light ships with out the inability to shoot back is really poor game design.
Giving RLML's and RHMLs this option is not providing any meaning full alternative to game play/
As it stands now, if this horrible idea goes through- the only way to play with these ships would be this:
Split your weapon stack into two equal groups. Group A starting shooting, and once A is on reload- begin shooting group B. That way you can at least be doing some DPS during your eternity of a reload. However if you cannot see the flaws in this game play design are as follows:
1. It is not intuitive to younger players 2. Doesn't open up any additional options, other than making a ship have anemic DPS, with the innability to change missile type or ammo type mid battle 3. Does not provide a realistic alternative to HMLs / HAM's as a usable weapon system
RLM's and cruise are the only missiles systems that are working (kind of) in the current PvP meta. Don't take away more Missiles with a rashly proposed design idea, with little to know community feed back- and force it into a new expansion.
This is a horrible change, and I feel that if you were wanting to make changes to RLML, make HML and HAM missiles usable. Then RHML's might actually have some use in game, and you can have an alternative to RLML's. |

AskariRising
State Protectorate Caldari State
20
|
Posted - 2013.11.08 16:13:00 -
[139] - Quote
can we get rapid cruise launchers? :) |

Soldarius
Deadman W0nderland Forsak3n.
375
|
Posted - 2013.11.08 16:14:00 -
[140] - Quote
The reload time is an absolutely terrible idea. Missiles are 100% damage type specific. Reloading to change damage type is already slow at 10 seconds. Now it will not even be an option. There is no way to compensate for this without reconsidering the bonuses on every ships that these launchers could possibly be mounted on. The can of worms that you are attempting to open is too large to be handled safely.
At the very least keep RLMLs the same. They are not in need of changes.
|
|

Motoko Innocentius
Garoun Investment Bank Gallente Federation
2
|
Posted - 2013.11.08 16:19:00 -
[141] - Quote
Kagura Nikon wrote:
You shoud l use your brian and calcualte how much damage you can dish with ALL missiles ina cerberus for example (the ship that effectively mos tuse rapid launchers). 20 k damage.. no matter how you stagger it. You are just somethign lauguable. You will VERY rappdly brign your enemy to low armor.. then do nothing.. until he gets away or kills you.
That is NOT good!
Ever heard of the rabbit and the turtle child story? You know wich one won at the end?
This just makes no sense, what is proposed atm is 409 dps for ~50seconds for a caracal (which has 5 launchers), reload time is 40 seconds, if you fire 3 launchers for 50 seconds and start firing 2 launchers on top of that at 40 second mark, you'll do 245 dps for 40 seconds, 409 dps for 10 seconds and then 163,6 dps for 40 seconds, after which you dps once again rises to 245 for the next 40 seconds. Atm you'll do 266 dps with 5 scourge furies on a caracal.
What i suggest is increasing the dps to letsay 440 at which point using them continuously becomes
264 dps for 40 seconds followed by 440 dps for 10 seconds followed by 176 dps for the last 40 seconds of the cycle.
I do not in any way understand how this becomes "you only get 20 k damage and then you're done". If i use the new rlml's in this way i lose very little dps in continuous fire (like i said earlier) and gain the possibility of bursting alot more than before if i want.
What this does is gives me the possibility of choosing, only thing i see a problem with is making sure the numbers are good enough so the continuous fire isn't too much nerfed from what it was before while being able to burst if needed.
Edit: atm a caracal can dishout 23 940 damage in 90 seconds after current proposal it can dishout 20 434 in 90 seconds. Do you get it now ? |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.08 16:26:00 -
[142] - Quote
With proposed changes, IMO, up to 20 seconds reload time could be acceptable but no more! Better solution, as already stated, would be making a new launcher or new missile types so we can CHOOSE! Please, please, please, don't kill the last decent weapon system for most of the Caldari ships  |

MeBiatch
Republic University Minmatar Republic
1456
|
Posted - 2013.11.08 16:31:00 -
[143] - Quote
AskariRising wrote:can we get rapid cruise launchers? :)
Might make the Phoenix usable. .. |

Joe Risalo
State War Academy Caldari State
643
|
Posted - 2013.11.08 16:31:00 -
[144] - Quote
Niena Nuamzzar wrote:With proposed changes, IMO, up to 20 seconds reload time could be acceptable but no more! Better solution, as already stated, would be making a new launcher or new missile types so we can CHOOSE! Please, please, please, don't kill the last decent weapon system for most of the Caldari ships 
Cruise missiles are pretty good after the rebalance last year.
However, I do have to say that there is some interesting capabilities with these.
For instance, hit and run tactics.
The one thing I will say is that it appears the RHML with this iteration seems to be almost designed with the goelm in mind specifically.
Golem could drop a tengu with these before reload, and it's the only ship that can use it and have the tank to last while reloading. |

Omnathious Deninard
Novis Initiis
1780
|
Posted - 2013.11.08 16:32:00 -
[145] - Quote
With a 40 second reload the situation that will happen is: Do lots of damage and hope you kill the target, no then they completely rep them selves while you reload your missiles then you fire off them all again and hope you kill them.
The reload time needs to go down to 20 seconds. |

stoicfaux
3326
|
Posted - 2013.11.08 16:34:00 -
[146] - Quote
Let's just go all the way down the slippery slope.
How about we finally delegate missiles to being support weapons? The ancillary concept is basically the RL equivalent of a one-shot anti-tank weapon carried by infantry. Meaning, ancillary missile packs just provide burst damage and are either a limited use item or have extremely long reload rates, making them something that you would put into a utility high slot (dedicated launcher slots would go away.)
Burst damage promotes hit and run tactics, guns reign supreme, load is reduced (except for that spike when everyone pops off their missile packs at once) and the Phoenix can finally be replaced with a gunship.
Think missiles from the old Renegade Legion Leviathan cap ship combat game or Rocket Launchers from Battletech.
|

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 16:38:00 -
[147] - Quote
CCP Rise wrote:Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). It's an interesting proposal, and as a die-hard missile player I'm not entirely opposed to the proposed changes. The 40-second reload time isn't necessarily a problem provided we consider:
GÇó Including explosion radius, explosion velocity and missile velocity for RHMLs on battleship and battlecruiser hulls GÇó Including missile velocity for RLMLs on T3 hulls GÇó Reducing the grid/CPU requirement for RHMLs such that they can be utilized to some extent on battlecruisers
Otherwise, either the ammunition capacity needs to be doubled or the reload time reduced to 20 seconds. |

Connall Tara
Conquering Darkness
103
|
Posted - 2013.11.08 16:39:00 -
[148] - Quote
Michael Harari wrote:Connall Tara wrote:[
consider... softer things. things which tend to survive through use of range and/or sig tanking. interceptors, ABC's, logi cruisers, Recons... there's all kinds of targets which could be scrubbed from the field in a rather short time frame with this idea.
. Or you could just use an actual dps ship to kill all of those except the interceptor, and do more dps, and then continue doing more dps instead of reloading for 40s.
you're oversimplifying. yes, you can do this job with other ships and weapons.... but how many of those ships and weapons do THAT much damage with THAT much precision to THOSE kinds of ranges with no need to concern about tracking?
that's the thing. you could do all these jobs with a normal dps ship and keep shooting while the rapid launchers are reloading... but the rapid launcher is a specialised option in this purpose, that's what makes it such an interesting idea.
lets try some other numbers, lets take Rise's triple BCU raven and throw caldari navy scourge heavy missiles on there, because lets be honest we'll probably use these rather than fury.
taking into account the base damage difference of 17% caldari navy scourge missiles (assuming i've not ballocksed up my maths) will throw out a rather nice 769 dps. so the question becomes... is there another weapon system within the game which will deal 769 dps as accurately or precisely or as far as the RHML? remember, assuming that these weapons systems don't receive range bonuses from ships like the raven (need to check up on that) we're looking at around 60km optimal range, if they do apply we're looking at around 90-100km.
hell... strap these things to the typhoon with its explosion radius bonus o_o
we're after all not talking a single weapon system for all situations, which is what makes me interested in this concept, its a weapon system designed for an anti-support role and the potential for this concept alone makes me kind of want to see it in action...
seriously... find a weapon system which does the same thing.... not even tengus can dump this much firepower with heavy missiles into a 50 second window >_< |

Jenn aSide
STK Scientific Initiative Mercenaries
3258
|
Posted - 2013.11.08 16:40:00 -
[149] - Quote
stoicfaux wrote:Let's just go all the way down the slippery slope.
How about we finally delegate missiles to being support weapons? The ancillary concept is basically the RL equivalent of a one-shot anti-tank weapon carried by infantry. Meaning, ancillary missile packs just provide burst damage and are either a limited use item or have extremely long reload rates, making them something that you would put into a utility high slot (dedicated launcher slots would go away.)
Burst damage promotes hit and run tactics, guns reign supreme, load is reduced (except for that spike when everyone pops off their missile packs at once) and the Phoenix can finally be replaced with a gunship.
Think missiles from the old Renegade Legion Leviathan cap ship combat game or Rocket Launchers from Battletech.
Battletech Rocket Launchers suck lol, even if they only cost 1 ton and 2 crits.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.08 16:41:00 -
[150] - Quote
Joe Risalo wrote:Niena Nuamzzar wrote:With proposed changes, IMO, up to 20 seconds reload time could be acceptable but no more! Better solution, as already stated, would be making a new launcher or new missile types so we can CHOOSE! Please, please, please, don't kill the last decent weapon system for most of the Caldari ships  Cruise missiles are pretty good after the rebalance last year. True but they aren't as much used in small gangs pvp. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
738
|
Posted - 2013.11.08 16:44:00 -
[151] - Quote
Niena Nuamzzar wrote:Joe Risalo wrote:Niena Nuamzzar wrote:With proposed changes, IMO, up to 20 seconds reload time could be acceptable but no more! Better solution, as already stated, would be making a new launcher or new missile types so we can CHOOSE! Please, please, please, don't kill the last decent weapon system for most of the Caldari ships  Cruise missiles are pretty good after the rebalance last year. True but they aren't as much used in small gangs pvp.
Sure they are. https://www.youtube.com/watch?v=Emb2v0yKM7s is a good small gang video involving almost entirely cruise phoons. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
662
|
Posted - 2013.11.08 16:45:00 -
[152] - Quote
Motoko Innocentius wrote:Kagura Nikon wrote:
You shoud l use your brian and calcualte how much damage you can dish with ALL missiles ina cerberus for example (the ship that effectively mos tuse rapid launchers). 20 k damage.. no matter how you stagger it. You are just somethign lauguable. You will VERY rappdly brign your enemy to low armor.. then do nothing.. until he gets away or kills you.
That is NOT good!
Ever heard of the rabbit and the turtle child story? You know wich one won at the end?
This just makes no sense, what is proposed atm is 409 dps for ~50seconds for a caracal (which has 5 launchers), reload time is 40 seconds, if you fire 3 launchers for 50 seconds and start firing 2 launchers on top of that at 40 second mark, you'll do 245 dps for 40 seconds, 409 dps for 10 seconds and then 163,6 dps for 40 seconds, after which you dps once again rises to 245 for the next 40 seconds. Atm you'll do 266 dps with 5 scourge furies on a caracal. What i suggest is increasing the dps to letsay 440 at which point using them continuously becomes 264 dps for 40 seconds followed by 440 dps for 10 seconds followed by 176 dps for the last 40 seconds of the cycle. I do not in any way understand how this becomes "you only get 20 k damage and then you're done". If i use the new rlml's in this way i lose very little dps in continuous fire (like i said earlier) and gain the possibility of bursting alot more than before if i want. What this does is gives me the possibility of choosing, only thing i see a problem with is making sure the numbers are good enough so the continuous fire isn't too much nerfed from what it was before while being able to burst if needed. Edit: atm a caracal can dishout 23 940 damage in 90 seconds after current proposal it can dishout 20 434 in 90 seconds. Do you get it now ?
FORGET THE DPS!! How much TOTAL damage can you do before reload? It will be less than EHP of a cruiser!! That is the issue.
Even if you have 20 THOSUAND dps, but you fire for 1 second and reload for 20k seconds.. you will NEVER kill a well fit enemy cruiser.. in fact this last example is the worse situation you could have basically |

Bienator II
madmen of the skies
2163
|
Posted - 2013.11.08 16:46:00 -
[153] - Quote
my first thought was: now we really need reload and cooldown timers in the UI |

Jenn aSide
STK Scientific Initiative Mercenaries
3258
|
Posted - 2013.11.08 16:48:00 -
[154] - Quote
Ganthrithor wrote:Seriously? You couldn't find a way to tweak missile stats so that rapid launchers do ~75% of the theoretical DPS of whatever their on-size equivalent is, but with better damage application? How does something that nerfs your DPS in exchange for better performance in some specific scenario (in which you are fighting something smaller than usual) not constitute a tradeoff / niche fitting?
If you can't figure out a set of numbers that will make rapids apply more damage to undersized targets than their on-sized counterparts while applying less damage to on-size or plus-size targets... well I'm not really sure what to say. You're doing it wrong?
This idea sucks. It makes rapids utterly useless for any small gang / solo ships and is totally unnecessary. Rapids already are a niche weapon: if they're not niche enough then fiddle the dps / application numbers again until they strike an appropriate balance rather than turning another niche strategy into a useless gimmick.
This.
"Situation Specific" weapons are a bad idea. The weapons and tactics that get used are good in multiple situations even if they aren't the best choice in a specific situation. Their are loads of weapons and items in EVE that get little use because of this. Not that a "swarm" type missile launcher idea isn't cool, I just have doubts about this idea.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
663
|
Posted - 2013.11.08 16:50:00 -
[155] - Quote
Warde Guildencrantz wrote:Kagura Nikon wrote:
You simply destroyed my best ship (cerberus with rapid launchers). With that long reload time I cannot kill anythign meaningful (and i need rapid launchers because hamds do not fit with an useful fit). Mehh 1 billion isp spent on a ship that will be thrown in garbage can now.
Also that cahnge makes ROF bonus on launchrs a VERY SAD feature :/
Think about those numbers.. make a few more charges. So that you can kill acruiser with it.
OThewrwise you jus tmade the weapon useles for SOLO and small gang work. Surprise.. as if this was not a trend in game.
I fail to see how 800dps in a cerberus for 40 seconds that applies on like any ship it shoots at is a reason to "throw it in the garbage can". Its the same DPS as before. If your opponent can burst tank 40 seconds of 800 dps he can tank a consistent 400 dps too.
Let me put it simpler to you. Now matter how large is your dps, if the max dmage you can do before you stop doign damage is less than enemy EHP... he will nto be dead.. and he has 40 seconds to get away or kill you. |

Kahega Amielden
Rifterlings Point Blank Alliance
1038
|
Posted - 2013.11.08 16:54:00 -
[156] - Quote
Kagura Nikon wrote:Motoko Innocentius wrote:Kagura Nikon wrote:
You shoud l use your brian and calcualte how much damage you can dish with ALL missiles ina cerberus for example (the ship that effectively mos tuse rapid launchers). 20 k damage.. no matter how you stagger it. You are just somethign lauguable. You will VERY rappdly brign your enemy to low armor.. then do nothing.. until he gets away or kills you.
That is NOT good!
Ever heard of the rabbit and the turtle child story? You know wich one won at the end?
This just makes no sense, what is proposed atm is 409 dps for ~50seconds for a caracal (which has 5 launchers), reload time is 40 seconds, if you fire 3 launchers for 50 seconds and start firing 2 launchers on top of that at 40 second mark, you'll do 245 dps for 40 seconds, 409 dps for 10 seconds and then 163,6 dps for 40 seconds, after which you dps once again rises to 245 for the next 40 seconds. Atm you'll do 266 dps with 5 scourge furies on a caracal. What i suggest is increasing the dps to letsay 440 at which point using them continuously becomes 264 dps for 40 seconds followed by 440 dps for 10 seconds followed by 176 dps for the last 40 seconds of the cycle. I do not in any way understand how this becomes "you only get 20 k damage and then you're done". If i use the new rlml's in this way i lose very little dps in continuous fire (like i said earlier) and gain the possibility of bursting alot more than before if i want. What this does is gives me the possibility of choosing, only thing i see a problem with is making sure the numbers are good enough so the continuous fire isn't too much nerfed from what it was before while being able to burst if needed. Edit: atm a caracal can dishout 23 940 damage in 90 seconds after current proposal it can dishout 20 434 in 90 seconds. Do you get it now ? FORGET THE DPS!! How much TOTAL damage can you do before reload? It will be less than EHP of a cruiser!! That is the issue. Even if you have 20 THOSUAND dps, but you fire for 1 second and reload for 20k seconds.. you will NEVER kill a well fit enemy cruiser.. in fact this last example is the worse situation you could have basically
I'm fairly certain that the whole point of this change is that RLMLs should not be good against enemy cruisers, and should be a specialized choice for fighting smaller stuff, not the weapon-of-choice that lets you apply damage perfectly to everything all the time. |

Mhari Dson
Lazy Brothers Inc
68
|
Posted - 2013.11.08 16:55:00 -
[157] - Quote
The logic of your "rebalance" choice here needs to be taken off the crackpipe and sobered up. In game terms you're proposing a large and radical change to a weapons system that wasn't previously on the table and you're 11 days from deployment, if this isn't a recipie for a total disaster I don't know what is.
Now that the rant part is out of the way, let's put the other side of this issue out there.
PvE
yep, I'm going there.
Ask people running plexes/missions/sites/etc that light missiles would be an advantage on if a 40sec reload time is reasonable before you try to implement this kind of change. your problem here isn't with the rapid lights bieng overpowered, its with heavies having been cut too far and now you're just seeing the results from that. If you want to field launchers as described then do so but make them a separate item, don't screw up a weapons system that is performing as expected.
Instead run the numbers on the following:
increase heavy missile base damage by 4% increase heavy missile damage application by 10% |

Justin Cody
AQUILA INC Verge of Collapse
44
|
Posted - 2013.11.08 16:57:00 -
[158] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
Ok how about this. This trend of increasing reload time is a bad design philosophy to keep applying. At this rate you'll make 1400mm artillery take 10 minutes to reload because it can do a 13K volley. Because y'know burst damage or some crap like that.
It is bad to have to disengage just to reload your primary offensive weapon. rapid light missiles are not bomb launchers or asb's. You could just increase the cerberus damage more with rapid lights to that 409 dps so people have an even bigger reason to specialize beyond another 30K flight range. For rapid heavies you will need a t2 specilized boat like the golem maybe that can boost that damage up to where you are considering it ~900 dps (maybe higher to 1100 dps on golem and 450 dps on cerberus)
Leave the modules as generally good where you have them now...increase bonuses for specialization. Incentives are great. |

MeBiatch
Republic University Minmatar Republic
1456
|
Posted - 2013.11.08 17:01:00 -
[159] - Quote
Omnathious Deninard wrote:With a 40 second reload the situation that will happen is: Do lots of damage and hope you kill the target, no then they completely rep them selves while you reload your missiles then you fire off them all again and hope you kill them.
The reload time needs to go down to 20 seconds.
as per Gypsio III would that not eq a net gain in overall dps?
as 40 seconds is only a 9% reduction is long time dps?
you would have to reduce the rate of fire to compensate so the ratio stays the same if they chose to change the reload time. |

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 17:08:00 -
[160] - Quote
On further reflection, this is actually quite an innovative direction for RLMLs and RHMLs. I think the reload time needs to be adjusted down to 30 (or even 20) seconds, as 40 seconds in PvP is an eternity. The one thing that no one's really considering is that you may see a mix of RLML/HML and cruise/RHML setups. |
|

Yosarian
Koshaku Gentlemen's Agreement
13
|
Posted - 2013.11.08 17:10:00 -
[161] - Quote
Fun idea. Given the apparent popularity of HAMs at the moment they make a nice alternative.
Would be nice if Typhoon ship bonuses worked for the BS-sized module ;) |

Justin Einstein
EVE University Ivy League
1
|
Posted - 2013.11.08 17:11:00 -
[162] - Quote
The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think. |

Zarnak Wulf
In Exile. Imperial Outlaws.
1396
|
Posted - 2013.11.08 17:11:00 -
[163] - Quote
It looks like someone has been playing World of Tanks too much. I was wondering when 'auto loaders' would make an appearance. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
663
|
Posted - 2013.11.08 17:12:00 -
[164] - Quote
Kahega Amielden wrote:Kagura Nikon wrote:Motoko Innocentius wrote:Kagura Nikon wrote:
You shoud l use your brian and calcualte how much damage you can dish with ALL missiles ina cerberus for example (the ship that effectively mos tuse rapid launchers). 20 k damage.. no matter how you stagger it. You are just somethign lauguable. You will VERY rappdly brign your enemy to low armor.. then do nothing.. until he gets away or kills you.
That is NOT good!
Ever heard of the rabbit and the turtle child story? You know wich one won at the end?
This just makes no sense, what is proposed atm is 409 dps for ~50seconds for a caracal (which has 5 launchers), reload time is 40 seconds, if you fire 3 launchers for 50 seconds and start firing 2 launchers on top of that at 40 second mark, you'll do 245 dps for 40 seconds, 409 dps for 10 seconds and then 163,6 dps for 40 seconds, after which you dps once again rises to 245 for the next 40 seconds. Atm you'll do 266 dps with 5 scourge furies on a caracal. What i suggest is increasing the dps to letsay 440 at which point using them continuously becomes 264 dps for 40 seconds followed by 440 dps for 10 seconds followed by 176 dps for the last 40 seconds of the cycle. I do not in any way understand how this becomes "you only get 20 k damage and then you're done". If i use the new rlml's in this way i lose very little dps in continuous fire (like i said earlier) and gain the possibility of bursting alot more than before if i want. What this does is gives me the possibility of choosing, only thing i see a problem with is making sure the numbers are good enough so the continuous fire isn't too much nerfed from what it was before while being able to burst if needed. Edit: atm a caracal can dishout 23 940 damage in 90 seconds after current proposal it can dishout 20 434 in 90 seconds. Do you get it now ? FORGET THE DPS!! How much TOTAL damage can you do before reload? It will be less than EHP of a cruiser!! That is the issue. Even if you have 20 THOSUAND dps, but you fire for 1 second and reload for 20k seconds.. you will NEVER kill a well fit enemy cruiser.. in fact this last example is the worse situation you could have basically I'm fairly certain that the whole point of this change is that RLMLs should not be good against enemy cruisers, and should be a specialized choice for fighting smaller stuff, not the weapon-of-choice that lets you apply damage perfectly to everything all the time.
You mean they shoudl be good agaisnt the ships that they already shred completely into oblivion?
And that no one in sane mind shoudl fit them because, specially now with warp speed changes"the most likely class of ships you gonna fight are about same size as yours?
This is just making this weapon class useless.
Also it is stil WORSE than current rapid launcher agaisnt well tanked frigates.
A jaguar well tanked can have over 10K eahp and will nto receive even half of the damage from these rapid missiles . A Cerberus fit to kill frigates would die PATHETICALLY to a single frigate with these changes. |

Altrue
Exploration Frontier inc
696
|
Posted - 2013.11.08 17:15:00 -
[165] - Quote
This change is crap.
CCP Rise wrote: The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice.
Of course ! Is it too complicated to focus the rebalance on missiles in general first ? (including charges AND the introduction on missile computers) Because, and it was extensively demonstrated on the article of TMC, currently Cruise missiles are SNIPE ammo, and Torpedoes are BS + Structure sized only. There is NO WEAPON that is able to deal with BCs and smaller. The problem is not about RHML being overpowered : if they are more powerful then cruise or torp it's simply because there is no BS sized missiles to fill the role. A role that precisely happen in 90% of the situations in PvP. When did you see a BS missile ship being used in pvp for the last time ?
RLML and RHML are the only weapons enabling missile ships to decently engage in pvp when they believe that there will be smaller ships. Not because there will be ONLY smaller ships, but because they know that one single smaller ship will be able to tank them for the eternity due to the way missiles work.
As such, and even if it's an interesting idea, this change will simply make RLML and RHML useless. Who would bother choosing a weapon system that, MAYBE, will help them kill smaller ships but will CERTAINLY make them loose the rest of the time ? This is also an indirect buff to buffer tanking, since the only concern is to tank the incoming damage for 50 seconds before getting 40 seconds of freedom which means basically a free kill (no missile ship is really tanky except the drake, and he was nerfed).
So, what does this tell us ? Cruiser and BS-sized missiles are crap in pvp, because they aren't effective against smaller targets, even with stasises. Whereas large turret ships can do wonders with stasises. The way target painters work is, as well, an heresy. How do you make a difference when the debuff is a percentage ? By nature this means that against smaller ships, non-bonused TP are irrelevant.
My proposal : 1- Make speed more relevant than sig radius for damage calculations below a certain sig radius threshold (or for close-range missiles). So that if you make the ennemi ship motionless you don't need TPs. 2- Make Sig radius more relevant than speed for damage calculations above a certain speed threshold (or for long-range missiles). So that target painting becomes a wiser choice against fast targets. 1 & 2 preserve some love for the decision making, while enabling a new wide array of uses for long-range missiles. (Do anyone here use cruise missiles currently ? ^^') 3- Sized target painters ? 1nm, 10nm, 100nm (random numbers) target painters ! When a battleship target paints a frigate with its big ray, it should increase the sig radius accordingly to the size of weapons he is using. It also prevents abuses with small and fast frigates being used to support cruise missiles snipers. 4- New hybrid-damage missiles types ! (50%/50%) Caldaris's kinetic bonuses only applies if the missile is making 50 or 100% of its damage in kinetic. There is still the race's favorite damage, but you cannot just fill the kinetic resist and be assured that it will work perfectly against missiles and still very decently against hybrids. Keep the 10sec reload time of course. 5- No new increase in missile DPS ! Above changes make damage application easier, but paper DPS should remain the same. 6- Upgrade F.O.F ammo to make them actually useful. OR delete them entierly and create a ship-wide FOF toggle if you prefer. At the expense of missile sig radius so that you cannot just FOF if a frigate runs by and oneshot it, but you can still say NO to the nasty ship ECMing you. The ennemy fleet will have to think and manage who is the closest ship from you if they manage to jam a missile ship. 7- With these changes, what happens to RLMLs and RHMLs ? Well imho it would be better to leave them in their previous state without the 40sec cooldown.
|

Syrias Bizniz
Segmentum Solar Nulli Secunda
227
|
Posted - 2013.11.08 17:15:00 -
[166] - Quote
So the Cerberus becomes more and more interesting... |

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 17:16:00 -
[167] - Quote
Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think. I think they'll still be fine, to be honest. You'll be dealing out substantially more DPS at the outset, which should clear out a few additional targets before having to reload. |

MeBiatch
Republic University Minmatar Republic
1457
|
Posted - 2013.11.08 17:20:00 -
[168] - Quote
Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think.
why are you still doing lev II missions? |

zbaaca
POD Based Lifeforms DarkSide.
59
|
Posted - 2013.11.08 17:21:00 -
[169] - Quote
i have a good proposal. buff HML application to the level of HAMS. and lets start talking again |

Antillie Sa'Kan
Forging Industries Silent Infinity
160
|
Posted - 2013.11.08 17:21:00 -
[170] - Quote
These new changes seem like a bad idea to me. They make these weapons too niche to be worth fitting for general use.
You can't fix the missile damage formula by tweaking clip size and reload times. |
|

Kane Fenris
NWP
114
|
Posted - 2013.11.08 17:21:00 -
[171] - Quote
Arthur Aihaken wrote:Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think. I think they'll still be fine, to be honest. You'll be dealing out substantially more DPS at the outset, which should clear out a few additional targets before having to reload.
this is false you need a certain ammount off missiles/ships. The #ships you kill before reload depends on clipsize not dps. the clipsize is smaller therefore youll kill less before reload. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
0
|
Posted - 2013.11.08 17:21:00 -
[172] - Quote
I hate this idea intensely. Being a newish player (between 3 and 4 months) I was planning on using RHMLs as a transition weapon as I train for other battleship sized weapons for PVE. This pretty much ruins that idea. Now these weapons will only be a decent option for fleet pvp. That's a really bad move in my eyes. |

Justin Einstein
EVE University Ivy League
1
|
Posted - 2013.11.08 17:24:00 -
[173] - Quote
MeBiatch wrote:Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think. why are you still doing lev II missions?
Ive been playing on and off for about a year now. These last few weeks I have just started grinding L2s. I actually just got my first BC. (Drake) |

Justin Einstein
EVE University Ivy League
1
|
Posted - 2013.11.08 17:27:00 -
[174] - Quote
Kane Fenris wrote:Arthur Aihaken wrote:Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think. I think they'll still be fine, to be honest. You'll be dealing out substantially more DPS at the outset, which should clear out a few additional targets before having to reload. this is false you need a certain ammount off missiles/ships. The #ships you kill before reload depends on clipsize not dps. the clipsize is smaller therefore youll kill less before reload.
Exactly. Even if it only takes a couple of volleys to kill each ship, there are a lot of ships in missions, and 18 capacity is a lot less than 30 or whatever it is now and 10 sec is a lot less than 40 sec. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1634
|
Posted - 2013.11.08 17:30:00 -
[175] - Quote
Michael Harari wrote:If anything should have a "burst" mechanic with a long reload time, it should be remote reps.
=D
=D
=D
=D |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
0
|
Posted - 2013.11.08 17:31:00 -
[176] - Quote
Justin Einstein wrote:Kane Fenris wrote:Arthur Aihaken wrote:Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think. I think they'll still be fine, to be honest. You'll be dealing out substantially more DPS at the outset, which should clear out a few additional targets before having to reload. this is false you need a certain ammount off missiles/ships. The #ships you kill before reload depends on clipsize not dps. the clipsize is smaller therefore youll kill less before reload. Exactly. Even if it only takes a couple of volleys to kill each ship, there are a lot of ships in missions, and 18 capacity is a lot less than 30 or whatever it is now and 10 sec is a lot less than 40 sec.
And let's not forget wasted volleys as someone else kills the target while your missiles are on their way. Those are going to be truly agonizing with these things. |

Nantwig Mutbrecht
State War Academy Caldari State
4
|
Posted - 2013.11.08 17:32:00 -
[177] - Quote
If Defender missiles actually worked, it would be funny to see how this would affect them.
curius idea, i'm excited to try them out. |

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 17:35:00 -
[178] - Quote
Kane Fenris wrote:this is false you need a certain ammount off missiles/ships. The #ships you kill before reload depends on clipsize not dps. the clipsize is smaller therefore youll kill less before reload. I think you missed the point in my response. You'll only need a few volleys (at most) to kill most ship types in an L2, which means with a 35% improvement to rate of fire you can more quickly dispense any ships aggro'ing you. With maximum skills, a minimum of 3 ballistic controllers and +3/+5 damage/rate-of-fire implants I think you'll be looking at under 2 seconds per volley with Caldari Navy faction RLMLs (since it's about 3-seconds for me now). Faction launchers hold a bit more ammunition (my guestimate would be about 25 rounds). That translates into roughly 50 seconds of rapid firing before reload. |

Malcanis
Vanishing Point. The Initiative.
12292
|
Posted - 2013.11.08 17:36:00 -
[179] - Quote
GallowsCalibrator wrote:Lots of people not getting the potential of front-loaded dps against smaller targets in this thread I think.
This. There's a reason artillery is so popular despite having lower DPS than the other LR turrets. |

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 17:39:00 -
[180] - Quote
Malcanis wrote:This. There's a reason artillery is so popular despite having lower DPS than the other LR turrets. (cough) GǪ ganking GǪ (cough) Some of us do see the potential, even with the changes as proposed. |
|

Malcanis
Vanishing Point. The Initiative.
12292
|
Posted - 2013.11.08 17:39:00 -
[181] - Quote
Zvaarian the Red wrote:I hate this idea intensely. Being a newish player (between 3 and 4 months) I was planning on using RHMLs as a transition weapon as I train for other battleship sized weapons for PVE. This pretty much ruins that idea. Now these weapons will only be a decent option for fleet pvp. That's a really bad move in my eyes.
It's a completely neutral change with respect to PvE. In fact if you're smart about how you do your volleying and co-ordinate with drones, etc, using time spent warping between rooms to reload and so forth, you should be able to parley this change into a useful advantage. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
0
|
Posted - 2013.11.08 17:40:00 -
[182] - Quote
CCP Rise wrote:Quote:Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%. Overall this is good discussion. Obviously there's a pretty wide range of reactions and I think that's probably a good sign. Please keep raising concerns if you have them so we spot as many potential problems as possible.
I don't understand how 80-90% of people telling you this is a bad idea comes across as "a wide range of reactions". Very few people here like this idea. |

Malcanis
Vanishing Point. The Initiative.
12292
|
Posted - 2013.11.08 17:40:00 -
[183] - Quote
Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think.
Why? Sustained DPS will be the same. |

Gorski Car
ElitistOps Pandemic Legion
127
|
Posted - 2013.11.08 17:40:00 -
[184] - Quote
rapid lights only do 1k ish alpha |

Malcanis
Vanishing Point. The Initiative.
12292
|
Posted - 2013.11.08 17:41:00 -
[185] - Quote
Zvaarian the Red wrote:CCP Rise wrote:Quote:Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%. Overall this is good discussion. Obviously there's a pretty wide range of reactions and I think that's probably a good sign. Please keep raising concerns if you have them so we spot as many potential problems as possible. I don't understand how 80-90% of people telling you this is a bad idea comes across as "a wide range of reactions". Very few people here like this idea.
Very few of those people seem to understand that 2+0 has the same sum as 1+1
|

Michael Harari
Genos Occidere HYDRA RELOADED
744
|
Posted - 2013.11.08 17:41:00 -
[186] - Quote
Garviel Tarrant wrote:Michael Harari wrote:If anything should have a "burst" mechanic with a long reload time, it should be remote reps. =D =D =D =D
Cap stable logi have no real resource for depletion. RR should have ammo and long reload timers. This adds additional decisionmaking to fleet fights, where a side that can properly stagger reps gets a big advantage over an unorganized fleet that just spams all their reps at once. |

Sentinel Smith
Center for Advanced Studies Gallente Federation
140
|
Posted - 2013.11.08 17:41:00 -
[187] - Quote
I'm not a huge fan of the idea, but I understand the theory behind it. However I would propose that rather than making the change to Rapid Light, as well as the new soon-to-be Rapid Heavy, you JUST do it to the Rapid Heavy.
Call it a trial period.. see how it works, and how gameplay will adapt out of it, while leaving the existing Rapid Lights in their current roll.
Now my objections are, the comparison to ASB's.. ASB's can do what they do because they are so overpowered. They are.. Add to that the fact that most ships fit an ASB about their class (my Moa has an XL ASB.. that's two above it's hull class, likewise my Cyclone..) just increases the issue. It NEEDS the long reeload to make up for how silly OP it is when it is running. These changes don't have that. I don't see in the stats you making Rapid Lights/Heavies silly OP during their active time, to justify the fact that in the reload time they will easily rep back to full health while continuing to apply DPS to you. |

Malcanis
Vanishing Point. The Initiative.
12292
|
Posted - 2013.11.08 17:42:00 -
[188] - Quote
Arthur Aihaken wrote:Malcanis wrote:This. There's a reason artillery is so popular despite having lower DPS than the other LR turrets. (cough) GǪ ganking GǪ (cough) Some of us do see the potential, even with the changes as proposed.
Eh, I'm not sure that the RMLs will be useful for ganking even after this change. It will take longer than 30s (which is the maximum CONCORD response time IIRC) to empty them, and even then, they'll still do less damage than the HAMsTorps you could fit instead. |

Antillie Sa'Kan
Forging Industries Silent Infinity
160
|
Posted - 2013.11.08 17:43:00 -
[189] - Quote
So a brief bit of intense excitement while you pour out the damage followed by a long period of boredom while you wait for the reload. It's a microcosm of PvP in EVE. How poetic. |

Mhari Dson
Lazy Brothers Inc
69
|
Posted - 2013.11.08 17:44:00 -
[190] - Quote
Arthur Aihaken wrote:Kane Fenris wrote:this is false you need a certain ammount off missiles/ships. The #ships you kill before reload depends on clipsize not dps. the clipsize is smaller therefore youll kill less before reload. I think you missed the point in my response. You'll only need a few volleys (at most) to kill most ship types in an L2, which means with a 35% improvement to rate of fire you can more quickly dispense any ships aggro'ing you. With maximum skills, a minimum of 3 ballistic controllers and +3/+5 damage/rate-of-fire implants I think you'll be looking at under 2 seconds per volley with Caldari Navy faction RLMLs (since it's about 3-seconds for me now). Faction launchers hold a bit more ammunition (my guestimate would be about 25 rounds). That translates into roughly 50 seconds of rapid firing before reload. Justin Einstein wrote:Exactly. Even if it only takes a couple of volleys to kill each ship, there are a lot of ships in missions, and 18 capacity is a lot less than 30 or whatever it is now and 10 sec is a lot less than 40 sec. Capacity is ninety (90) with Caldari Navy RLMLs. Points to ponder: GÇó If the 40-second reload is fine, perhaps the 75% reduction in ammunition supply is to steep (perhaps 50%) GÇó If the new ammunition level is fine, perhaps the rate of fire increase should be 50% (instead of 35%)
Do note that someone doing L2's will not have anything close to maximum skills Also you're talking about a 75% magazine reduction on rapid lights. |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
0
|
Posted - 2013.11.08 17:45:00 -
[191] - Quote
Malcanis wrote:Zvaarian the Red wrote:I hate this idea intensely. Being a newish player (between 3 and 4 months) I was planning on using RHMLs as a transition weapon as I train for other battleship sized weapons for PVE. This pretty much ruins that idea. Now these weapons will only be a decent option for fleet pvp. That's a really bad move in my eyes. It's a completely neutral change with respect to PvE. In fact if you're smart about how you do your volleying and co-ordinate with drones, etc, using time spent warping between rooms to reload and so forth, you should be able to parley this change into a useful advantage.
Err...looks like to me sustained DPS is going down considerably so no it is not a neutral change. If I'm wrong please show me the math. |

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 17:46:00 -
[192] - Quote
so there are two ideas i am really digging here
1. rapid cruise missile launchers. (lets make the pheonix usefull)
2. all RR will work like ASB or AAR
what i would do is still make both use cap to activate but without charges (cap booster for shield nanite for Armor)
they run at 75% effectivness but with charge in they get a 225% boost (make it so there is max 5 cycles before reload and make reload one min)
if you did this RR would finally be balanced with internal reps. |

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 17:46:00 -
[193] - Quote
Malcanis wrote:Eh, I'm not sure that the RMLs will be useful for ganking even after this change. It will take longer than 30s (which is the maximum CONCORD response time IIRC) to empty them, and even then, they'll still do less damage than the HAMsTorps you could fit instead. I meant artillery is popular for ganking, due to the high alpha. Missiles, not so muchGǪ If they gave torpedoes an insane damage bump for reduced rate of fire, that could be interestingGǪ I do like the idea of the proposed RLMLs in Faction Warfare, though. |

Motoko Innocentius
Garoun Investment Bank Gallente Federation
2
|
Posted - 2013.11.08 17:47:00 -
[194] - Quote
Kagura Nikon wrote:
FORGET THE DPS!! How much TOTAL damage can you do before reload? It will be less than EHP of a cruiser!! That is the issue.
Even if you have 20 THOSUAND dps, but you fire for 1 second and reload for 20k seconds.. you will NEVER kill a well fit enemy cruiser.. in fact this last example is the worse situation you could have basically
Will a cruiser die to the 23k dmg done by the rlml's of atm in 90 seconds ? If it won't , you have no point, have you got no brain dude? You can continuously do dps in the new model as easily as you can in the current model. When your first group of launchers are empty and start reloading you are using another group of launchers, and when group 2 is empty group 1 has already reloaded!. This means you are doing dps all the time, there is no stop in damage application. You can always shoot. |

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 17:49:00 -
[195] - Quote
Mhari Dson wrote:Do note that someone doing L2's will not have anything close to maximum skills Also you're talking about a 75% magazine reduction on rapid lights. I'm only running IV's for most of my missile skills, and even III's with some +2/+3 implants wouldn't see that big a difference. Yes, it would appear to be a 75% capacity nerf. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
1
|
Posted - 2013.11.08 17:51:00 -
[196] - Quote
By the way if RHMLs are still not receiving range or explosion bonuses I don't see barely anyone using them on battleships ever at this point. |

Kaeda Maxwell
Calamitous-Intent
215
|
Posted - 2013.11.08 17:54:00 -
[197] - Quote
*time warp to two weeks from now with this change to rlml's in*
A small gang fight somewhere in the Great Wildlands.
We're on Calamitous-Intent comms, while [7-2]'s nano knights are doing glorious battle with several times as many brawling cruisers accompanied by lots of hero tackle.
Corpie 1: "Couple new tacklers on dscan" Corpie 1: "On grid now" Corpie 2: "Crow X is coming in on for my Vagabond, can't track him" Corpie 2: "F*** I'm scrammed by X" Corpie 2: "You awake Kaeda? Kill this bloody Crow already, stop sucking" Kaeda:
Answer A: "Sorry I'm still reloading for 25 seconds from killing the previous tacklers" Answer B: "Sorry my Heavies aren't doing any damage to him" Answer C: "Sorry can't hit him with my HAMS/Sorry my HAMS aren't doing any damage to him"
Corpie 2 (shortly after the death of his Vagabond): "Bring a bloody useful ship next time Kaeda f***ing missiles lol you bad"
And that night my missile cruisers went back to being hangar ornaments again and did not pass start or live happily ever after. |

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 17:54:00 -
[198] - Quote
Zvaarian the Red wrote:By the way if RHMLs are still not receiving range or explosion bonuses I don't see barely anyone using them on battleships ever at this point.
indeed if you are going for this whole long reload thing then make them really hurt...
kinda want my phoon to be epic. |

Soldarius
Deadman W0nderland Forsak3n.
375
|
Posted - 2013.11.08 17:55:00 -
[199] - Quote
Malcanis wrote:GallowsCalibrator wrote:Lots of people not getting the potential of front-loaded dps against smaller targets in this thread I think. This. There's a reason artillery is so popular despite having lower DPS than the other LR turrets.
While I agree with this in concept, in application a high alpha-strike to dps ratio doesn't work unless you have enough alpha damage to actually remove the target either in one shot, or perhaps 2 in the case of insufficient reps.
In this case, your not talking about alpha-strike, but just extraordinarily high dps over a short period of time. All the time you are firing he may be repping. Then your dps stops for 40 seconds, during which time he will still be repping. I don't know about you, but I've never seen a pvp local tank that isn't completely repped up in 40 seconds, especially in the day of ancillary armor/shield reppers.
If you can't break his tank in the first cycle, you probably never will. But just as 40 seconds is a long time in pvp, so is 50 seconds. I'm willing to try a RLML Sacrilege. Could be interesting.
|

Lloyd Roses
Blue-Fire
308
|
Posted - 2013.11.08 17:55:00 -
[200] - Quote
Motoko Innocentius wrote:Kagura Nikon wrote:
FORGET THE DPS!! How much TOTAL damage can you do before reload? It will be less than EHP of a cruiser!! That is the issue.
Even if you have 20 THOSUAND dps, but you fire for 1 second and reload for 20k seconds.. you will NEVER kill a well fit enemy cruiser.. in fact this last example is the worse situation you could have basically
Will a cruiser die to the 23k dmg done by the rlml's of atm in 90 seconds ? If it won't , you have no point, have you got no brain dude? You can continuously do dps in the new model as easily as you can in the current model. When your first group of launchers are empty and start reloading you are using another group of launchers, and when group 2 is empty group 1 has already reloaded!. This means you are doing dps all the time, there is no stop in damage application. You can always shoot.
Funny point imo:
No cruiser that flies solo will have a flat 20k ehp. They are either AAR+800 plate, AAR+MAR, LSE-tanked, single XL-ASB(moa) or buffergank without real damage or HP. Aside from the scenario against a pure buffer fit, peaking at a higher dps-output is always better - being able to apply the same amount of damage in half the time is all but a drawback, even if you got to reload for 40secs (which is nothing compared to the advantages given)
Or else, the average T1 cruiser with exile (guessing that if solo, you'd either do a nanofit or something ancillary armor) tanks less than 300/500 dps/sec, so unlike before you can now even overcome his active tanking and let him bleed structure already while his reps are still 100% up, so he'll bleed structure once and maybe survive - but certainly die during his second reload. Atm any active armorcruiser can tank a single caracal NP. Cannot see how this is anything but a huge buff to rapids. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
663
|
Posted - 2013.11.08 18:00:00 -
[201] - Quote
Syrias Bizniz wrote:So the Cerberus becomes more and more interesting...
Nope .. they just KILLED the cerberus, that was the most powerful solo HAC. |

Aflons
Forever Winter The Kingdom of Heaven
3
|
Posted - 2013.11.08 18:00:00 -
[202] - Quote
I think what could make the RML, and the RHML much more interesting and fun would be to add a reload time per missile rather than as a whole. For example if you have 20 missiles and a reload time of 40 seconds instead of waiting the full 40 seconds to reload why not just reload an individual missile every 2 seconds. This would still create the same reload time at the end of the day but give the user the option to reload 5 missiles in 10 seconds and than fire them all off for the reload again. Anyways just a thought this could possibly be a fix that would make the 40 second reload times less painful |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
663
|
Posted - 2013.11.08 18:01:00 -
[203] - Quote
Arthur Aihaken wrote:Malcanis wrote:This. There's a reason artillery is so popular despite having lower DPS than the other LR turrets. (cough) GǪ ganking GǪ (cough) Some of us do see the potential, even with the changes as proposed.
it is a strong module for Moderately large groups.
Its MASSIVE nerf for solo players. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
663
|
Posted - 2013.11.08 18:02:00 -
[204] - Quote
Malcanis wrote:Zvaarian the Red wrote:CCP Rise wrote:Quote:Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%. Overall this is good discussion. Obviously there's a pretty wide range of reactions and I think that's probably a good sign. Please keep raising concerns if you have them so we spot as many potential problems as possible. I don't understand how 80-90% of people telling you this is a bad idea comes across as "a wide range of reactions". Very few people here like this idea. Very few of those people seem to understand that 2+0 has the same sum as 1+1
The problem is that we are not in a same suim result. THe total damage the ship can do is SMALLER!!!
After 2 minutes you will have done Way LESS damage!!!
Try to simmualte the combat. Its a HUGE difference !!! |

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 18:03:00 -
[205] - Quote
Kagura Nikon wrote:Syrias Bizniz wrote:So the Cerberus becomes more and more interesting... Nope .. they just KILLED the cerberus, that was the most powerful solo HAC.
cuss its burst dps went up 48% and its sustained dps went down 9%
totally how i see that as killed |

Omnathious Deninard
Novis Initiis
1782
|
Posted - 2013.11.08 18:12:00 -
[206] - Quote
Malcanis wrote:Zvaarian the Red wrote:CCP Rise wrote:Quote:Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%. Overall this is good discussion. Obviously there's a pretty wide range of reactions and I think that's probably a good sign. Please keep raising concerns if you have them so we spot as many potential problems as possible. I don't understand how 80-90% of people telling you this is a bad idea comes across as "a wide range of reactions". Very few people here like this idea. Very few of those people seem to understand that 2+0 has the same sum as 1+1 But 1+1=3, for large values of 1. |

Jenn aSide
STK Scientific Initiative Mercenaries
3258
|
Posted - 2013.11.08 18:13:00 -
[207] - Quote
MeBiatch wrote:Kagura Nikon wrote:Syrias Bizniz wrote:So the Cerberus becomes more and more interesting... Nope .. they just KILLED the cerberus, that was the most powerful solo HAC. cuss its burst dps went up 48% and its sustained dps went down 9% totally how i see that as killed
The problem with the is the "EFT effect". It can look great on paper, but being sans firepower for 40 seconds sucks in a real game situation. I fear that these new Rapid launchers will go the way of the dodo, or target lock breaker that next to no one uses.
|

Michael Harari
Genos Occidere HYDRA RELOADED
750
|
Posted - 2013.11.08 18:13:00 -
[208] - Quote
MeBiatch wrote:Kagura Nikon wrote:Syrias Bizniz wrote:So the Cerberus becomes more and more interesting... Nope .. they just KILLED the cerberus, that was the most powerful solo HAC. cuss its burst dps went up 48% and its sustained dps went down 9% totally how i see that as killed
Its sustained dps is going down by 20%, not 9%. |

Lloyd Roses
Blue-Fire
309
|
Posted - 2013.11.08 18:14:00 -
[209] - Quote
Omnathious Deninard wrote:Malcanis wrote:Zvaarian the Red wrote:CCP Rise wrote:Quote:Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%. Overall this is good discussion. Obviously there's a pretty wide range of reactions and I think that's probably a good sign. Please keep raising concerns if you have them so we spot as many potential problems as possible. I don't understand how 80-90% of people telling you this is a bad idea comes across as "a wide range of reactions". Very few people here like this idea. Very few of those people seem to understand that 2+0 has the same sum as 1+1 But 1+1=3, for large values of 1.
Let's do circles, 1+1=0.
I'd totally love to mount those rapids onto the stratios... any chance?  |

Gizznitt Malikite
Agony Unleashed Agony Empire
2820
|
Posted - 2013.11.08 18:14:00 -
[210] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
Holy crap it's a ******* brilliant idea!!!
It makes it very situation, and actually fits the Hit & Run motif of Rubicon. |
|

Mhari Dson
Lazy Brothers Inc
70
|
Posted - 2013.11.08 18:21:00 -
[211] - Quote
I got a better plan, 4 easy steps too.
1- put up buy orders for RLML and RHML at ridiculously cheap prices
2- when usage goes down people sell 'em to my ridiculously cheap buy orders
3- feed 'em to my alt with perfect reprocessing
4- Profit! |

Kane Fenris
NWP
114
|
Posted - 2013.11.08 18:25:00 -
[212] - Quote
Arthur Aihaken wrote:Kane Fenris wrote:Arthur Aihaken wrote:Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think. I think they'll still be fine, to be honest. You'll be dealing out substantially more DPS at the outset, which should clear out a few additional targets before having to reload. this is false you need a certain ammount off missiles/ships. The #ships you kill before reload depends on clipsize not dps. the clipsize is smaller therefore youll kill less before reload. I think you missed the point in my response. You'll only need a few volleys (at most) to kill most ship types in an L2, which means with a 35% improvement to rate of fire you can more quickly dispense any ships aggro'ing you. With maximum skills, a minimum of 3 ballistic controllers and +3/+5 damage/rate-of-fire implants I think you'll be looking at under 2 seconds per volley with Caldari Navy faction RLMLs (since it's about 3-seconds for me now). Faction launchers hold a bit more ammunition (my guestimate would be about 25 rounds). That translates into roughly 50 seconds of rapid firing before reload.
i didn't miss a thing..... you said something very false.
what you meant does not matter if you dont say it. if you meant the time needed to kill em but then say so. its not my responsibility to distinguish between intentionally wrong arguments and badly made arguments. |

Omnathious Deninard
Novis Initiis
1782
|
Posted - 2013.11.08 18:32:00 -
[213] - Quote
The concept is really cool, but the practical usage of it will be extremely limited with a 40s reload timer. Best ship I could think of to abuse this is a colaky tengu. |

XvXTeacherVxV
S.E.N.T.I.N.E.L.
43
|
Posted - 2013.11.08 18:33:00 -
[214] - Quote
CCP Rise wrote: Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
Less up time, less reload time would be better. Cut both by 50-75%. Then you'd have small clips that you could burn through in less than 20 seconds and you'd avoid the no fun zone that is long reload times since it'd be about 10-15 seconds.
Advantages - Reload time is still long enough to be a disadvantage but not so long it's unbearable. - You could even take the opportunity to switch damage types which adds more room for good players to maximize their damage. - Overall DPS would be about the same and the frontloaded DPS wouldn't be so extreme.
Win/Win/WIn. |

Jenn aSide
STK Scientific Initiative Mercenaries
3258
|
Posted - 2013.11.08 18:35:00 -
[215] - Quote
Michael Harari wrote:, reload during jam cycles,.
Which kills your FoF option for Rapid missile boats. I predict more Falcon.
|

KatanTharkay
V I R I I Ineluctable.
14
|
Posted - 2013.11.08 18:36:00 -
[216] - Quote
This is a very good change. That burst DPS will greatly help solo and small gang action where you need to kill your target fast before help arriving. Yarrrr!  |

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 18:37:00 -
[217] - Quote
Kane Fenris wrote:i didn't miss a thing..... you said something very false. what you meant does not matter if you dont say it. if you meant the time needed to kill em but then say so. its not my responsibility to distinguish between intentionally wrong arguments and badly made arguments. I thought it was fairly obvious since my response was to a question about L2 missions.  |

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 18:40:00 -
[218] - Quote
I think the only change that needs to be seriously considered with the current iteration is a reduction in the reload time to 20 seconds. |

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
165
|
Posted - 2013.11.08 18:42:00 -
[219] - Quote
Undecided on the weapon change, it's not a class of weapon I'd likely use much - more of a turret person. I like the idea in principle however. However one thing I think needs to happen if you have a 40 second reload.
The ability to cancel it, or pre select the ammo to load on the next reload. Sitting and waiting 40 seconds for it to reload the ammo you don't want is just gonna be massively annoying. |

Justin Cody
AQUILA INC Verge of Collapse
46
|
Posted - 2013.11.08 18:49:00 -
[220] - Quote
Mr Floydy wrote:Undecided on the weapon change, it's not a class of weapon I'd likely use much - more of a turret person. I like the idea in principle however. However one thing I think needs to happen if you have a 40 second reload.
The ability to cancel it, or pre select the ammo to load on the next reload. Sitting and waiting 40 seconds for it to reload the ammo you don't want is just gonna be massively annoying.
Its a bad idea to start this on weapons. Ohhh how about we do this to 220mm AC's! double dps...half ammo and 40 sec reload! Or Artillery! Or Blasters! Sure you'll do 1800 dps but you won't be able to sustain it enough to make a difference!
This is like taking viagra with the added side effect of it making you prematurely ejaculate. Sure its extra heavy and creamy but now you have to wait an entire day to do it again! |
|

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 18:55:00 -
[221] - Quote
Justin Cody wrote:but now you have to wait an entire day to do it again! It's about the quality, not the quantity.  |

El 1974
Freedom For Fantasy The Unthinkables
101
|
Posted - 2013.11.08 18:59:00 -
[222] - Quote
I think you are creating a solution to a problem that doesn't exist.
You recently hit heavy missiles with the nerf bat to the point where nobody is using them any more. Now you create a larger version which doesn't have very distinct damage application compared to cruise missiles. Buff HM damage application a bit and you strengthen the RHML role for hitting smaller targets.
The second issue is the fact that you seem to think that RHMLs are somehow overpowered because they will do more damage in almost any scenario. Fleets can use TPs and/or Webs when needed, making the difference to Cruise missiles very small against almost any opponent. Once you add range to the equation I feel that in many cases FCs will prefer Cruise Missiles over RHMLs. You cannot dictate range in a battleship fleet, so the ability to apply damage at range can be crucial. |

AskariRising
State Protectorate Caldari State
20
|
Posted - 2013.11.08 19:06:00 -
[223] - Quote
409 dps wont be able to kill a dual MASB hawk... |

zbaaca
POD Based Lifeforms DarkSide.
59
|
Posted - 2013.11.08 19:07:00 -
[224] - Quote
Malcanis wrote:Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think. Why? Sustained DPS will be the same. how about speed tanking ? u spend all ammo and didn't kill webber = fail. it will be unusable for pve.
problem is that no1 wants to use overnerfed HM. |

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 19:13:00 -
[225] - Quote
Michael Harari wrote:MeBiatch wrote:Kagura Nikon wrote:Syrias Bizniz wrote:So the Cerberus becomes more and more interesting... Nope .. they just KILLED the cerberus, that was the most powerful solo HAC. cuss its burst dps went up 48% and its sustained dps went down 9% totally how i see that as killed Its sustained dps is going down by 20%, not 9%. Thats in addition to being unable to swap damage types, swap between t2 and faction ammo, reload during short warps, reload during jam cycles, and being unable to supply the on-demand dps that is the entire reason to include RLM ships in a small gang.
thanks for the math update.
honestly just make it 30 second reload time then.
that should fix things |

Liam Inkuras
Chaotic Tranquility Casoff
556
|
Posted - 2013.11.08 19:13:00 -
[226] - Quote
I see it like becoming a musket with fleets. One line steps up and fires, then moves back to reload while the other takes their place. |

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 19:14:00 -
[227] - Quote
zbaaca wrote:problem is that no1 wants to use overnerfed HM. And yet I still see HML Drakes everywhere I go... |

Dav Varan
Spiritus Draconis Sicarius Draconis
78
|
Posted - 2013.11.08 19:17:00 -
[228] - Quote
Very probably the worst idea ever to be presented by a dev to the player base.
40 seconds to switch damage type
No use to fleet players due to crap long term dps No use to solo players due to dying while switching to optimal ammo No use to PvE due to crap long term dps.
Take yourself to the HR department and ask to be fired please. |

Michael Harari
Genos Occidere HYDRA RELOADED
750
|
Posted - 2013.11.08 19:17:00 -
[229] - Quote
Arthur Aihaken wrote:zbaaca wrote:problem is that no1 wants to use overnerfed HM. And yet I still see HML Drakes everywhere I go...
Ive also seen laser ravens, 400 plate harbingers and small armor rep maelstroms. Doesnt make any of them good. |

Fergus Runkle
Truth and Reconciliation Council
36
|
Posted - 2013.11.08 19:18:00 -
[230] - Quote
How about instead of messing with the stats for a launcher you actually mess { FIX} with the stats for the missiles so that HML and HAM ARE the best choice weapons for hitting same size opponents and RLML come in as dedicated anti support weapons. |
|

Arthur Aihaken
The.VOID
466
|
Posted - 2013.11.08 19:21:00 -
[231] - Quote
Michael Harari wrote:Ive also seen laser ravens, 400 plate harbingers and small armor rep maelstroms. Doesnt make any of them good. In terms of mid-range/entry-level missile platforms, HML Drakes are fine. The damage application on Navy Drakes is better, although HMLs certainly could stand to see some improvement. |

Dav Varan
Spiritus Draconis Sicarius Draconis
78
|
Posted - 2013.11.08 19:24:00 -
[232] - Quote
Ha Ha Ha Ha
40 seconds to swich to optimal ammo
I'm never gonna fit that trash
This is gonna make me lol all night
Do dev's ever fight in missile boat ?
Whats wrong with dps half way between hml and cml and be done with it.
|

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 19:24:00 -
[233] - Quote
So to expand on the idea of Shield transporters working like an ASB i will use the tech I version of the larger variant as an example.
activation cost stays the same
but without any cap charges loaded the amount rep per cycle will go down to:
240 per cycle
capacity 112 m3
can use 400's or 800's
with cap charges in it goes up to
540 per cycle.
one min reload time. |

Michael Harari
Genos Occidere HYDRA RELOADED
750
|
Posted - 2013.11.08 19:24:00 -
[234] - Quote
Just to illustrate how bad hml drakes are, im going to edit in some screenshots of a cruise raven compared to an hml drake |

Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
311
|
Posted - 2013.11.08 19:27:00 -
[235] - Quote
Looks like a fun mechanic - who doesn't enjoy reloading!
I suppose it will give me something to do during the long warps in my Raven.
Perhaps the marketing department can introduce a PLEX for reload promotion? |

Jeanne Hilanen
Deep Core Mining Inc. Caldari State
9
|
Posted - 2013.11.08 19:28:00 -
[236] - Quote
So, HML got nerfed to **** and links make HAM and HML applied dps complete crap. And it's a wonder people prefer RLML? ****'s sake, can we have a PROPER LINK NERF now, before you start introducing new gimmicky no fun gameplay ideas? |

Ranamar
Valkyries of Night Of Sound Mind
26
|
Posted - 2013.11.08 19:29:00 -
[237] - Quote
Do RHML-launched heavy missiles get the range bonus from Raven hulls, now that some of the "like other battleship launchers but better" concerns have been addressed by making rapid launchers significantly different?
Other than that, this sounds interesting and I'm looking forward to seeing how it pans out. |

Arthur Aihaken
The.VOID
467
|
Posted - 2013.11.08 19:30:00 -
[238] - Quote
Ranamar wrote:Do RHML-launched heavy missiles get the range bonus from Raven hulls, now that some of the "like other battleship launchers but better" concerns have been addressed by making rapid launchers significantly different?
Other than that, this sounds interesting and I'm looking forward to seeing how it pans out. Not in the last iteration, anyway. Just damage and rate of fire bonuses (although there was some question as to whether the Golem not receiving it was an oversight). |

Huorek
Blood Stripe Resistance
1
|
Posted - 2013.11.08 19:31:00 -
[239] - Quote
If the sustained DPS is roughly half the burst with all launchers going, could the Cerb have a sustained DPS of 2/3s the burst after 20~ seconds if staggering the launchers on in groups of 2 every 20~ seconds? Meaning after 20~ seconds you will always have 4 launchers going that have 54% increased DPS. I'm sure my math is off, but it seems that you have the option to either burst DPS or ramp up to about the same DPS as previously.
Obviously a large change, but I see a lot of arguments about the loss of sustained DPS, when staggering the launchers could be a way around this. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2820
|
Posted - 2013.11.08 19:31:00 -
[240] - Quote
XvXTeacherVxV wrote:CCP Rise wrote: Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
Less up time, less reload time would be better. Cut both by 50-75%. Then you'd have small clips that you could burn through in less than 20 seconds and you'd avoid the no fun zone that is long reload times since it'd be about 10-15 seconds. Advantages - Reload time is still long enough to be a disadvantage but not so long it's unbearable. - You could even take the opportunity to switch damage types which adds more room for good players to maximize their damage. - Overall DPS would be about the same and the frontloaded DPS wouldn't be so extreme. Win/Win/WIn.
For this to be appropriately balanced, the "high dps window" needs to be long enough to bring down a typical target. Then the reload window needs to be long enough to make it un-ideal when sustained dps is important. I think your 20s attack, 10-15s reload is too short on both accounts, and the 50s attack, 40s relaod is just about ideal. |
|

Sushi Nardieu
Encapsulated.
170
|
Posted - 2013.11.08 19:36:00 -
[241] - Quote
I like this idea. Creates some choice mechanics in EVE fits.
Still think special dictor bubble launcher fitting that doesn't encourage creativity and choice in fits is a mistake but rapid lights/heavies change is certainly very cool for skirmish PVP. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1636
|
Posted - 2013.11.08 19:37:00 -
[242] - Quote
Michael Harari wrote:Garviel Tarrant wrote:Michael Harari wrote:If anything should have a "burst" mechanic with a long reload time, it should be remote reps. =D =D =D =D Cap stable logi have no real resource for depletion. RR should have ammo and long reload timers. This adds additional decisionmaking to fleet fights, where a side that can properly stagger reps gets a big advantage over an unorganized fleet that just spams all their reps at once.
Yes.
I like the idea.
I hate the way logi works now.
|

Gizznitt Malikite
Agony Unleashed Agony Empire
2821
|
Posted - 2013.11.08 19:37:00 -
[243] - Quote
Huorek wrote:If the sustained DPS is roughly half the burst with all launchers going, could the Cerb have a sustained DPS of 2/3s the burst after 20~ seconds if cycling the launchers on in groups of 2 every 20~ seconds? Meaning after 20~ seconds you will always have 4 launchers going that have 54% increased DPS. I'm sure my math is off, but it seems that you have the option to either burst DPS or ramp up to about the same DPS as previously.
Obviously a large change, but I see a lot of arguments about the loss of sustained DPS, when cycling the launchers could be a way around this.
All toggling launchers does is decrease the burst dps to create a more continual dps output, but this is sub-optimal in most situations. Think of it as akin to an arty-alpha situation, were ungrouping your arties allows you more consistent damage over time, but doesn't change your long term damage over time. Generally speaking, more upfront alpha is generally better as it gives the target less opportunity to negate it.
|

Arthur Aihaken
The.VOID
467
|
Posted - 2013.11.08 19:39:00 -
[244] - Quote
Gizznitt Malikite wrote:For this to be appropriately balanced, the "high dps window" needs to be long enough to bring down a typical target. Then the reload window needs to be long enough to make it un-ideal when sustained dps is important. I think your 20s attack, 10-15s reload is too short on both accounts, and the 50s attack, 40s relaod is just about ideal. So you're saying as proposed is probably balanced? |

Arthur Aihaken
The.VOID
467
|
Posted - 2013.11.08 19:43:00 -
[245] - Quote
Can we at least get missile velocity applied to RHMLs on battleshup hulls? |

zbaaca
POD Based Lifeforms DarkSide.
59
|
Posted - 2013.11.08 19:54:00 -
[246] - Quote
Arthur Aihaken wrote:zbaaca wrote:problem is that no1 wants to use overnerfed HM. And yet I still see HML Drakes everywhere I go... just compare HML HAML and now-RML on something like caracal. what point to use HML ? |

Arthur Aihaken
The.VOID
468
|
Posted - 2013.11.08 19:56:00 -
[247] - Quote
zbaaca wrote:just compare HML HAML and now-RML on something like caracal. what point to use HML ? Range. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2821
|
Posted - 2013.11.08 20:02:00 -
[248] - Quote
Arthur Aihaken wrote:Gizznitt Malikite wrote:For this to be appropriately balanced, the "high dps window" needs to be long enough to bring down a typical target. Then the reload window needs to be long enough to make it un-ideal when sustained dps is important. I think your 20s attack, 10-15s reload is too short on both accounts, and the 50s attack, 40s relaod is just about ideal. So you're saying as proposed is probably balanced?
Honestly, I haven't run the numbers completely.... but in my experience PvP'ing (I do a large amount of solo and small gang PvP), 20s is too short for a cruiser / BC / BS gank, unless you have numbers. I'd almost look at it in terms of expected EHP of your target:
For an AF, I'd want to dish out 15k damage before the reload to "bring it down". at 400 dps, this is 37.5s, which means the current 50s time period of the RLML is excellent, allowing me to drop one (or more weaker targets) between reloads. -- I chose 15k, because your tanky AF's have this much EHP, and when talking over a 50s window, your Active tanking AF's can have around this much potential EHP.
For a cruiser, I'd want to dish out 50k damage before the reload. At 900 dps, this is 56 s, which means the current RHML may be a tad too short activation time. Unfortunately, there is a pragmatic limit on the patience of pilots, and 40s is close to that cusp. As such, the application time should probably have a cap around 60s.
|

Ranamar
Valkyries of Night Of Sound Mind
26
|
Posted - 2013.11.08 20:02:00 -
[249] - Quote
Arthur Aihaken wrote:Ranamar wrote:Do RHML-launched heavy missiles get the range bonus from Raven hulls, now that some of the "like other battleship launchers but better" concerns have been addressed by making rapid launchers significantly different?
Other than that, this sounds interesting and I'm looking forward to seeing how it pans out. Not in the last iteration, anyway. Just damage and rate of fire bonuses (although there was some question as to whether the Golem not receiving it was an oversight).
I know, which is why I'm asking if they get them, now that the other changes have been made... since a Caracal applies its range bonus to rapid light launchers. |

Drahomi'r Bozi'dar
0ne Percent.
0
|
Posted - 2013.11.08 20:03:00 -
[250] - Quote
Overall, im not a fan of the proposed 50s shooting, 40s reloading aspect. Mathematically it might be "fair" but sitting around waiting on 40s reloads doesnt sound "fun" to me.
With ASB/AAR the long reload actually introduces some very interesting decision making opportunities for pilots when they go on reload: do i try to get out? do i try to reload in combat? do i keep pulsing the module and hope to get through the rest of the fight before my cap dies? This missile change doesnt come with any interesting decision making. You drop your load of missiles and hope you won, but if you didnt, you probably just sit there and watch yourself die without the option to fight back.
One of the strengths of missiles as a weapon type is selectable damage types. This proposal will either require some sort of weird change to the way ammo switching works, or will kill that advantage in these launchers.
Because of flight time, its pretty common for launchers to end up cycling an extra time after the target is dead (ie you have 2 flights of missiles in the air and the first flight kills the target before the 2nd set lands). Its always been a minor annoyance because it costs you extra ammo for no purpose, but it also accelerates you towards that reload point, which now is going to be extra painful. The high ROF of rapid launchers makes this much more likely (and in the case of RHML the range creates potential for having more than 1 wasted volley in the air). Yes, its possible to turn off turrets before the target dies, but that can be a pretty risky option when you are trying to break remote reps, or racing against an ASB reload or something similar.
side question, has anyone crunched the numbers on these to see how they look as suicide ganking options? How does the front loaded damage on these compare to common suicide ganking ships (tornado and catalyst) and how much dmg can these things put out inside the normal concord response times? (might be completely irrelevant, i havent ever looked at the numbers for suicide ganks, but i feel like suiciding is already easy enough that we dont need to make it any more efficient than it already is). |
|

Joan Greywind
No Swag Initiative
184
|
Posted - 2013.11.08 20:05:00 -
[251] - Quote
So why don't you just ungroup your weapons and shoot half of them while the other half reloads, you will still have the same sustained dps as you had before the change. Now you have to option to burst someone before his friends arrive, or break his active tank. I mean it still has the same stats over a long period of time, just use your imagination a little and this could add some very nice options. Now at least you are able to kill those ****** active tanked hawks.
Also adding some flavor to weapons is what need, not just playing around with their damage and damage projection. A new mechanic always adds good play, like for instance the ASB. |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2013.11.08 20:06:00 -
[252] - Quote
Justin Cody wrote:Mr Floydy wrote:Undecided on the weapon change, it's not a class of weapon I'd likely use much - more of a turret person. I like the idea in principle however. However one thing I think needs to happen if you have a 40 second reload.
The ability to cancel it, or pre select the ammo to load on the next reload. Sitting and waiting 40 seconds for it to reload the ammo you don't want is just gonna be massively annoying. Its a bad idea to start this on weapons. Ohhh how about we do this to 220mm AC's! double dps...half ammo and 40 sec reload! Or Artillery! Or Blasters! Sure you'll do 1800 dps but you won't be able to sustain it enough to make a difference! This is like taking viagra with the added side effect of it making you prematurely ejaculate. Sure its extra heavy and creamy but now you have to wait an entire day to do it again! This man is a good man and quality poster. Wrecking these terrible terrible modules while I sleep. Godspeed good sir. Godspeed. |

SOL Ranger
SOL.
62
|
Posted - 2013.11.08 20:08:00 -
[253] - Quote
Arthur Aihaken wrote:Can we at least get missile velocity applied to RHMLs on battleshup hulls?
I think the better idea would be to scale the rapid launchers down in terms of fitting costs, now these launchers have a clear weakness so the up sized fitting requirements are no longer needed, then we can also add a rapid cruise launcher into the lineup.
That way you'd get the bonuses for each size rapid missile launcher almost by default for each ship, applying battleship bonuses to heavy missiles seems out of place in the current balancing theme EVE is in, I think the only way to get something similar yet acceptably functional is with a rapid cruise launcher.
|

Michael Harari
Genos Occidere HYDRA RELOADED
758
|
Posted - 2013.11.08 20:08:00 -
[254] - Quote
Joan Greywind wrote:So why don't you just ungroup your weapons and shoot half of them while the other half reloads, you will still have the same sustained dps as you had before the change.
No, you dont. |

Ranamar
Valkyries of Night Of Sound Mind
26
|
Posted - 2013.11.08 20:10:00 -
[255] - Quote
Drahomi'r Bozi'dar wrote:side question, has anyone crunched the numbers on these to see how they look as suicide ganking options? How does the front loaded damage on these compare to common suicide ganking ships (tornado and catalyst) and how much dmg can these things put out inside the normal concord response times? (might be completely irrelevant, i havent ever looked at the numbers for suicide ganks, but i feel like suiciding is already easy enough that we dont need to make it any more efficient than it already is).
I've heard 700dps thrown around as a number for T2 catalysts. It says here that you probably get ~500dps from a Caracal. That doesn't seem worth it, especially with how Caracal insurance works right now. |

Arthur Aihaken
The.VOID
471
|
Posted - 2013.11.08 20:13:00 -
[256] - Quote
SOL Ranger wrote:[quote=Arthur Aihaken]I think the better idea would be to scale the rapid launchers down in terms of fitting costs, now these launchers have a clear weakness so the up sized fitting requirements are no longer needed, then we can also add a rapid cruise launcher into the lineup.
That way you'd get the bonuses for each size rapid missile launcher almost by default for each ship, applying battleship bonuses to heavy missiles seems out of place in the current balancing theme EVE is in, I think the only way to get something similar yet acceptably functional is with a rapid cruise launcher. RHML Tengu, I'm in.  I still want the missile velocity bonus on my Ravens, though. |

Huorek
Blood Stripe Resistance
3
|
Posted - 2013.11.08 20:17:00 -
[257] - Quote
Gizznitt Malikite wrote:Huorek wrote:If the sustained DPS is roughly half the burst with all launchers going, could the Cerb have a sustained DPS of 2/3s the burst after 20~ seconds if cycling the launchers on in groups of 2 every 20~ seconds? Meaning after 20~ seconds you will always have 4 launchers going that have 54% increased DPS. I'm sure my math is off, but it seems that you have the option to either burst DPS or ramp up to about the same DPS as previously.
Obviously a large change, but I see a lot of arguments about the loss of sustained DPS, when cycling the launchers could be a way around this. All toggling launchers does is decrease the burst dps to create a more continual dps output, but this is sub-optimal in most situations. Think of it as akin to an arty-alpha situation, were ungrouping your arties allows you more consistent damage over time, but doesn't change your long term damage over time. Generally speaking, more upfront alpha is generally better as it gives the target less opportunity to negate it.
I agree with you that high alpha is generally better, I was attempting to find a solution for some that are arguing that "Yes upfront DPS went up, but if that isn't enough to kill them in the first 40-50 seconds then you are SOL for 40 seconds". It's obviously not an optimal solution to that but it is a plausible one. Generally that will be an issue only with fighting cruisers, which is something they are intentionally making the RLML worse at. This solution would be harder to implement for ONIs and Caracs.
As it stands I like the front heavy DPS change. |

Malcanis
Vanishing Point. The Initiative.
12296
|
Posted - 2013.11.08 20:22:00 -
[258] - Quote
Drahomi'r Bozi'dar wrote:Overall, im not a fan of the proposed 50s shooting, 40s reloading aspect. Mathematically it might be "fair" but sitting around waiting on 40s reloads doesnt sound "fun" to me...
By way of comparison, 1400mm artillery users have to wait 29 seconds between each shot.
|

Shade Alidiana
PROSPERO Corporation MinTek Conglomerate
57
|
Posted - 2013.11.08 20:23:00 -
[259] - Quote
Looks interesting, but I liked the original idea a bit more. Switching charge type takes too much time, everything else is ok for me. What about keeping both comcepts? |

Octavian Madullier
Brave Newbies Inc. Brave Collective
10
|
Posted - 2013.11.08 20:23:00 -
[260] - Quote
Daneel Trevize wrote:Warde Guildencrantz wrote: i think it should be designed so if your charges reach 0 it takes 40 seconds to reload but to switch charge types (albeit without going back to a full reload) it would take the normal amount of time. (or no time, i dunno, that could be another bonus of using them) This is a very valid point.
exactly what i was thinking also ....
but still ... 40 seconds ??? ... |
|

Shade Alidiana
PROSPERO Corporation MinTek Conglomerate
57
|
Posted - 2013.11.08 20:24:00 -
[261] - Quote
Malcanis wrote:Drahomi'r Bozi'dar wrote:Overall, im not a fan of the proposed 50s shooting, 40s reloading aspect. Mathematically it might be "fair" but sitting around waiting on 40s reloads doesnt sound "fun" to me...
By way of comparison, 1400mm artillery users have to wait 29 seconds between each shot. My tempest didn't know that and shoots every 16 sec |

Arthur Aihaken
The.VOID
473
|
Posted - 2013.11.08 20:27:00 -
[262] - Quote
Octavian Madullier wrote:but still ... 40 seconds ??? ... It's something different, which as far as I'm concerned is a welcome change for missiles. |

Octavian Madullier
Brave Newbies Inc. Brave Collective
10
|
Posted - 2013.11.08 20:28:00 -
[263] - Quote
Morrigan LeSante wrote:Fires for 50s, reloads for 40.
I surely can't be the first person to think two weapon groups allowing for either constant, sustained damage yet with the option of massive spike application.
LOL ... no you are not ... its the obvious way to use them ...and u have different missile types in each group thus avoided having only kinetic loaded when facing Caldari ...
|

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
259
|
Posted - 2013.11.08 20:29:00 -
[264] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
Ancillary shield boosters were OP from the start (active tank immune to neut, can fit more than one). Did you remove them? No, you buffed them (introducing smaller versions of navy cap boosters). You tossed a bone at armor tankes with AARs that are'nt neut immune and you can't fit several of. Now you add ancillary missile launchers.
Please stop with this ancillary madness. The only selling point of the concept is that it allows to "burst". Overheating already covered this. It is redundant and balance braking. Just stop it. |

Arthur Aihaken
The.VOID
473
|
Posted - 2013.11.08 20:30:00 -
[265] - Quote
Iris Bravemount wrote:Overheating already covered this. Oooh, thanks for mentioning that. RLML's get a 15% rate of fire bonus, so that translates into about 27 seconds of overheated firing time then a cooldown of 40 seconds while it reloads. Awesome!  |

Malcanis
Vanishing Point. The Initiative.
12299
|
Posted - 2013.11.08 20:31:00 -
[266] - Quote
Shade Alidiana wrote:Malcanis wrote:Drahomi'r Bozi'dar wrote:Overall, im not a fan of the proposed 50s shooting, 40s reloading aspect. Mathematically it might be "fair" but sitting around waiting on 40s reloads doesnt sound "fun" to me...
By way of comparison, 1400mm artillery users have to wait 29 seconds between each shot. My tempest didn't know that and shoots every 16 sec
Oh hello RoF bonus. I didn't see you come in there. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2822
|
Posted - 2013.11.08 20:31:00 -
[267] - Quote
Octavian Madullier wrote:Morrigan LeSante wrote:Fires for 50s, reloads for 40.
I surely can't be the first person to think two weapon groups allowing for either constant, sustained damage yet with the option of massive spike application. LOL ... no you are not ... its the obvious way to use them ...and u have different missile types in each group thus avoided having only kinetic loaded when facing Caldari ...
While there are a few situations that this is a good plan, this is also similar to "ungrouping" your artillery weapons. More often than not, you want to put as much damage on your target as quickly as possible.
|

SOL Ranger
SOL.
62
|
Posted - 2013.11.08 20:37:00 -
[268] - Quote
Shade Alidiana wrote:Malcanis wrote:Drahomi'r Bozi'dar wrote:Overall, im not a fan of the proposed 50s shooting, 40s reloading aspect. Mathematically it might be "fair" but sitting around waiting on 40s reloads doesnt sound "fun" to me...
By way of comparison, 1400mm artillery users have to wait 29 seconds between each shot. My tempest didn't know that and shoots every 16 sec
Tempest simply doesn't care. |

Malcanis
Vanishing Point. The Initiative.
12299
|
Posted - 2013.11.08 20:38:00 -
[269] - Quote
Gizznitt Malikite wrote:Octavian Madullier wrote:Morrigan LeSante wrote:Fires for 50s, reloads for 40.
I surely can't be the first person to think two weapon groups allowing for either constant, sustained damage yet with the option of massive spike application. LOL ... no you are not ... its the obvious way to use them ...and u have different missile types in each group thus avoided having only kinetic loaded when facing Caldari ... While there are a few situations that this is a good plan, this is also similar to "ungrouping" your artillery weapons. More often than not, you want to put as much damage on your target as quickly as possible.
That's exactly what makes this an effective buff, at least for PvP.
|

Octavian Madullier
Brave Newbies Inc. Brave Collective
10
|
Posted - 2013.11.08 20:39:00 -
[270] - Quote
Mara Rinn wrote:Awesome change. Provides the ability for a battleship to screen a fleet against interceptors, though you have to overcome the extremely long lock time of a battleship. People will need to get on Singularity and fly fleets of frigates, cruisers and battlecruisers against their navy ravens with RHMLs in order to understand the difference between a burst of 1000DPS against an interceptor with RHMLs versus sustained 1000DPS with cruise missiles against the same target. CCP Rise, what about the possibility of reducing the reload time and reducing the firing rate, and shifting the high-DPS mode of this weapon system to overloading? This means the pilot has the option of:
- firing for, say, 70 seconds until the RHML burns out
- firing in bursts and applying paste to prepare for the next burst, or
- firing a sustained stream of missiles at far lower DPS without heat.
Just move the DPS bonus and "40 second reload timer" to the overheat mechanics of this weapon system. And then provide some means for battleships to lock frigates in reasonable amounts of time so the front-loaded DPS can actually be applied. The "screen" ability would especially be enhanced with a special targeting system, similar to a passive targeting system, which allows any ship to "save up" a triple-speed target lock. This targeting assistance module would be exclusive to sensor boosters, sensor amplifiers or sensor links, with a penalty of one-third target locking speed while recharging. So interceptor arrives, tries to light cyno. You (the pilot of the fighter-screen battleship) use the targeting assistance module to lock the interceptor, and you overheat the RHMLs to bring the interceptor down. Once the interceptor is dead you are now "down for the count" while repairing your launchers and recharging the targeting assistance module.
as someone who loves using missiles ... that is a VERY good idea and use of the RHML on the screeninng battleship ... CCP RIse ... please consider this ... |
|

Admiral Rufus
Boris Johnson's Love Children
33
|
Posted - 2013.11.08 20:41:00 -
[271] - Quote
This is a bloody terrible idea, 40seconds reload time?! Ohtge target is tanked towards my loaded damage type, no matter I'll just wait 40 ******* seconds to change it. Oh I'm dead |

Sebastien LeReparteur
SpaceTravelers Freelance Corp La Division Bleue
10
|
Posted - 2013.11.08 20:42:00 -
[272] - Quote
pretty good, a caracal won't be able to eat though a dozen frigs like this, one or two then the table turns on it.
Nice I love this approach! |

Narwz
Zerglingz United
8
|
Posted - 2013.11.08 20:51:00 -
[273] - Quote
So many words to describe a way to just butcher Caracal and Cerb in small gang pvp. Oh well. |

Miks Rebelius
Griffin Capsuleers Ad-Astra
6
|
Posted - 2013.11.08 20:52:00 -
[274] - Quote
What if I use PLEX to make them reload faster? Everybody wins right? |

Michael Harari
Genos Occidere HYDRA RELOADED
758
|
Posted - 2013.11.08 20:54:00 -
[275] - Quote
Octavian Madullier wrote:Mara Rinn wrote:Awesome change. Provides the ability for a battleship to screen a fleet against interceptors, though you have to overcome the extremely long lock time of a battleship. People will need to get on Singularity and fly fleets of frigates, cruisers and battlecruisers against their navy ravens with RHMLs in order to understand the difference between a burst of 1000DPS against an interceptor with RHMLs versus sustained 1000DPS with cruise missiles against the same target. CCP Rise, what about the possibility of reducing the reload time and reducing the firing rate, and shifting the high-DPS mode of this weapon system to overloading? This means the pilot has the option of:
- firing for, say, 70 seconds until the RHML burns out
- firing in bursts and applying paste to prepare for the next burst, or
- firing a sustained stream of missiles at far lower DPS without heat.
Just move the DPS bonus and "40 second reload timer" to the overheat mechanics of this weapon system. And then provide some means for battleships to lock frigates in reasonable amounts of time so the front-loaded DPS can actually be applied. The "screen" ability would especially be enhanced with a special targeting system, similar to a passive targeting system, which allows any ship to "save up" a triple-speed target lock. This targeting assistance module would be exclusive to sensor boosters, sensor amplifiers or sensor links, with a penalty of one-third target locking speed while recharging. So interceptor arrives, tries to light cyno. You (the pilot of the fighter-screen battleship) use the targeting assistance module to lock the interceptor, and you overheat the RHMLs to bring the interceptor down. Once the interceptor is dead you are now "down for the count" while repairing your launchers and recharging the targeting assistance module. as someone who loves using missiles ... that is a VERY good idea and use of the RHML on the screeninng battleship ... CCP RIse ... please consider this ...
It doesnt work because hmls hit interceptors for next to no damage.
|

Morrigan LeSante
The Lost and Forgotten Troopers
451
|
Posted - 2013.11.08 20:58:00 -
[276] - Quote
Gizznitt Malikite wrote:Octavian Madullier wrote:Morrigan LeSante wrote:Fires for 50s, reloads for 40.
I surely can't be the first person to think two weapon groups allowing for either constant, sustained damage yet with the option of massive spike application. LOL ... no you are not ... its the obvious way to use them ...and u have different missile types in each group thus avoided having only kinetic loaded when facing Caldari ... While there are a few situations that this is a good plan, this is also similar to "ungrouping" your artillery weapons. More often than not, you want to put as much damage on your target as quickly as possible.
Yes but you have the option, you have the choice.
I'm more interested to know what hull bonuses apply and what their thoughts around reloads/ammo type are.
These feel a bit too niche to me, they'll be excellent ambush/camp/gank weapons but beyond that....questionable. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
3
|
Posted - 2013.11.08 21:07:00 -
[277] - Quote
Malcanis wrote:Gizznitt Malikite wrote:Octavian Madullier wrote:Morrigan LeSante wrote:Fires for 50s, reloads for 40.
I surely can't be the first person to think two weapon groups allowing for either constant, sustained damage yet with the option of massive spike application. LOL ... no you are not ... its the obvious way to use them ...and u have different missile types in each group thus avoided having only kinetic loaded when facing Caldari ... While there are a few situations that this is a good plan, this is also similar to "ungrouping" your artillery weapons. More often than not, you want to put as much damage on your target as quickly as possible. That's exactly what makes this an effective buff, at least for PvP.
This isn't a buff. |

CptBipto
Super Moose Defence Force
1
|
Posted - 2013.11.08 21:07:00 -
[278] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
Rapid lights should get about 30 rounds to its payload and a 15 - 20 second reload, 40 seconds is far to long with for what you are trying to do. i see where you are going with the whole specific fit for the specific situation.
I don't ever see me using rapid heavy's for a long time so i'm not going to talk about it.
I don't see this being used "noob tear blob fest space", so it is a bit refreshing to see empire space get some new combat tactics.
I can see this working if you don't listen to the guy who convinced ccp to implement nurf guns to the Caldari arsenal, instead of just shaving off the excess of the rapid lights that made it over the top |

Kane Fenris
NWP
114
|
Posted - 2013.11.08 21:09:00 -
[279] - Quote
Michael Harari wrote:Edit 2: Here is a screenshot of my stiletto tanking about 20 drakes off my passive shield regen. http://i.imgur.com/m8Aw9.jpgThey were probably all shooting fury at me, which means 8000 eft missile dps translated to maybe 20 real dps.
20 drakes without even 1 TP they deserved it...
eve uni blob? |

PotatoOverdose
Handsome Millionaire Playboys
562
|
Posted - 2013.11.08 21:10:00 -
[280] - Quote
Jesus fcking christ. This is a terrible idea.
1) 40 seconds to change damage types. No, just no. 2) 40 seconds to change from Fury to Faction or to Precision. ****, might as well not have precision anymore. 3) After I blow my load, I have to be quasi-jammed for 40 seconds. Refractory periods suck, man. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
759
|
Posted - 2013.11.08 21:12:00 -
[281] - Quote
Kane Fenris wrote:Michael Harari wrote:Edit 2: Here is a screenshot of my stiletto tanking about 20 drakes off my passive shield regen. http://i.imgur.com/m8Aw9.jpgThey were probably all shooting fury at me, which means 8000 eft missile dps translated to maybe 20 real dps. 20 drakes without even 1 TP they deserved it... eve uni blob?
They had multiple tps. Most of the missiles didnt even hit. This was a provi sov fleet engaged in the defense of g-5. Full BR is at http://failheap-challenge.com/showthread.php?113-Providence&p=553615&viewfull=1#post553615
Edit: This was also pre HML nerf |

Omega Crendraven
FW Scuad E C L I P S E
86
|
Posted - 2013.11.08 21:18:00 -
[282] - Quote
don't nerf pl0x!!! RLML not OP, our weapon of mass destruction against evil blobs of enemy tacklers! |

Major Killz
Deep Core Mining Inc.
270
|
Posted - 2013.11.08 21:18:00 -
[283] - Quote
I laughed when a bro linked this thread to me at work. I suppose those who want rapid light missile launchers NERFED have won v0v
This may hurt solo pilots but in fleets less so. This will also be a BOOST to frigates that use TD's OFC and a general Caldari NERF. There was no need for these changes but v0v |

Milton Middleson
Rifterlings Point Blank Alliance
377
|
Posted - 2013.11.08 21:19:00 -
[284] - Quote
I think this is conceptually interesting, since it adds a new dimension to weapon characteristics (high dps, low endurance) that makes them good for hit and run tactics but poor for sustained engagements, and I'd like to see it implemented somewhere.
I'm not sure what I think of it here, since I don't think it actually resolves the issues with RLMLs, which that RLML cruisers can achieve superb damage application vs frigates, acceptable damage application vs other cruisers, and still retain a massive tank and long range for their weight class. |

Kane Fenris
NWP
114
|
Posted - 2013.11.08 21:23:00 -
[285] - Quote
i dont see tp applied to you though... |

Omega Crendraven
FW Scuad E C L I P S E
86
|
Posted - 2013.11.08 21:30:00 -
[286] - Quote
Actually, I came out with a good idea. Why don't you let us choose between 2 types of light missile ammo. The normal light missiles, and the Rapid fire Light missiles. For example, in the first 40 seconds of the fight when you need to burn away and get rid of tacklers or an enemy fleet is warping and you are finishing a tanky ship, everybody could switch to these new missiles for extra-dps in a short period of time, just like when you can choose to overheat or not. |

MeBiatch
Republic University Minmatar Republic
1459
|
Posted - 2013.11.08 21:30:00 -
[287] - Quote
this thread is missing some tinfoil hattery... where is dinsdale and his claims taht this will ruin high sec mission runners and is only a boost to the large donuts. |

jackncoke
Aliastra Gallente Federation
72
|
Posted - 2013.11.08 21:36:00 -
[288] - Quote
Basicly - you cant fit that on a BS and fleet up.
BS is used in large fleet engagements. And those tend to take a while. Having a fleet of missile users simply run out of ammo for 49 seconds means one dead fleet.
So you simply wont take missile users because they are once again useless.
So you have a cruiser.
That is capable of DPS-ing for 50 seconds and then you wish you took regular heavy missiles. Because if your targets are not dead in 50 seconds - you sure will be.
It seems like missile users can be usefull in PVP once again. But not really. They can be nice for gate camps where you gant small number of targets, but that about it. For any kind of escalation, roam or extended engagement you will take turret users. Because they are so much more usefull on the field.
And if a missile users raises his hand - show him T2 turret prerequisits and tell him to get cracking ! |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
666
|
Posted - 2013.11.08 21:49:00 -
[289] - Quote
Joan Greywind wrote:So why don't you just ungroup your weapons and shoot half of them while the other half reloads, you will still have the same sustained dps as you had before the change. Now you have to option to burst someone before his friends arrive, or break his active tank. I mean it still has the same stats over a long period of time, just use your imagination a little and this could add some very nice options. Now at least you are able to kill those ****** active tanked hawks.
Also adding some flavor to weapons is what is need, not just playing around with their damage and damage projection. A new mechanic always adds good play, like for instance the ASB.
NO You will NOT!! The ammount of damage you can do over long time was REDUCED!!!! |

Antillie Sa'Kan
Forging Industries Silent Infinity
162
|
Posted - 2013.11.08 21:49:00 -
[290] - Quote
jackncoke wrote:And if a missile users raises his hand - show him T2 turret prerequisits and tell him to get cracking ! Except that these prerequisites are dropping pretty massively in Rubicon. So, turrets for everyone! Rapid missile launchers for niche uses only! |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
666
|
Posted - 2013.11.08 21:51:00 -
[291] - Quote
AskariRising wrote:409 dps wont be able to kill a dual MASB hawk... or will it?
probably not... unles syou web and paint it.
ships usign thte new rapid lights are useles agaisnt anythign but t1 frigates and destoryers |

XvXTeacherVxV
S.E.N.T.I.N.E.L.
43
|
Posted - 2013.11.08 21:51:00 -
[292] - Quote
Gizznitt Malikite wrote:XvXTeacherVxV wrote:CCP Rise wrote: Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
Less up time, less reload time would be better. Cut both by 50-75%. Then you'd have small clips that you could burn through in less than 20 seconds and you'd avoid the no fun zone that is long reload times since it'd be about 10-15 seconds. Advantages - Reload time is still long enough to be a disadvantage but not so long it's unbearable. - You could even take the opportunity to switch damage types which adds more room for good players to maximize their damage. - Overall DPS would be about the same and the frontloaded DPS wouldn't be so extreme. Win/Win/WIn. For this to be appropriately balanced, the "high dps window" needs to be long enough to bring down a typical target. Then the reload window needs to be long enough to make it un-ideal when sustained dps is important. I think your 20s attack, 10-15s reload is too short on both accounts, and the 50s attack, 40s relaod is just about ideal.
And I think 40s is way too long to twiddle my thumbs DURING a fight. But what makes you say that the typical target has to die in one window and what's a typical target anyway? |

Phoenix Jones
Shockwave Innovations Surely You're Joking
247
|
Posted - 2013.11.08 21:54:00 -
[293] - Quote
Both interesting and bizarre, you've turned this into the 50 second combat mode for ships that fit the module.
You kill the person in 50 seconds, or you die.
I get the concept, I'm not sure it is a good one though.
You are basically increasing damage from these missile types by about 50%. I should say you are increasing the potential damage by that amount. Its......
Odd move. Might give a niche job to a set of missile launchers that kind of got a little lost with the rest of the missiles ingame. |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2013.11.08 21:55:00 -
[294] - Quote
MeBiatch wrote:this thread is missing some tinfoil hattery... where is dinsdale and his claims taht this will ruin high sec mission runners and is only a boost to the large donuts. You already had the tinfoil with your mouthbreathing thought that the only reason anyone from PL would dislike this is because of RHML ravens (lol like heavies can hit for ****) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
667
|
Posted - 2013.11.08 21:57:00 -
[295] - Quote
Lloyd Roses wrote:Motoko Innocentius wrote:Kagura Nikon wrote:
FORGET THE DPS!! How much TOTAL damage can you do before reload? It will be less than EHP of a cruiser!! That is the issue.
Even if you have 20 THOSUAND dps, but you fire for 1 second and reload for 20k seconds.. you will NEVER kill a well fit enemy cruiser.. in fact this last example is the worse situation you could have basically
Will a cruiser die to the 23k dmg done by the rlml's of atm in 90 seconds ? If it won't , you have no point, have you got no brain dude? You can continuously do dps in the new model as easily as you can in the current model. When your first group of launchers are empty and start reloading you are using another group of launchers, and when group 2 is empty group 1 has already reloaded!. This means you are doing dps all the time, there is no stop in damage application. You can always shoot. Funny point imo: No cruiser that flies solo will have a flat 20k ehp. They are either AAR+800 plate, AAR+MAR, LSE-tanked, single XL-ASB(moa) or buffergank without real damage or HP. Aside from the scenario against a pure buffer fit, peaking at a higher dps-output is always better - being able to apply the same amount of damage in half the time is all but a drawback, even if you got to reload for 40secs (which is nothing compared to the advantages given) Or else, the average T1 cruiser with exile (guessing that if solo, you'd either do a nanofit or something ancillary armor) tanks less than 300/500 dps/sec, so unlike before you can now even overcome his active tanking and let him bleed structure already while his reps are still 100% up, so he'll bleed structure once and maybe survive - but certainly die during his second reload. Atm any active armorcruiser can tank a single caracal NP. Cannot see how this is anything but a huge buff to rapids.
Just wow at this fail level. The ASB is basicallya buffer module (sicne it cannto be run forever) you must take its total HP buff on a full cahrge load and caount that as a large extender . It works exaclty as taht as long as the incommign dps is not much larger than the repair rate. ANd It wil NOT BE in a SOLO fight. Remember you wilL NOT be sishign full dps and the guy wil overheat his ASB.
A simple assault frigate can have 20 HP,,
any SHIELD rupture has more than 20 EHP. An armor fit will ahve even more, a maller can possibly hold 2 of these caracals loads!!!
Even my normal sttaber fit has more than that EHP!
You must be blind to not see how this is horrible for solo fights (And rapid laucnhers were the best weapons for cruiser solo activity)
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
667
|
Posted - 2013.11.08 21:59:00 -
[296] - Quote
Phoenix Jones wrote:Both interesting and bizarre, you've turned this into the 50 second combat mode for ships that fit the module.
You kill the person in 50 seconds, or you die.
I get the concept, I'm not sure it is a good one though.
You are basically increasing damage from these missile types by about 50%. I should say you are increasing the potential damage by that amount. Its......
Odd move. Might give a niche job to a set of missile launchers that kind of got a little lost with the rest of the missiles ingame.
Considering that the other guy will be overheatign an ASB for those 50 seconds and at end he wil have a burned shield module..... whiel you wil have a ooops moment where you are defenseles against him. |

Saturn Asanari
Cause For Concern
0
|
Posted - 2013.11.08 22:01:00 -
[297] - Quote
Clean up the missile system first, THEN clean up the items.
I can't even tell which skills affect which launcher types because of the templating you guys use in your skill descriptions...
Do skills that affect Missile Launchers affect Rocket, Torpedo, or Cruise Launchers? Do skills that affect Rocket Launchers affect Missiles?
****. |

Major Killz
Deep Core Mining Inc.
270
|
Posted - 2013.11.08 22:03:00 -
[298] - Quote
Kagura Nikon wrote:AskariRising wrote:409 dps wont be able to kill a dual MASB hawk... or will it? probably not... unles syou web and paint it. ships usign thte new rapid lights are useles agaisnt anythign but t1 frigates and destoryers
Correction.
All frigates and destroyers but also those Single AAR Omen Navy set-ups (can destroy one without reload in a Cerberus now), some shield T1 cruisers and shield attack battle-cruisers.
Those who use gang links can ofc wait for the 40 sec reload on grid if they choose, but yeah. This change will make them more of a hit and run solo instead of sustained damage platform and in fleets this change will help end things quickly. I dunno, personally i feel fleets of these will be a plague. They kinda are already anyway but worse. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
667
|
Posted - 2013.11.08 22:05:00 -
[299] - Quote
For the ones that did not try the math:
Rise quote:
" This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended ngagements their true dps would be a bit more than half of the dps number above. "
That means an effective DPS against anything other than a fight agaisnt a SINGLE frigate enemy will be 205 dps
CUrrent Rapid missiles in TQ give the same caracal 306 DPS
So its a 33% NERF to dps on a real fight! |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
667
|
Posted - 2013.11.08 22:06:00 -
[300] - Quote
Major Killz wrote:Kagura Nikon wrote:AskariRising wrote:409 dps wont be able to kill a dual MASB hawk... or will it? probably not... unles syou web and paint it. ships usign thte new rapid lights are useles agaisnt anythign but t1 frigates and destoryers Correction. All frigates and destroyers but also those Single AAR Omen Navy set-ups (can destroy one without reload in a Cerberus now), some shield T1 cruisers and shield attack battle-cruisers. Those who use gang links can ofc wait for the 40 sec reload on grid if they choose, but yeah. This change will make them more of a hit and run solo instead of sustained damage platform and in fleets this change will help end things quickly. I dunno, personally i feel fleets of these will be a plague. They kinda are already anyway but worse.
Yes they willbe helish in fleets of 5 or more. But made the best solo weapon system for cruisers.. a JOKE on solo work |
|

Jaffinator
Fairweather Ice Cream Co Insidious Empire
15
|
Posted - 2013.11.08 22:06:00 -
[301] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
If you want all the work you put into the Cerb to go to use in any large scale way, you won't implement this. Period.
Ignoring solo/small gang altogether (not my thing, will not attempt to speak to it), as a theorycrafter/FC in nullsec, there's no way you can give that much downtime considering 1500 man fights and hours upon hours of 10% TiDi and expect anyone to use it.
The RLML Cerb is interesting in its current iteration because reload only shaves off about 5% DPS (if that). If you do this.. well, no one will use them, at least not in large nullsec fleets. Hell, most people will point at this and say, "Hey look, another reason not to use missiles in large-scale PvP." |

Beaver Retriever
Science and Trade Institute Caldari State
120
|
Posted - 2013.11.08 22:09:00 -
[302] - Quote
Jaffinator wrote:CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit. If you want all the work you put into the Cerb to go to use in any large scale way, you won't implement this. Period. Ignoring solo/small gang altogether (not my thing, will not attempt to speak to it), as a theorycrafter/FC in nullsec, there's no way you can give that much downtime considering 1500 man fights and hours upon hours of 10% TiDi and expect anyone to use it. The RLML Cerb is interesting in its current iteration because reload only shaves off about 5% DPS (if that). If you do this.. well, no one will use them, at least not in large nullsec fleets. Hell, most people will point at this and say, "Hey look, another reason not to use missiles in large-scale PvP." You do realize not every module and every weapon system needs to be suitable for mainline DPS in 1500-man tidi fights, right?
Fit HAMs and stop whining. |

Sigras
Conglomo
537
|
Posted - 2013.11.08 22:11:00 -
[303] - Quote
I like the idea of a dedicated anti-(one tier down) weapon platform, and this definitely is an interesting way to balance these two modules . . .
The numbers also seem to be about right because any less and you dont do enough damage to knock down a cruiser, any more and you risk affecting suicide ganking.
Right now, as the numbers stand, concord takes you out in 30 seconds, the best ship to use is porbably going to be the caracal because the drake doesnt get a light missile bonus and the Raven is going to be too expensive.
Fury missiles with 3x BCS and all level 5 skills do 159.5 damage per missile, and the caracal will have a ROF of 2.46 with the new RLML meaning it will get off 12 missiles before dieing.
12 missiles * 159.5 damage per missile * 5 missile launchers = 9,570 damage per ship
Thats well below the 11k volley 1400mm arty tornadoes can achieve and they each get off 3 shots for a total of 34.5k damage per ship
now of course arty tornadoes are quite a bit more expensive but theyre not 3.5x more expensive, also you'd have to coordinate less people with the tornadoes . . . IMHO theyre not as good. |

Dread Operative
Quantum Cats Syndicate Samurai Pizza Cats
196
|
Posted - 2013.11.08 22:13:00 -
[304] - Quote
I dont even fly RML's and I think this is a **** change. 40s out of the fight is ********. How about work the ratios so it 20s reload instead. |

Cptn Bagel
Strategic Fighters Association
5
|
Posted - 2013.11.08 22:13:00 -
[305] - Quote
I believe that the true purpose of this weapon is being misunderstood. From what I can see, these launchers are designed as more of a defensive weapon than a primary weapon. I think the idea is that you can put one or two of these on ships like the stabber or megathron navy issue, which have 2/1 utility launcher slots on them currently serving no purpose, and then use these launchers as a defensive weapon against frigates or cruisers that can't be properly engaged with your primary weapon system, similar to how drones and smart bombs are used on most contemporary fits. Honestly, I think this is a great idea. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:14:00 -
[306] - Quote
Sigras wrote:I like the idea of a dedicated anti-(one tier down) weapon platform, and this definitely is an interesting way to balance these two modules . . .
The numbers also seem to be about right because any less and you dont do enough damage to knock down a cruiser, any more and you risk affecting suicide ganking.
Right now, as the numbers stand, concord takes you out in 30 seconds, the best ship to use is porbably going to be the caracal because the drake doesnt get a light missile bonus and the Raven is going to be too expensive.
Fury missiles with 3x BCS and all level 5 skills do 159.5 damage per missile, and the caracal will have a ROF of 2.46 with the new RLML meaning it will get off 12 missiles before dieing.
12 missiles * 159.5 damage per missile * 5 missile launchers = 9,570 damage per ship
Thats well below the 11k volley 1400mm arty tornadoes can achieve and they each get off 3 shots for a total of 34.5k damage per ship
now of course arty tornadoes are quite a bit more expensive but theyre not 3.5x more expensive, also you'd have to coordinate less people with the tornadoes . . . IMHO theyre not as good.
What i the logic in makign a weapon that already SHRED frigates as if they were flies to shred them even more at the cost of not even harming cruisers and not killing good fit t2 frigates anymore?
The changes make it WORSE agaisnt FrigateS.. in plurarl. A caracal could fight 4 frigates before with rapids with good chances. Now it will DIE to those 4 frigates because 1 will be alive when you are reloading! |

Arthur Aihaken
The.VOID
474
|
Posted - 2013.11.08 22:15:00 -
[307] - Quote
There's way too much aluminum foil in this thread. The proposed change effects two weapon systems (one of which is still very much on the drawing board). The only aspects that may need to be adjusted are the reload time or ammunition capacity. Either a 30-second reload time (instead of 40 seconds) or a 50% ammunition reduction (instead of 75%). So instead of just dispensing with the idea outright, how about we look at a few suggestions to help refine it. |

Jaffinator
Fairweather Ice Cream Co Insidious Empire
16
|
Posted - 2013.11.08 22:17:00 -
[308] - Quote
Beaver Retriever wrote:Jaffinator wrote:CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit. If you want all the work you put into the Cerb to go to use in any large scale way, you won't implement this. Period. Ignoring solo/small gang altogether (not my thing, will not attempt to speak to it), as a theorycrafter/FC in nullsec, there's no way you can give that much downtime considering 1500 man fights and hours upon hours of 10% TiDi and expect anyone to use it. The RLML Cerb is interesting in its current iteration because reload only shaves off about 5% DPS (if that). If you do this.. well, no one will use them, at least not in large nullsec fleets. Hell, most people will point at this and say, "Hey look, another reason not to use missiles in large-scale PvP." You do realize not every module and every weapon system needs to be suitable for mainline DPS in 1500-man tidi fights, right? Fit HAMs and stop whining.
There is no reason to make the RML the Deimos of the missile launchers.
HAM and HML DPS application look pretty similar to each other in most graphed situations. Dump RLMLs on there, and you have something altogether different and unique. Like a special snowflake. A Recon/Logi-murdering special snowflake.
The Cerb made the option viable and it was something new/interesting. Some of us are sick of flying the same old ships and modules every engagement with a little tweak here or there every six months.
NINJA EDIT: Also, I said "IF" he wants it to work on the fleet scale in any form. Maybe he doesn't, but upon further review, I don't think I could recommend using a ship that's 40 seconds out of a fight for any combat situation. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:18:00 -
[309] - Quote
Cptn Bagel wrote:I believe that the true purpose of this weapon is being misunderstood. From what I can see, these launchers are designed as more of a defensive weapon than a primary weapon. I think the idea is that you can put one or two of these on ships like the stabber or megathron navy issue, which have 2/1 utility launcher slots on them currently serving no purpose, and then use these launchers as a defensive weapon against frigates or cruisers that can't be properly engaged with your primary weapon system, similar to how drones and smart bombs are used on most contemporary fits. Honestly, I think this is a great idea.
Neuts will be better for that most of time. But CURRENT rapids are already enough to make t1 frigates get away, ewven if you have 2 unbonused ones.
Now they wil NOT be scared anymore. BEcause you cannot kill a punisher with the load of 2 of these launchers!!
Its NERF evenon that scenario !!!!
Peopel need to realize.. DPS is MEANINGLESS IF YOU CANNOT REACH DESTINATION!!
What is the best way to travel 200km? A Rocket taht goes 2 thousand km/h but can fly 4 seconds.. or a car that goes 100 km/h but can go for 6 hours if needed?
|

Turelus
Caldari Independent Navy Reserve The Fourth District
617
|
Posted - 2013.11.08 22:19:00 -
[310] - Quote
So you want a weapons system with his high damage fast but has no capacity and take 40seconds to reload?
40 seconds, stop and actually look at your clock and wait 40seconds. Now think about how enjoyable that time will be in PVP if you're not doing anything. Remember that problem with ECM where you don't do anything for 20second cycles and people get furious over it? That's basically what the reload time for these weapons will be.
What about reloading after a fight? that's 40 seconds you can't jump through a gate because it will interrupt the reload, you're basically sat doing nothing for almost a minute.
I hate to be a jerk but if you're having issues balancing a weapon system two weeks before release why are you putting them into the game to start with? |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:20:00 -
[311] - Quote
Arthur Aihaken wrote:There's way too much aluminum foil in this thread. The proposed change effects two weapon systems (one of which is still very much on the drawing board). The only aspects that may need to be adjusted are the reload time or ammunition capacity. Either a 30-second reload time (instead of 40 seconds) or a 50% ammunition reduction (instead of 75%). So instead of just dispensing with the idea outright, how about we look at a few suggestions to help refine it.
The design shoudl jsut be less extreme. Keep rapids on a dps scale between current and the proposed values (rof time) But also do not nerf the capacity so much.
Extreme designs almsot NEVER worked in eve (They floped misreably or became overpowered). |

Arthur Aihaken
The.VOID
474
|
Posted - 2013.11.08 22:22:00 -
[312] - Quote
Kagura Nikon wrote:The design shoudl jsut be less extreme. Keep rapids on a dps scale between current and the proposed values (rof time) But also do not nerf the capacity so much.
Extreme designs almsot NEVER worked in eve (They floped misreably or became overpowered). Rate of fire is fine. |

JEFFRAIDER
Sniggerdly Pandemic Legion
281
|
Posted - 2013.11.08 22:24:00 -
[313] - Quote
I've gotten like 500 kills solo/small gang with an RLML Caracal, and I honestly like this change! Now it seems a bit extreme atm in terms of shooting time compared to reloading, maybe adding 3 charges to the RLML and decreasing reload times to 30-33 seconds or something (or even introduce a skill for speeding up reloads   ) and you've got a stew going.
I think having Rapid launchers be just different in terms of weapons systems sounds cool. May take some tweaking to find the sweet spot between **** and useless but I think this is pretty interesting. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.08 22:31:00 -
[314] - Quote
Make the separate weapon system and do with it what ever you want, make reload time 60 seconds, I don't care, but let us choose to use it - do not force such a drastic change almost over night. In other words, leave RLML alone. You can test your concept with RHML first to see how it goes, cause heavy missiles in their present state are crap anyway and not too many will be as much annoyed if you turn crap into bigger crap. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:31:00 -
[315] - Quote
Arthur Aihaken wrote:Kagura Nikon wrote:The design shoudl jsut be less extreme. Keep rapids on a dps scale between current and the proposed values (rof time) But also do not nerf the capacity so much.
Extreme designs almsot NEVER worked in eve (They floped misreably or became overpowered). Rate of fire is fine.
Maybe.. but they will NOT unnerf the reload without taking elsewhere.... |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:36:00 -
[316] - Quote
JEFFRAIDER wrote:I've gotten like 500 kills solo/small gang with an RLML Caracal, and I honestly like this change! Now it seems a bit extreme atm in terms of shooting time compared to reloading, maybe adding 3 charges to the RLML and decreasing reload times to 30-33 seconds or something (or even introduce a skill for speeding up reloads    ) and you've got a stew going. I think having Rapid launchers be just different in terms of weapons systems sounds cool. May take some tweaking to find the sweet spot between **** and useless but I think this is pretty interesting.
That type of compromisse is the obvious way ... but I do not have much confidence ccp will unerf that much the proposal....
So many here fail to realize Infinit speed is irrelevant when your range is shorter than what you need.
And again before anyone post any crap again how this get it stronger agaisnt frigates...
it does NOT! Rapid missiles already kill several frigates wihtout much problem if you can control some of the time until they tackle you... With rapid changes you will kill the first one even faster.. but will die to the others before you can fire again. |

Kynric
Sky Fighters
22
|
Posted - 2013.11.08 22:39:00 -
[317] - Quote
This change will effect rate of fire bonused ships to a greater degree than damage bonused ships. 25 seconds of uptime followed by 40 seconds of reloading will be a lot more anoying than 50 seconds followed by 40. Would it be possible to have rate of fire ship bonuses also effect either the magazine size or the reload time?
Also, one of the things that makes missle boats different than projectile boats is the ammo selection considerations, the long reload will make switching ammo during pvp much less attractive thus removing a lot of tactical choices. The idea behind this change is interesting but the implementation is less so. |

Ariel Dawn
F9X
1156
|
Posted - 2013.11.08 22:40:00 -
[318] - Quote
Would increasing Rapid Light payload to 21 from 18 as well as reducing the reload from 40 to 30 be a reasonable change? Definitely needs to have a bit less time reloading for damage type selection! |

Kane Fenris
NWP
114
|
Posted - 2013.11.08 22:48:00 -
[319] - Quote
lets summ up the problems:
- Rof reduces active time - ammo switch problem
there would be ways to fix this the problem is both would be to much effort for not much yield.
-rof affecting clipsize(highly unnatural) -switching ammo without reloading it (would not be equal to normal launcher mechanism if you thing it through, just not as bad as proposed)
|

Colman Dietmar
Red Federation RvB - RED Federation
17
|
Posted - 2013.11.08 22:59:00 -
[320] - Quote
From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs. |
|

Captain StringfellowHawk
Segmentum Solar Nulli Secunda
58
|
Posted - 2013.11.08 23:00:00 -
[321] - Quote
These Changes just removed them from my future plans. Not sitting in Combat or a Mission area for 40s Twiddling my thumbs waiting on a reload. |

Daktar Jaxs
Wildly Inappropriate Goonswarm Federation
39
|
Posted - 2013.11.08 23:00:00 -
[322] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
You cannot put forward changes like these then ask why someone doesn't give constructive feedback. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 23:01:00 -
[323] - Quote
Colman Dietmar wrote:From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs.
Its nota BUFF> its a massive NERF>. It will not have enough capacity to kil2 (pun intended) well fit frigates |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 23:04:00 -
[324] - Quote
Ariel Dawn wrote:Would increasing Rapid Light payload to 21 from 18 as well as reducing the reload from 40 to 30 be a reasonable change? Definitely needs to have a bit less time reloading for damage type selection!
That would increase the cerberus example into enough damage to kill most T1 cruisers that are not fieldign a 1600mm plate or are called mallers :P
Also would mean that the long term dps is roughly sustained at current levels.
For some ships like the bellicose it woudl still be pretty negative change, but at least a cerberus could use the weaposn for some effect while solo |

Mwaheed S0n
Be Right Back Ltd
1
|
Posted - 2013.11.08 23:05:00 -
[325] - Quote
The proposed changes seem to be missing the mark for the intended purpose.
As I see it, Rapid Lights are used to kill tackle (frigs and destroyers) since the warhead is smaller/travels faster than Heavies/HAMs, thus the almighty DPS number is lower overall, but the applied dps on smaller targets is higher than if HAMs were used--due to signature radius/velocity factor.
Keeping in the theme of better damage based on signature radius/velocity factor, Rapid Heavies should be designed to have less applied dps against battleships and more applied dps against cruisers for example. For instance, your Raven fitted with torps lists 1,000dps (and will mostly get that much attacking battlecruisers and above), whereas your Raven fitted with rapid heavies lists 800dps (and will apply that much against cruisers). In this example with made-up numbers, you would not want to take torps against cruisers because you might not hit them for very much, and you would not want to take rapid heavies against a BC/BS gang because you'd miss out on sheer damage output. This makes it a context-based decision where just a few tweaks on numbers are all that's needed due to the nature of warhead size/sig radius factor.
One of the benefits of missiles is being able to switch damage types and have it not take 40 seconds. Having an initial burst is okay, but the detriment is way too huge and kills how missiles work.
TL;DR Rapids are for smaller sig/higher velocity targets, so don't screw up their reload time--just play with the sig radius factor and applied dps potential. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 23:07:00 -
[326] - Quote
Colman Dietmar wrote:From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs.
Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that!
You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour. |

Turelus
Caldari Independent Navy Reserve The Fourth District
617
|
Posted - 2013.11.08 23:09:00 -
[327] - Quote
Another issue I have is you can't travel while you're reloading. You have to stay in that system for the whole 40 seconds. |

JEFFRAIDER
Sniggerdly Pandemic Legion
281
|
Posted - 2013.11.08 23:10:00 -
[328] - Quote
Kagura Nikon wrote:Colman Dietmar wrote:From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs. Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that! You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour.
That sounds right to me. 400dps is not enough to kill a 25k ehp cruiser in 40 seconds |

Hatsumi Kobayashi
Origin. Black Legion.
293
|
Posted - 2013.11.08 23:11:00 -
[329] - Quote
go home kil2
you're drunk |

Moonaura
The Dead Rabbit Society
308
|
Posted - 2013.11.08 23:13:00 -
[330] - Quote
This will just make ships using these weapons pushed even more to solo engagement, while making them extremely terrible ships to have in gangs or fleets.
That is because their DPS is so sporadic and in a gang or fleet, that is a really bad thing, any engagement past 1 vs 1 is going to go on longer than 60 seconds, and then for these ships to be mostly useless for most of the next 60 seconds is just terrible. It will be impossible for an FC to know realistically whether he should stay in a fight or leave, because the DPS will be so sporadic.
I used to take out small Caracal gangs and go against much larger frigate composed fleets, and now I'd have to look at quite literally, waiting 40 seconds, while my fleet effectively did nothing.
The other, issue it imposes, is it takes away from the skill of using intelligence gathering and switching ammo types as required quickly. A good Caracal pilot will change his ammo depending on what enemy he is engaging - you're basically again, making that a significant issue by taking them out of action for almost a minute.
Lastly, you've introduced this concept just days before the release of the expansion, making realistic feedback almost impossible before launch, thus introducing something to the game that might have to be fixed / nerfed / boosted later on.
In short - great for solo - but a role they were already very strong in - and now terrible for everything else. Kill this idea with fire and rethink guys. Sorry. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.08 23:13:00 -
[331] - Quote
Mwaheed S0n wrote: For instance, your Raven fitted with torps lists 1,000dps (and will mostly get that much attacking battlecruisers and above), whereas your Raven fitted with rapid heavies lists 800dps (and will apply that much against cruisers).
Both examples are far from truth with second one being very far from the truth. |

Silvetica Dian
Manson Family Advent of Fate
289
|
Posted - 2013.11.08 23:14:00 -
[332] - Quote
Does anyone else feel that 95% of the people that post in these threads have no f-ing idea what they are talking about?
There is a cancel button just to the left of the post button and if you aren't pushing cancel more often that pushing post you are likely wasting everyones life.
My perspective for what it is worth is that this will be a huge buff for those people that like to prey on scouts and tackle at the edges of fights. Getting a quick kill then disengaging away before the victims friends arrive and a moderate nerf to f1 monkeys who still decide to fit these missiles.
Will be interesting to see how it pans out. CCP thankyou for actually trying new things instead of taking the safe easy road. |

Sara Navorski
Rifterlings Point Blank Alliance
0
|
Posted - 2013.11.08 23:16:00 -
[333] - Quote
Warde Guildencrantz wrote:Bob FromMarketing wrote:
Then the FC will call for the fleet to load Mjolnir instead.
with that in mind, i think it should be designed so if your charges reach 0 it takes 40 seconds to reload but to switch charge types (albeit without going back to a full reload) it would take the normal amount of time. (or no time, i dunno, that could be another bonus of using them)
Stop firing with 1 round left, short reload, open fire. OP. |

stoicfaux
3334
|
Posted - 2013.11.08 23:17:00 -
[334] - Quote
1. turn off auto-reload.
2. deploy mobile base hut/yurt
3. right click base, select open fitting services
4. reload via fitting screen
5. continue shooting.
Haven't had a chance to try it on the test server yet, but...
|

Antillie Sa'Kan
Forging Industries Silent Infinity
164
|
Posted - 2013.11.08 23:19:00 -
[335] - Quote
Mwaheed S0n wrote:The proposed changes seem to be missing the mark for the intended purpose.
As I see it, Rapid Lights are used to kill tackle (frigs and destroyers) since the warhead is smaller/travels faster than Heavies/HAMs, thus the almighty DPS number is lower overall, but the applied dps on smaller targets is higher than if HAMs were used--due to signature radius/velocity factor.
Keeping in the theme of better damage based on signature radius/velocity factor, Rapid Heavies should be designed to have less applied dps against battleships and more applied dps against cruisers for example. For instance, your Raven fitted with torps lists 1,000dps (and will mostly get that much attacking battlecruisers and above), whereas your Raven fitted with rapid heavies lists 800dps (and will apply that much against cruisers). In this example with made-up numbers, you would not want to take torps against cruisers because you might not hit them for very much, and you would not want to take rapid heavies against a BC/BS gang because you'd miss out on sheer damage output. This makes it a context-based decision where just a few tweaks on numbers are all that's needed due to the nature of warhead size/sig radius factor.
One of the benefits of missiles is being able to switch damage types and have it not take 40 seconds. Having an initial burst is okay, but the detriment is way too huge and kills how missiles work.
TL;DR Rapids are for smaller sig/higher velocity targets, so don't screw up their reload time--just play with the sig radius factor and applied dps potential. This. |

Torso Appendix
Nihilists LLC
0
|
Posted - 2013.11.08 23:21:00 -
[336] - Quote
Would it be possible to add the rhml to stealth bombers? Or even to adjust bonuses to get the front ended effect on the torps they currently use? |

Ghanar Drraba
Vortex Technologies
3
|
Posted - 2013.11.08 23:22:00 -
[337] - Quote
Since the day i started playing this game i liked missiles - or more precisely the idea behind this weapon system as a whole. Then i learned about all the advantages and disadvantages they have and my initial enthusiasm faded a bit. Then came the great HM over-nerf and my interest faded even more(while i agreed with the range nerf, the dps nerf made them laughably bad, especially considering the later buff of the other long range medium weapons). In the end i accepted that life and Eve is not fair and was looking forward to train tech 2 RLML - great versatility, acceptable - not decent - dps, better range than HAM and better damage application than HM. I was even looking forward to the new RHML - same principle in a bigger class package.
I agree that the pseudo-alpha provided by the burst part of the launcher shoot/reload cycle is interesting and certainly useful in niche situation and that you can partially mitigate the long reload by cleverly grouping launchers. BUT: - compare it to an ASB - during ASB reload you don't have a dead waiting time cause you have to keep focused on shooting the enemy, keeping range/transversal, and the long reload makes it interesting - will you survive the reload? The ASB takes nothing from the fun of the fight and ads the trill/challenge of survival to the next batch of charges; the long RLML/RHML recharge time just forces you to watch the enemy you could not kill with the initial burst keep shooting you and explode your ship just as you see the reload finishing; - the purpose for which people currently fit rapid launchers is versatility in small/solo context - with rapid launchers you don't loose much dps against same size ships and can reasonably engage smaller ship gangs - the engagement envelope is much bigger => more fights/more explosions/more fun; with the proposed changes you will pwn 1 maybe 2 ships of smaller size and than get killed by rest of their gang during reload(small ships buddy, were you really expecting to disengage and warp out for the reload?) or you will get that lone cruiser you are fighting in low armor at best and by the time you reload he will be back to full armor and regenerating shields while you will be already in low shield when you finish the initial burst and probably mid structure at the reload end - the proposed changes will work well with bigger kiting/skirmishing gangs, i agree, just sit back, reload and let the rapier/ arazu pilots earn their keep while you pull range; even in bigger fleets, this will be great for some sort of missile alpha fleet comps - but what if you fly with your closest friends which happen to be less than 10/50(for each type of launcher)
Biggest problem of the proposed changes stand in the huge reload that takes a lot and gives back very little. Rise said that 2+0=1+1, problem is that fights are rather 1+1+1 which gets problematic if you die at 2+0 before being able to do 2+0+2. EFT stats sure look sweet but real players have to do the pvp on the server with ships and not on the forums with EFT screenshots.
All being said, i still like the idea behind the weapon system, but as time passes, even if i really want to like the actual weapon system, i am forced more and more to turrets to get what i need - not that is something wrong to using turrets. But missiles seem such a cool idea - and then you see them in practice - and then you learn and start using all the tricks in the book to make them useful - and then CCP comes too and says nooo - you can't have it. CCP, don't nerf rapid launchers cause they are in some situations better than the overnerfed HM. Your are amplifying an initial mistake by going top down with changes based on it. What hurts most in this proposal is to see how CCP understands versatility = having 100 weapons systems for 100 different niche situations covers all the bases yes but that is not versatility people - versatility is having a lower number of weapon systems that have decent effectiveness in some situations and acceptable effectiveness in all the others - if change goes trough in this form for the medium class and large class missiles we will have the situation with 3 different launchers for 3 different contexts, compared to what we have now - 2 launchers for specialized situations and 1 versatile one - the rapid launcher.
And for all the would be trolls and l33t forum warriors - this is just my honest, informed opinion. I know how to use missiles and how to overcome their downsides - but it is and it gets easier each expansion to do same things with turrets with much less effort. I would sure like for missiles to be viable choices as versatile weapons, not just niche tools as CCP seem to try to make them every 6 months. |

Drahomi'r Bozi'dar
0ne Percent.
2
|
Posted - 2013.11.08 23:30:00 -
[338] - Quote
stoicfaux wrote:1. turn off auto-reload.
2. deploy mobile base hut/yurt
3. right click base, select open fitting services
4. reload via fitting screen
5. continue shooting.
Haven't had a chance to try it on the test server yet, but...
does this work?
I live out of a POS in a WH, and when you load ammo/charges in the fitting window inside the POS you still have to sit through a normal reload timer. |

Salpad
Carebears with Attitude
383
|
Posted - 2013.11.08 23:43:00 -
[339] - Quote
CCP Rise wrote:Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
Sounds good to me, but given that EVE is a skill-based game, or at least used to be one, why don't you add a Missile Reloading skill that shaves something 4% off all missile realoding times per level? And a comparable Reloading skill that applies to all g++n ammo? |

Salpad
Carebears with Attitude
383
|
Posted - 2013.11.08 23:44:00 -
[340] - Quote
GallowsCalibrator wrote:Lots of people not getting the potential of front-loaded dps against smaller targets in this thread I think.
Yeah. to me, zooming around in a Caracal or variant, and being able to murder frigate-sized targets, sounds quite attractive. |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
951
|
Posted - 2013.11.08 23:52:00 -
[341] - Quote
Silvetica Dian wrote:
My perspective for what it is worth is that this will be a huge buff for those people that like to prey on scouts and tackle at the edges of fights. Getting a quick kill then disengaging away before the victims friends arrive and a moderate nerf to f1 monkeys who still decide to fit these missiles.
Pretty much, but that doesn't necessarily make it a good idea. To me, it seems that at any one time it will be intensely aggravating to someone - either the poor frigate pilot raging about getting nuked by a 520 DPS RLML Cerb, or the poor Cerb pilot twiddling his thumbs reloading for forty seconds, having to hold up his gang on gates or stuck dealing kinetic against Enyos and Ishkurs.
Any change that makes a weapon system simultaneously hated by both sides in an engagement probably isn't the right one.
That isn't to say that there isn't potential in the idea. I quite like the principle of it, but 40 s reload is far too long. Even 30 s would be pushing it.  |

Elisk Skyforge
Touring New Eden Haven.
6
|
Posted - 2013.11.08 23:54:00 -
[342] - Quote
Will Caldari navy battleships get the RHML role bonus too ? |

Chris Winter
Zephyr Corp V.A.S.T.
248
|
Posted - 2013.11.09 00:00:00 -
[343] - Quote
Congratulations, you just absolutely killed RLMLs (and probably RHMLs) for PvE.
I had been using RLML Cerbs in WH C1 sites because there are lots of frigs but you need a stiffer tank than frigs or destroyers can field. Sitting there with my thumb up my butt for 40 seconds waiting for a reload is not an option. What's the dps look like if you factor in reload time? Something similar to beating your opponent with a wet noodle?
RLMLs were so extensively used because you nerfed HMLs to the point of uselessness. So now you nerf RLMLs, and the only viable cruiser missile system left is HAMs.
Seriously, if you guys hate missile users so much, just remove the damn things. |

Michael Harari
Genos Occidere HYDRA RELOADED
762
|
Posted - 2013.11.09 00:00:00 -
[344] - Quote
Gypsio III wrote:
Any change that makes a weapon system simultaneously hated by both sides in an engagement probably isn't the right one.
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
969
|
Posted - 2013.11.09 00:05:00 -
[345] - Quote
Michael Harari wrote:Gypsio III wrote: Any change that makes a weapon system simultaneously hated by both sides in an engagement probably isn't the right one.
Not empty quoting. |

Ghanar Drraba
Vortex Technologies
3
|
Posted - 2013.11.09 00:06:00 -
[346] - Quote
Gypsio III wrote:
Any change that makes a weapon system simultaneously hated by both sides in an engagement probably isn't the right one.
Words of wisdom. |

Kane Fenris
NWP
114
|
Posted - 2013.11.09 00:10:00 -
[347] - Quote
stoicfaux wrote:1. turn off auto-reload.
2. deploy mobile base hut/yurt
3. right click base, select open fitting services
4. reload via fitting screen
5. continue shooting.
Haven't had a chance to try it on the test server yet, but...
this should not work it would just be awful gameplay the launchers should work propperly not through loopholes
btw there an intresting pattern people arent happy with proposed changes ccp comes up with an awful 2nd try all people hate it and then they go back to the first version.... worked with marauders  |

Scooter6976
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.09 00:11:00 -
[348] - Quote
Why does ccp insist on adding one fail gimp on top of another. If rlml's are really op, or broken in anyway, then reduce the range with which they project their already **** dps. Let hams be the big dmg variant, hml's the sniper variant, and leave rlml's to killing frig sized targets, since that is their primary purpose for caldari pilots.
If rlml's are suddenly the 'only thing that makes sense to fit', then mayb the heavy hand that was taken to hml's was a bit too heavy....duh. no other weapon system that is effective on frigs, and coincidentally other sized targets is getting this same mal-treatment (220 ac's come to mind) so what makes rlml's so special. as I said, if its range, then adjust the range bonus on the ships that can use rlml's, or adjust the base light missile flight time/velocity.
the caracal/cerb rlml fits have an inherent drawback...relatively low dps. for solo work, this isn't necessarily an issue as your primary 1v1 targets are not going to be big hulls that can easily tank you. small targets are what these ships eat for lunch, and it just so happens they are fairly effective against larger targets, BUT NOT to the degree that other medium platforms can be.
If ccp has such a hard on for a new weapons system (RHML), then fine, add em in, do whatever madness you choose to believe will make the new mods something ppl will want to use, but ffs, leave a good thing alone for once! Caldari pilots deserve a reliable means of dispatching frigs size targets from a medium size hull. Being as how their ship line up is trumped in almost every arena, by another ship from a different faction, it seems fitting that caldari can be king of the hill on frig dispatchment. why take an otherwise versatile ship that can be good at both pve AND pvp, and make it into a ship that is only good for pvp, and only in scenarios where you are either 1v1 against a smaller hull, or you outnumber your target??
this is NOT any sort of gift to small gang/solo unless by small gang you mean 15+. then you can project as a group taking out a couple >cruiser size ships max before everyone has to warp off to reload. just stupid, when those same 15 could be in anything else and b more effective.
has anyone tried to figure how much ammo and thus TIME will be wasted if noobs try to use caracals on low lvl mish? you kno, when you let off a volley or two more than you needed to kill that ship your shooting.....every wasted volley gets you that much closer to the point where they have to warp off to station to reload. how ridiculous is that??
and wth is going to use rhml's for anything other than pve? which these proposed stats on rapid launchers, I can see them becoming mainstream vs the other variants. just my opinion. |

Scooter6976
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.09 00:29:00 -
[349] - Quote
and wth is going to use rhml's for anything other than pve? which these proposed stats on rapid launchers, I can't see them becoming mainstream vs the other variants. just my opinion. [/quote]
^^I meant CANT in that last sentence. |

ROXGenghis
Agony Unleashed Agony Empire
142
|
Posted - 2013.11.09 00:30:00 -
[350] - Quote
This change sounds pretty sketchy to me.
There is a fundamental imbalance with all missile systems, and you (Rise/CCP) are making an awkward tweak to one of them in an attempt to fit it into the already broken spectrum.
The correct approach would be to tweak all missile systems once again (I know, sigh). But that's the point of these major rebalance efforts over the past couple of years.
The problem was that previously, CCP would try to do "point rebalances" where they tweak a single thing, like a ship, but since all ships were so out of whack that approach didn't work well. So CCP decided to just rebalance the entire spectrum of ships.
So why abandon that principle now and do a point rebalance of RLML/RHMLs when CCP should balance the entire weapons class? "Because we already rebalanced missiles" is not an acceptable answer, since obviously that was an unsuccessful rebalance. |
|

X'ret
Shirak SkunkWorks
13
|
Posted - 2013.11.09 00:45:00 -
[351] - Quote
i do small gang/solo pvp mostly, fw area, hardcore space. After the hac rebalance my fav ship is Cerb with rapid lights.
We can talk about all day long about dps and rof, 40sec reload time on any weapon is not much but a very bad joke.
I like what you are doing in EVE Rise, all the ship balances are great, thats why i still playin this game after 8years. A good timed reload when you think faster than the whole blob which appears on ds within 3m km could be the difference between live or death, mostly 10sec feels like perpetuity too.
40sec??? Are you kidding right? First day of april still far away!
Take a deep breath and start to think it trough again, worst idea i've heard for years, and i heard many!
Dont kill my gamestyle, dont kill smallgang pvp, dont kill RLML's, dont kill RLML caracal/cerb!
Also.., just noticed RLML PG needs increased HUGE!
Requesting Shiva for 8 arms facepalm
I cant say more but PLEASE.. |

Jasmine Assasin
State War Academy Caldari State
107
|
Posted - 2013.11.09 01:08:00 -
[352] - Quote
How about balancing the other missiles instead of screwing with the rapid line?
Nobody is going to find 40 second reloads to be "fun" either. |

S1euth
The Graduates RAZOR Alliance
23
|
Posted - 2013.11.09 01:11:00 -
[353] - Quote
40 second reload time is fine. It's less time than it takes to warp off grid and back and this mechanic will work well for shield ships that have passive tank regeneration. If we're negotiating, you could even up this to 50-60 seconds in exchange for more DPS. ;)
Only 50 seconds of pew pew time is too short; up that to 80-90 seconds by increasing clip size and it'll be more reasonable total damage output. 1min30sec is barely any time on grid and would be more reasonably balanced. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
670
|
Posted - 2013.11.09 01:14:00 -
[354] - Quote
Salpad wrote:GallowsCalibrator wrote:Lots of people not getting the potential of front-loaded dps against smaller targets in this thread I think. Yeah. to me, zooming around in a Caracal or variant, and being able to murder frigate-sized targets, sounds quite attractive.
carcals already do that.. BUt after the changes they wil NOT. BEcause they will zoom kill 2 frigates and have to run because their missiles ended.
The TQ caracal can stay and kill way MORE frigates in a Way more efficient way |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
670
|
Posted - 2013.11.09 01:16:00 -
[355] - Quote
JEFFRAIDER wrote:Kagura Nikon wrote:Colman Dietmar wrote:From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs. Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that! You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour. That sounds right to me. 400dps is not enough to kill a 25k ehp cruiser in 40 seconds
That basically measn the ship is DEAD for solo PVP. I mean the cerberus. THe caracal cannot do even 15K EHP damage.
A wellt anked cruiser acn tank on 3 caracals and laugh while they need to reload. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
670
|
Posted - 2013.11.09 01:20:00 -
[356] - Quote
Silvetica Dian wrote:Does anyone else feel that 95% of the people that post in these threads have no f-ing idea what they are talking about?
There is a cancel button just to the left of the post button and if you aren't pushing cancel more often that pushing post you are likely wasting everyones life.
My perspective for what it is worth is that this will be a huge buff for those people that like to prey on scouts and tackle at the edges of fights. Getting a quick kill then disengaging away before the victims friends arrive and a moderate nerf to f1 monkeys who still decide to fit these missiles.
Will be interesting to see how it pans out. CCP thankyou for actually trying new things instead of taking the safe easy road.
No.. You are the one that clearly have no clue if you cannto understand that most peopel complaiing are complainign on the SOLO PVP or near solo PVP experience that is being MURDERED!!!
The change massively nerfs the logn term dps of the ship, by 33% So the 2+ 0 = 1 + 1 is a LIE!!!!!! |

Kane Fenris
NWP
114
|
Posted - 2013.11.09 01:24:00 -
[357] - Quote
Kagura Nikon wrote: No.. You are the one that clearly have no clue if you cannto understand that most peopel complaiing are complainign on the SOLO PVP or near solo PVP experience that is being MURDERED!!!
the actually really sad thing is so much of cruiser sized solo pvp depends on this weapon.... |

Aliaksandre
Calamitous-Intent
62
|
Posted - 2013.11.09 01:28:00 -
[358] - Quote
Come on, I just bought a ton of RLML cruisers.
Refund? |

Justin Cody
AQUILA INC Verge of Collapse
51
|
Posted - 2013.11.09 01:31:00 -
[359] - Quote
Malcanis wrote:Gizznitt Malikite wrote:Octavian Madullier wrote:Morrigan LeSante wrote:Fires for 50s, reloads for 40.
I surely can't be the first person to think two weapon groups allowing for either constant, sustained damage yet with the option of massive spike application. LOL ... no you are not ... its the obvious way to use them ...and u have different missile types in each group thus avoided having only kinetic loaded when facing Caldari ... While there are a few situations that this is a good plan, this is also similar to "ungrouping" your artillery weapons. More often than not, you want to put as much damage on your target as quickly as possible. That's exactly what makes this an effective buff, at least for PvP.
So I take it you're the satan worshipper behind these shennanigans. Can you please stop attempting to fix something that isn't broken? Just go fix drone assignment or something geeze. If there was something *wrong* with RLML's I'd say so...but honestly they **** face as it is. For RHML's I can see them being an excellent weapon but all it really indicates is that torpedoes need a tweak to explosion velocity or radius so that they aren't so terribad at killing anything less than a structure or siege/triaged capital.
If you're for this you should also be for a 10 minute reload on all artillery. Way to make me want to "untrain" all of my caldari skills. Like I said this is like viagra that makes you **** faster and heavier but you have to wait another day to do it again because of brand new prostate mechanics! This makes things LESS fun. |

Theon Severasse
SniggWaffe WAFFLES.
37
|
Posted - 2013.11.09 01:32:00 -
[360] - Quote
Terrible idea, the reasons have already been said.
Come on Rise, WTF are you thinking? |
|

Justin Cody
AQUILA INC Verge of Collapse
51
|
Posted - 2013.11.09 01:37:00 -
[361] - Quote
Colman Dietmar wrote:From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs.
This is a bad idea for all of the reasons you haven't mentioned. wagh my tristan can't tackle a cerb! jeeze look the reason this is bad is the... 40 SECOND RELOAD TIMER! Who the hell wants to wait 40 seconds to reload their primary offensive weapons system?!?!
Well I guess there's no idea like a bad idea. :(((((((( sad face |

Justin Cody
AQUILA INC Verge of Collapse
51
|
Posted - 2013.11.09 01:39:00 -
[362] - Quote
*summons CCP Fozzie to fix this* |

Hatsumi Kobayashi
Origin. Black Legion.
297
|
Posted - 2013.11.09 02:06:00 -
[363] - Quote
Bringing solo back (against the wall to shoot it in the face with terrible balancing) |

Theon Severasse
SniggWaffe WAFFLES.
37
|
Posted - 2013.11.09 02:07:00 -
[364] - Quote
It could work with double the charges and half the reload time, but even then 20 seconds feels like a long time to be twiddling your thumbs. |

Liquid'Courage
THE BOARD OF EDUCATION
6
|
Posted - 2013.11.09 02:30:00 -
[365] - Quote
Michael Harari wrote:Gypsio III wrote:
Any change that makes a weapon system simultaneously hated by both sides in an engagement probably isn't the right one.
This man speaks the truth. |

Rammix
TheMurk
108
|
Posted - 2013.11.09 02:33:00 -
[366] - Quote
I downvote this OP. You should decrease the reload time to 20 seconds (50%) and the dps to ~35% (i.e. minus 35%). |

X'ret
Shirak SkunkWorks
14
|
Posted - 2013.11.09 02:49:00 -
[367] - Quote
Rammix wrote:I downvote this OP. You should decrease the reload time to 20 seconds (50%) and the dps to ~35% (i.e. minus 35%).
Please dont give him ideas like this, 20sec is also horrible. Just dont f****** touch the weapons reload/outgoing dps mechanics, this conception called "ancillary" good for tanking, end of story..! For the love of god, i imagine the moment i fit Ancillary Medium Hybrid Turret or similar to my ship (bcoz this new RLML more likely Ancillary LML than anything else..)
If you got the command from above like "nerf that sh**" than do it at the good old ways, reduce rof, dmg or ship bonuses, anything but not this way. jeeez |

Andrea Keuvo
Science and Trade Institute Caldari State
31
|
Posted - 2013.11.09 03:34:00 -
[368] - Quote
If you are hell bent on introducing this fail RHML can you please just leave RLML alone? Why ruin a perfectly good existing system just to introduce something new you can't balance. |

darmwand
Repo.
165
|
Posted - 2013.11.09 03:54:00 -
[369] - Quote
This actually sounds like fun. It would allow for hit-and-run strategies which could be very valuable for small gangs against larger enemy fleets.
The issue with switching damage types could be avoided by making the reload time depend on the number of missiles left in the launcher, i.e. when the launcher is full, you get the normal 10 seconds, when it's half-empty you get 30 seconds and when it's empty you get the full 50 seconds etc. |

Chessur
Strontless Mistakes Fatal Ascension
212
|
Posted - 2013.11.09 04:02:00 -
[370] - Quote
Still waiting for a response from rize.
This is a huge nerf to a number of hulls, that are working great for solo / small gang. Yet has little effect when used in large blob warfare.
Explain why you thought this particular change was needed? What is so glaringly wrong with the current RLML system?
We all no RHML's are complete ****, because they are still shooting the same old HML's which have been nerfed into the ground. Why you still refuse to place in the application / projection bonuses into the launchers is beyond me. Maybe then, they *MIGHT* be usable.
However barring that, RLML's and Cruise missiles are the only missile based weapon systems worth using. If you take our RLMLS, then you are effective throwing:
Caracal Cerb Scythe Fleet
All into PvP obscurity. The Caracal in particular represented a really great option for new players to become really effective in solo / fleet / small gang very early in their eve career. I don't understand why you are so desperate to strip that from them? |
|

Stitch Kaneland
Soldiers of Farscape The East India Co.
0
|
Posted - 2013.11.09 04:29:00 -
[371] - Quote
At first i thought this was going to be horrible. But the more i thought about it and adapted, the more i realize you can almost consider this a buff if you know how to use it.
Especially for what i fly, the Scythe FI will be even more beastly now. Split launchers, even with just 2 launchers and drones, i'll still be around 200dps, enough to easily maintain consistent pressure without any significant dips. And, if it looks as though things are going to go south, go balls out and overload both racks and blast your way out. Know what i get dps wise out of my scythe now? ~250 dps. I should easily be able to overload into 300+ dps with these changes. And so far, no actual missile dynamic's are changing, so i'll have missiles that fire faster and hit just as hard. With just 2 launchers i'll get sustained ~200 dps with the bonus of WTF overheat dps for if you need to power through. And for those complaining about bigger targets, i don't use RLML to knowingly fight BC's/BS/HACS, i'd use scram/web HAM's if i even decided to do it. With RLML, If you can't kill what YOU"VE decided to engage within 15-20 missiles, then you've picked the wrong launcher. That may be the point they're trying to make here. This will still be viable for cruiser killing, just at a slightly slower pace if you know what you're doing. This is good for the active/speed tank crowd, as normally our booster's/sig will last longer than their buffer, so the slight decline in dps isn't nearly as significant.
I think that RLML have always been a niche` module, and that now they've become the primary launcher for most people. Which isn't what its for. Granted, the judgement to change the dynamics of RLML and not rebuff HML is alittle counterproductive. But, RLML aren't meant to be the "best" launcher. Yes, HML needs a big buff, but if the launchers were already fixed, how would you feel about this update then? What if this is easier to modify the code now, and rebuff in the next patch/update?
Some suggestions perhaps? Could you offer a rig that gives maybe +2 to charges? Calibration equivalent to DPS bonus rigs, that way it would limit i believe to +4, maybe 6 on some ships? Or a skill book that adds +1 capacity per skill, limiting to 5 total. Either of these would help give people maybe a smidge more flexability when selecting targets.
maybe a skill that reduces reload time by 2-4%?
Again with those bonus' you'd have to sacrifice either time or fitting on the ship, which helps to add more flexability for pilots but doesn't break the goal/dynamic you're trying to achieve. |

Texty
State War Academy Caldari State
80
|
Posted - 2013.11.09 04:51:00 -
[372] - Quote
If we are going this ASB direction, I'd like to see the restrictions on ship's damage application and projection bonuses taken away. |

Baron' Soontir Fel
Justified Chaos
62
|
Posted - 2013.11.09 05:17:00 -
[373] - Quote
I am a small gang/solo pilot in FW. I have been a pure missile user for 6months since I started this game and this idea is terrible.
Reasons:
1) Missiles don't apply instant damage. Missiles have to fly to their target, and with a faster ROF you will have more volleys in the air when the target dies. Meaning you have even LESS overall damage and DPS if you happen to be shooting at more than one target.
2) Less overall DPS. Who cares about burst damage if you can't kill the target? RLML will have 20-30% less dps than they have now.
3) Selectable damage types. I can't emphasize this enough. Switching to Faction missiles against Frigates, then switching to T2 Fury missiles against that Arty Thrasher, then switching to FoFs when the enemy uncloaks a Falcon to still apply DPS anscare off the tackler. There would be no reason to carry more than one missile type. Even if you start switching damage type as soon as you see them on long-scan, they'll be shooting at you before you finish reloading
4) Take a watch and count out 40 seconds. It's long. Now try playing Eve, and try to stay within long point range on a target for 40 seconds while he knows you're out of ammo. It takes forever.
5) No other viable cruiser missile system. Links ruin HAM and HML damage application, and while Links are still part of Eve, these weapon systems will be useless.
I really can't believe I'm hearing this after putting almost all my SP so far in missiles. |

Bienator II
madmen of the skies
2165
|
Posted - 2013.11.09 05:20:00 -
[374] - Quote
i like the idea of balancing dps with burst dps/clip size/reload time. Adds more dimensions to it and allows to give a weapon more burst dps without giving it more overall dps or making it a alpha weapon.
but we need those UI updates for all the cooldown timers, repair timers, reload timers, spool up timers, you name it. |

Galphii
Oberon Incorporated RAZOR Alliance
187
|
Posted - 2013.11.09 05:55:00 -
[375] - Quote
Interesting approach to balance here. I like it, it's a burst weapon that's useful in short engagements without breaking the long-term dps output of those ships. Thumbs up! |

Varukka Sault
Tactical Munitions Sev3rance
0
|
Posted - 2013.11.09 05:56:00 -
[376] - Quote
:Wonders how many of the people claiming to like this idea don't actually use the weapon system or the ships effected*..
I'm not skilled in lasers, and rarely fly armor ships. I think we should nerf scorch and the new AAR... |

Major Killz
Deep Core Mining Inc.
273
|
Posted - 2013.11.09 06:19:00 -
[377] - Quote
I like how this has become a sh!t avalanche. ROFL.
However there's some exaggeration on how "bad" these changes are and what a Cerberus or Caracal will be capable of destroying before having to reload.
Again, a caracal and certainly a Cerberus will be capable of destroying certain shield-attack battlecruisers, shield cruisers and ALL destroyers and frigates before having to reload with THESE CHANGES. Including exploding setups like a single AAR-Omen Navy issue and sh!t.
With that said. Rapid light missiles are fine as they are now so I'm not sure why this "change" was needed. Was this just about the new rapid heavy missile laucher or something else? Anyway, heavy missile and heavy assault missile are still viable and have thier place. Maybe the rapid heavy launcher would screw cruise and siege missiles v0v but meh!
Anyway, if you do this "change" then reduce the reload time to around 20 - 30 seconds and reduce the rate of fire respectively or keep rate of fire as is v0v
Oh! Yeah, maybe rapid light missile lauchers range should take a hit. |

Hrett
Justified Chaos
237
|
Posted - 2013.11.09 06:22:00 -
[378] - Quote
Clearly I havent read the whole thread. My two cents:
RLML are extremely strong right now. Cerbs and Caracals fit them over everything else. In small gang - at least in FW - the long reload is going to be a very small drawback.
If this change is going to go into effect, perhaps reduce their range a bit. Or some other small penalty. Just seems like this will be murderous in small gang. 10mn ab cerbs and carcals wont need to shoot for very long anyway.
I do like that the team is doing so many iterations though on just about everything to address balance issues. Kudos to that. |

JEFFRAIDER
Sniggerdly Pandemic Legion
281
|
Posted - 2013.11.09 07:29:00 -
[379] - Quote
Kagura Nikon wrote:JEFFRAIDER wrote:Kagura Nikon wrote:Colman Dietmar wrote:From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs. Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that! You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour. That sounds right to me. 400dps is not enough to kill a 25k ehp cruiser in 40 seconds That basically measn the ship is DEAD for solo PVP. I mean the cerberus. THe caracal cannot do even 15K EHP damage. A wellt anked cruiser acn tank on 3 caracals and laugh while they need to reload.
No
goddamn
So 1st point CCP Rise if I were u i'd be losing my mind wanting to scream r-tard all day
Anyways whatever good if a caracal can't dunk another cruiser if it fits frig-killing weapons
If the RLML stuff was like 21 charges and 30 second reload i think it'd be a very attractive solo/small gang option to pwn tackle/frig gangs
do it |

Malcanis
Vanishing Point. The Initiative.
12309
|
Posted - 2013.11.09 08:01:00 -
[380] - Quote
Saturn Asanari wrote:Clean up the missile system first, THEN clean up the items.
I can't even tell which skills affect which launcher types because of the templating you guys use in your skill descriptions...
Do skills that affect Missile Launchers affect Rocket, Torpedo, or Cruise Launchers? Do skills that affect Rocket Launchers affect Missiles?
****.
The answer to both questions is yes. |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
5
|
Posted - 2013.11.09 08:12:00 -
[381] - Quote
Gizznitt Malikite wrote:XvXTeacherVxV wrote:CCP Rise wrote: Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
Less up time, less reload time would be better. Cut both by 50-75%. Then you'd have small clips that you could burn through in less than 20 seconds and you'd avoid the no fun zone that is long reload times since it'd be about 10-15 seconds. Advantages - Reload time is still long enough to be a disadvantage but not so long it's unbearable. - You could even take the opportunity to switch damage types which adds more room for good players to maximize their damage. - Overall DPS would be about the same and the frontloaded DPS wouldn't be so extreme. Win/Win/WIn. For this to be appropriately balanced, the "high dps window" needs to be long enough to bring down a typical target. Then the reload window needs to be long enough to make it un-ideal when sustained dps is important. I think your 20s attack, 10-15s reload is too short on both accounts, and the 50s attack, 40s relaod is just about ideal.
40s attack time and 20s reload time is about as far as I can see it going without these weapons being avoided like the plague by nearly everyone. And even then only if sustained dps numbers are brought more in line with what they are now. Though honestly I think the idea is fundamentally flawed and should not be pursued at all.
And it should really be noted that without the range and explosion bonuses on most battleship hulls applying to RHMLs these things were already going to be incredibly niche. Now they are going to be more useless than niche to be honest. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
29
|
Posted - 2013.11.09 08:19:00 -
[382] - Quote
Not a fan of this idea. A few people said it, but if one of the advantages of missiles is the flexibility of the selectable damage type, and ability to switch to FoF missiles, then putting a huge delay on the reload removes that advantage. And I call it an advantage despite so many of the missile hulls having a fixed damage bonus (kinetic), making it less true that pilots are switching missiles during an engagement.
I would rather see you guys shelve this module altogether for now, and focus on coming up with a full plan for fixing the full missile weapon class to be viable and different compared to gunnery.
The upcoming Gunnery Tiercide which removes the requirement for the previous size weapon to be trained up before training the next size removes one of the key differences between missiles and gunnery. This allowed missile users to specialize in one weapon system faster, at the cost of more SP per system in a size - for example Rockets + Light missiles vs Small Hybrid Turrets (Rails + Blasters). This post goes over how the SP values for training missiles need to be rebalanced, consdering the investment, and the support skills only applying to one weapon class (Missiles) versus 2 of 3 in Gunnery classes (Hybrids, Energy Turrets, Projectiles).
For a missile tiercide, you need to fix FoF missiles, Defender missiles, and countermeasures or just admit that some are useless and replace them. We also need modules for letting us adjust the missile speed, velocity, and explosion radius outside of rigs. This was said to be coming for a while, and I'd rather see energy put into this than shoehorning another module into the middle of a weapon size.
I'd also like to see a proper progression for missile ships, because they are all over the place right now, and really feel like the ugly stepchild.
- Caldari have a lineup of missile ships but are stuck with mostly kinetic damage bonuses. You could call if half a progression since it's split with Hybrids. The progression does have T1, T2, and T3 ships.
- Minmatar don't really have a progression for missiles, and I pity the new pilot who tries it. For T1 ships - Breacher, Bellicose, Cyclone, Typhoon. But once you get to T2, you only have the Hound and the Claymore, which are very specialized roles. I was hoping the Claw in the Interceptors rebalance would be switched to missiles, and there are no HACs or AFs which use missiles in the lineup either. I am happy we got rid of the split weapon system requiring an effective pilot to train both missiles and projectiles, but it should have been replaced by something.
- Amarr have the Khanid lineup and the Legion, but no T1 missile ships, so no real progression for a new player - you're effectively forced into training Energy Turrets first. I am looking forward to the new Malediction and Heretic in Rubicon.
- Gallente had Roden ships (again only T2), but now that it's being changed to be hybrids in Rubicon, that's another option removed for missile ships (No Ares, Lachesis, Eris). I was hoping to see a full missile lineup in Roden with bonuses for either Hybrids or Missiles to give people the option to choose the weapon system, but that didn't happen.
- All races having stealth bombers using different torpedo damage types, even when there's no progression to get to them.
So to be able to use missile ships, you have to train all races, which is an expensive proposition, and needing multiple races is usually only needed for pirate faction ship bonuses. Speaking of which, I'm hoping when the pirate ship rebalance happens, the Worm and will be as useful as a Daredevil or Dramiel. Since Blood Raiders, Sansha, and now Sisters of EVE ships are bonused to Energy Turrets, and Guristas are mostly used as drone boats, there might be some opportunity here as well.
Hopefully this was more constructive and less of a rant. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
5
|
Posted - 2013.11.09 08:39:00 -
[383] - Quote
Very well said Ransu. |

Gabriel Karade
Noir. Noir. Mercenary Group
145
|
Posted - 2013.11.09 09:12:00 -
[384] - Quote
CCP Rise wrote: Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
I really like the approach and I think, once it's iterated into the right place, that this could be a starting point for a proper gunnery 'tiericide' for some of the 'dual' versions of frigate/cruiser turrets.
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
972
|
Posted - 2013.11.09 09:21:00 -
[385] - Quote
Ransu Asanari wrote: So to be able to use missile ships, you have to train all races, which is an expensive proposition, and needing multiple races is usually only needed for pirate faction ship bonuses. Speaking of which, I'm hoping when the pirate ship rebalance happens, the Worm and will be as useful as a Daredevil or Dramiel. Since Blood Raiders, Sansha, and now Sisters of EVE ships are bonused to Energy Turrets, and Guristas are mostly used as drone boats, there might be some opportunity here as well.
Hopefully this was more constructive and less of a rant.
I pretty much agree with everything, but I wanted to point out one little detail - Sisters of EVE are bonused to drones, not lasers. The Astero has no laser bonus at all and the Stratios has it as a role bonus. |

Cordelia Mulholland IV
Posh Space Tarts
3
|
Posted - 2013.11.09 09:37:00 -
[386] - Quote
I like the idea and the potential changes in tactics that this will produce. Nice one CCP Rise. I do have some reservations and constructive input, but in general, sounds like it'd be fun and lead to some very exciting skirmishes.
I've read most well reasoned posts in this thread & skimmed over the hysterical omg sux so bad stuff. Let's just get one thing straight...
Such a mechanic is, in general, better suited to skirmishes / solo / tiny gang use. Just like those ASBs that you might have heard of. So, the people crying because it won't be better at killing red crosses than existing missile systems, please continue as before, you've lost nothing. People crying because it won't be of much use in huge blob vs huge blob, please continue as before, you've lost nothing. To all those who fly solo, in tiny gangs or prefer quick small scale skirmish tactics, or people who can find potential uses for such a missile system, please provide some much needed well reasoned input.
RLMLs first.
- It will add more depth & decision into gameplay e.g. Primary the RLML firing ship and remove his very effective dps as quickly as possible? Or leave him until he gets near finishing his reload? Similarly who you engage or primary first gets more interesting when you have a percentage of your dps removed for a while.
- For ships like the Rupture that have a "spare" missile slot, this will probably be the goto launcher. It's make a great addition to these hulls for small scale PvP.
- Even for slightly bigger gangs, the RLML will be great for removing light early tackle. It's a sort of small counter to the big buff that light tackle is getting with Rubicon's warp changes.
- The effectiveness of the RLML is considerably reduced by it being pointless to reload the "correct" ammo when a fight kick off. This will probably mean roaming with Kinetic or Thermal and hope you don't run into T2 Caldari / Galente. This change does fly in the face of the reducing the instances of Kinetic missile bonus that has occurred during tiericide, which essentially made it viable to pick and choose your damage type with missiles. This change reduces that for RLMLs & RHMLs.
- In general, I see the RLML being useful and adding considerations into the mix.
Now let's take the RHML.
- Main issue is scenario for use. Micro scale skirmish tactics basically require cruiser (sometimes BC) and smaller hulls. RHMLs are used on BS hulls so skirmishing is not really feasible.
- For plain vanilla solo / micro gang stuff, again BS hulls aren't usually used, but it's not unheard of. It's just not very popular. RHMLs would potentially be used for removing tackle quicker, but generally your drones do this for you if you're in a BS.
- Bringing along 1 RHML fitted BS in a small gang for it's cruiser killing capacity is probably going to slow things down too much for a small roaming gang of cruisers, particularly with the Rubicon warp changes.
- Gate camps? Yeah maybe, but slow lock time on a BS and then potentially reloading when someone else jumps in means it's not really feasible.
- For hulls such as the Tempest that have "spare" launcher slots, again I think the RHML could work well for small scale PvP.
- Reloading ammo just before a surprise fight kicks off is more likely than with cruiser hulls as at leas tyou'll probably survive until it reloads. But it'll still be a silly thing to do. You're stuck with the ammo you've already got loaded.
- What we have left is a role for the RHML as an efficient remover of heavier cruiser tackle in small gangs of BS hulls. It's quite a niche use. If you're brave (or crazy?) I guess you could go solo roaming in a RHML & MJD fitted BS hull. You do at least have a decent amount of EHP to get you through your reload. But it is really niche.
A big difference between this mechanic used for weapons and a similar mechanic used for tanks (AARs & ASBs) is that weapons have different charges that you want to load depending on circumstances. AARs & ASBs do not. Having said that, the changes may work relatively well for the RLML, but the RLML already works quite well. It would add more decision and consideration to gameplay.
The RHML however is potentially always going to have a more niche role (unless it's OP and ubiquitous) and with the burst / long reload idea, it has possibly become even more niche. If you're happy with it being quite specialized, I'd say go ahead and implement it and see how it pans out. The ASBs required tweaking after going live. I'd expect this would require it to.
|

Seolfor
Caldari Provisions Caldari State
40
|
Posted - 2013.11.09 09:38:00 -
[387] - Quote
No. Just No.
Nothing about a 'high cooldown' ability is fun, in any game. Especially when said 'ability' currently is 1/4th that cooldown.
You want to balance RLMLs/RHMLs, just tune down their ROF to what you think is appropriate.
You want some unique flavor - please add 'Swarm' ammo as suggested above - with your mechanics i.e. small clip size and 40sec reload, but major RoF boost.
That would give uniqueness and choice, while balancing the module.
Making random changes that make primary weapon systems disabled for 40 seconds is plain BAD game design.
If these were new modules, that too would work, as someone said, would be a great addition for all those 1-2 launcher Hardpoints on mostly Minmatar Cruiser+ The high burst, situational dps would complement the brawl range AC fits very well indeed. Enough to really become a choice vs putting neuts, which is currently a no brainer.
Add choice, not boring game mechanics.
Please. |

Viceorvirtue
The Hatchery Team Liquid
8
|
Posted - 2013.11.09 09:39:00 -
[388] - Quote
This change is likely going to happen to rlm, although it's probably going to be a 20 second reload. Heres my reasoning:
It been mathmatically proven (there are several graphs and hard numbers) that hml are not viable against smaller targets (frigates and cruisers) when compared to nearly all other weapon types in a solo/small gang situation. Hams face potentially severe application issues that also make them unused on many hulls for solo/small gang. Buffing hmls by giving them enough damage application to be used consistantly vs smaller targets would make blobs of hml ships too powerful. This leads to the awkward situation where you have hulls such as the caracal/scythe fleet issue/cerb that are very good for kiting but have no really ideal damage application outside of flying in a specific gang or having to use standard crash the majority of the time. Rlms solve this problem, allowing these hulls which are very good for kiting and facing off against multiple ships a way to actually apply damage.
What ends up happening is that rlms seem to be the go to choice for everything because there are no other options that produce any similar results. Without being able to unnerf hml application it gets to the point that rlm is amazing for solo/small gang and hml/hams are really only great on hulls that can support it well such as the cyclone which will likely have a web and crash, or a cerb using standard crash and relying on the hulls projection bonus. When you look at the stats it appears that rlms are best for the majority of situations because the majority of situations are smaller engagements. Changing rlms does not mean people will switch to hmls or hams because as previously mentioned, these weapon systems just aren't flexible enough to be used with as much regularity compared to other weapon systems.
When this change happens I expect a number of solo/small gang attempts to make it work although it seems far more likely that people will merely change to flying ships such as the navy omen instead. Front loading the damage also makes it terrible in any extended fight which isn't an uncommon occurrence. They can be used to a much greater extent in large gangs but become terrible when working as anti tackle in a small gang extended fight and can easily be manipulated into either not firing and waiting for tackle, or having a significant window for tackle to come in unopposed. In this situation replacing the caracal with a navy omen solves this problem very easily and gives relatively no benefit to having the caracal in your gang.
Sure it can be useful to have front loaded missile damage on the rare occasion but that's not really something an anti tackle ship is generally needed for and even then you can still do similar damage with the navy omen. Turning frigates and intys into mincemeat but not really being usable vs cruisers essentially makes the rlm system obsolete compared to medium lasers and even medium rails.
The problem with rhml still isnt solved because you still have subpar application compared to cruise launchers. There are graphs and hard numbers to back that up as well. Allowing rhmls to work with ship application/projection bonuses would actually fix this problem although ccp seems to have no intention of doing that at the moment. Having rhmls work with ship bonuses and leaving rlms as they are would be the best option in my eyes as that keeps the caracal/scythe fleet/cerb/osprey navy as viable solo and small gang ships without having them potentially overpowered vs frigates in very small fights or difficult to actually pull their weight and therefor having decreased viability in extended fights.
As I said though I expect this change to go through in some form (especially after what happened with the hurricane) so it will probably be far more likely that small gang shifts more into ishtars with navy omens supporting, and really hurts newer players as they can't fit into fleets and be as useful in a longer fight.
The damage selection thing is also an issue I almost forgot about and now that I consider it I would not expect to see many rlm ships in solo/small gang mostly due to that alone. |

Marcus Walkuris
Aww yeahhh
25
|
Posted - 2013.11.09 10:26:00 -
[389] - Quote
I dedicated a wall of text to this topic too. I expressed training times in multiplier totals with the explanation that an x8 multiplier equals an almost exact 2 mill SP or one month with perfect attributes/implants. https://forums.eveonline.com/default.aspx?g=posts&t=292493&find=unread
Essentially missiles need a very long and hard looking over. And they NEVER made sense as I explain and have always claimed. If you have an 18x multiplier total for gunnery support and a 21x for missiles. Excluding weapon specialization you have the scenario where if you do rush say "cruise missiles"+support you are at 1x SP multiplier less as a gunnery skill-path of small medium large turrets, plus support. 26x cruise vs 27x for a gunnery line. Very little a coincidence I'm sure. Also missiles hang on target painting as their "equivalent" of a tracking computer, 12x multiplier total right there for something effortless for gunnery users.
Missiles need the same approach in gunnery at least to the extent that: Gunnery has multiple sized weapons in the same turret group and more ammo types.(knowing quite well there usually is a optimal turret type, it is still a plus point). Missiles have 2-3 different launcher types per size bracket which allow for way less flexibility in engagement profiles, and very little ammo difference. |

Angelus Ryan
One Ronin
45
|
Posted - 2013.11.09 10:56:00 -
[390] - Quote
This isn't merely a bad idea. It is a horrible idea. Unable to select damage types, unable to switch to FoF when jammed/damped. What the hell is this change good for?
Stop pigeonholing ships and fits into fleet support roles. There are enough ways to fit ships for anti-tackle roles already! We don't need the RLML Caracal/Bellicose to become pretty much useless in solo or very small gang situations because you cannot reload damage type and cannot load FoFs without flying around like an idiot for 40 seconds.
Seriously, this is idiotic. Not every single thing in the game needs to be balanced via the ASB route. Back to the drawing board on this, please! Or better yet, just abort this idea altogether. |
|

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
33
|
Posted - 2013.11.09 11:11:00 -
[391] - Quote
I'm glad to see the discussion on the skillpoints disparity - it seems many of us feel this way, and the back and forth on the RHML module seems to show there isn't a solid plan behind it. I'd rather see CCP wait and fix missiles properly, rather than introduce new modules only to have to fix them later.
I've started a thread in the Jita Park Speakers Corner about this - maybe we can push this to get some focus around the need for some attention to the missiles weapon system. |

Jarano Styles
Dark-Blades Galactic Skyfleet Empire
1
|
Posted - 2013.11.09 11:32:00 -
[392] - Quote
OH NO !!!!!!!!!!
I am a true Caldari, and i like to use Rockets and Missiles, and i understand, that the previous changes would be too powerful,
BUT 40 - 50 SECONDS RELOADTIME is far too much, even 10 seconds is quite a lot of time, each other weaponry has got much... less reloadtime.
You were putting the stats of the missles down all the time, since i started playing eve. It all started with nerfing the Drake and decresing firerange of Heavy Missiles, i was abel to shoot about 80 km with the HMs, you nerfed it, also the DPS, exploding speed and signatureresolution.
Please don-¦t Change the stats of the Rapid Light Missile Launcher (RLMS), these things are good, a lot of ammo inside and 10 Seconds reloadtime.
So why, dont you set the Rapid Heavy Missile Launchers (RHML) similar to the RLML And dont change the RLML, leave them untouched.
And the ammorack with 23 Missiles is too less. What about 60 or 50 for the amount of ammo ? And slightly enhance the firerate the RHML. These one-¦s are for Battleships not for Cruisers, because of the high Power and CPU usage, remember that.
Don-¦t make them unworthy to use.
Imagine a PvP fight, where you are not able to shoot for 50 seconds !! Within 30 seconds, you are dead in the most cases !!
Nobody would use Missiles anymore, if you were changing the stats like that.
|

Sweet Lane
Viziam Amarr Empire
19
|
Posted - 2013.11.09 11:41:00 -
[393] - Quote
Deych wrote:RIP RLML Caracal +1 |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
673
|
Posted - 2013.11.09 11:49:00 -
[394] - Quote
Angelus Ryan wrote:This isn't merely a bad idea. It is a horrible idea. Unable to select damage types, unable to switch to FoF when jammed/damped. What the hell is this change good for?
Stop pigeonholing ships and fits into fleet support roles. There are enough ways to fit ships for anti-tackle roles already! We don't need the RLML Caracal/Bellicose to become pretty much useless in solo or very small gang situations because you cannot reload damage type and cannot load FoFs without flying around like an idiot for 40 seconds.
Seriously, this is idiotic. Not every single thing in the game needs to be balanced via the ASB route! The ASB route works because the modules have ONE charge type and do not rely on different charges for part of their utility. Doing this for a module which inherently needs to reload (and quite often) to be useful is bad design.
Back to the drawing board on this, please! Or better yet, just abort this idea altogether.
Since it came on friuday.. it seems as an idea fueled by excessive beer. |

Onictus
Silver Snake Enterprise Fatal Ascension
583
|
Posted - 2013.11.09 11:58:00 -
[395] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
Absolutely horrid
In tidi you are taking a system off line for 6 minutes and 40 seconds? Seriously?
You basically remove the rapids from any form of PvP, and make their use in PvE dubious at best, if you hadn't noticed RMLS Caracals are the go to for new caldari pilots, and you would invalidate the hull for all of them. That is just to long, and heavy missiles are still in an overnerfed state since you gave EVERY other medium weapon system exactly what was taken from heavies.
In small gangs you lose a ship for nearly a minute? What are you supposed to warp out or tackle and hope they don't notice you can't shoot back at them?
|

Naoru Kozan
Calamitous-Intent
33
|
Posted - 2013.11.09 11:59:00 -
[396] - Quote
To be honest, I was scratching my head as I read this. Why change a weapon system that works well within it's niche? RLML are not massively overpowered.
"Oh, Mr Falcon, would you mind waiting 40 seconds while I swap to FOFs? Thanks mate."
The idea of a "Swarm" launcher/ammo type sounds pretty cool. But radically reworking RLMLs is not needed. If anything the fittings could be increased to limit overtanked Caracals/Scythe Fleets or the DPS numbers could be tweaked. |

Bouh Revetoile
TIPIAKS
415
|
Posted - 2013.11.09 12:03:00 -
[397] - Quote
This thread reming me about HML nerf...
People are really attached to their OP stuff.
Right now, RLML are almost always better than HML on cruisers, and they almost obsolete destroyers : they are OP.
HML might have been slitghly overnerfed (people cryed for it though ; I mean those who used them...), but LM have been overbuffed I think. But then the problem is light missiles, not RLML in themselves.
As for this new mechanic, I find it excellent. And people are completely ignorant about what these 40s means. In this version, a Caracal will be able to kill 2 or 3 frigates before reloading 50seconds later. In fact, this is a huge buff for FW situations where they already obliterate frigates because they will now do it faster before warping out anyway. It's simple : if the fight last less than 2 minutes, you'll be better served than before ; and if it last longer, dps will slightly fall, but you might have taken the advantage anyway.
As for those crying about the anti cruiser capabilities of RLML, this is exactly the proof of their OPness : they should not replace HAM or HML...
Missiles... *sigh* |

i Beast
Fremen Sietch DarkSide.
77
|
Posted - 2013.11.09 12:13:00 -
[398] - Quote
I thought that it will be a better patch. Rise crash it. i want to change type of dam. 40 sec! falcon. 40 sec! rewarp pvp style! |

Gorski Car
ElitistOps Pandemic Legion
129
|
Posted - 2013.11.09 12:15:00 -
[399] - Quote
Bouh Revetoile wrote:This thread reming me about HML nerf...
People are really attached to their OP stuff.
Right now, RLML are almost always better than HML on cruisers, and they almost obsolete destroyers : they are OP.
HML might have been slitghly overnerfed (people cryed for it though ; I mean those who used them...), but LM have been overbuffed I think. But then the problem is light missiles, not RLML in themselves.
As for this new mechanic, I find it excellent. And people are completely ignorant about what these 40s means. In this version, a Caracal will be able to kill 2 or 3 frigates before reloading 50seconds later. In fact, this is a huge buff for FW situations where they already obliterate frigates because they will now do it faster before warping out anyway. It's simple : if the fight last less than 2 minutes, you'll be better served than before ; and if it last longer, dps will slightly fall, but you might have taken the advantage anyway.
As for those crying about the anti cruiser capabilities of RLML, this is exactly the proof of their OPness : they should not replace HAM or HML...
Missiles... *sigh*
Do you seriously expect to be able to go up in a frig against a ******* cruiser and win every single time. There are ways frigs can kill rlml caracals but since you are so ******** I wont even tell you. Stop crying about your **** fw frig blobs dying to well piloted cruisers. |

Kane Fenris
NWP
114
|
Posted - 2013.11.09 12:18:00 -
[400] - Quote
Bouh Revetoile wrote:This thread reming me about HML nerf...
People are really attached to their OP stuff.
Right now, RLML are almost always better than HML on cruisers, and they almost obsolete destroyers : they are OP.
HML might have been slitghly overnerfed (people cryed for it though ; I mean those who used them...), but LM have been overbuffed I think. But then the problem is light missiles, not RLML in themselves.
As for this new mechanic, I find it excellent. And people are completely ignorant about what these 40s means. In this version, a Caracal will be able to kill 2 or 3 frigates before reloading 50seconds later. In fact, this is a huge buff for FW situations where they already obliterate frigates because they will now do it faster before warping out anyway. It's simple : if the fight last less than 2 minutes, you'll be better served than before ; and if it last longer, dps will slightly fall, but you might have taken the advantage anyway.
As for those crying about the anti cruiser capabilities of RLML, this is exactly the proof of their OPness : they should not replace HAM or HML...
Missiles... *sigh*
i agree with you the problem does not lie so much with the mechanic it self but with the ability to switch ammos. the mechanic is maybe balanced or atleast it could be balanced (rof and reload a easily adjusted).
but even the sugested hey you can swap ammo on a smaller timer but wont get increas in charges is only equivalent in situations where your launcher is alread full or nearly full. in situations where youd want to change ammo when your launcher is nearly empty you were able to combine those two options, but now your severely punished if you do not empty your launcher before reloading in a fight. |
|

Onictus
Silver Snake Enterprise Fatal Ascension
583
|
Posted - 2013.11.09 12:20:00 -
[401] - Quote
Bouh Revetoile wrote:This thread reming me about HML nerf...
People are really attached to their OP stuff.
Right now, RLML are almost always better than HML on cruisers, and they almost obsolete destroyers : they are OP.
HML might have been slitghly overnerfed (people cryed for it though ; I mean those who used them...), but LM have been overbuffed I think. But then the problem is light missiles, not RLML in themselves.
As for this new mechanic, I find it excellent. And people are completely ignorant about what these 40s means. In this version, a Caracal will be able to kill 2 or 3 frigates before reloading 50seconds later. In fact, this is a huge buff for FW situations where they already obliterate frigates because they will now do it faster before warping out anyway. It's simple : if the fight last less than 2 minutes, you'll be better served than before ; and if it last longer, dps will slightly fall, but you might have taken the advantage anyway.
As for those crying about the anti cruiser capabilities of RLML, this is exactly the proof of their OPness : they should not replace HAM or HML...
Missiles... *sigh*
Oh really, go through my killboards and see how many missile ships are in there.
RMLS are only even an option because heavies are trash.
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1639
|
Posted - 2013.11.09 12:22:00 -
[402] - Quote
Ok i have an opinion.
While i agree that this does put RLMLs into more of a specialist role (which is good) than they previously were i think this generally is a buff to them because of the skirmishing style you tend to use them in.
I've very rarely had fights where i actually need to reload.
Being able to warp on a frigate blob and kill 2-3 of them faster than ever..
Also HML's weren't overnerfed.
They were nerfed and everything else buffed so i would agree that they are in a bad spot right now.
It however is hard to balance them without making HAMs garbage. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 12:29:00 -
[403] - Quote
Peeps supporting this horrible idea are either clueless or the one's having 8k SP in missiles. |
|

CCP Rise
C C P C C P Alliance
3144

|
Posted - 2013.11.09 12:30:00 -
[404] - Quote
Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
673
|
Posted - 2013.11.09 12:34:00 -
[405] - Quote
Bouh Revetoile wrote:This thread reming me about HML nerf...
People are really attached to their OP stuff.
Right now, RLML are almost always better than HML on cruisers, and they almost obsolete destroyers : they are OP.
HML might have been slitghly overnerfed (people cryed for it though ; I mean those who used them...), but LM have been overbuffed I think. But then the problem is light missiles, not RLML in themselves.
As for this new mechanic, I find it excellent. And people are completely ignorant about what these 40s means. In this version, a Caracal will be able to kill 2 or 3 frigates before reloading 50seconds later. In fact, this is a huge buff for FW situations where they already obliterate frigates because they will now do it faster before warping out anyway. It's simple : if the fight last less than 2 minutes, you'll be better served than before ; and if it last longer, dps will slightly fall, but you might have taken the advantage anyway.
As for those crying about the anti cruiser capabilities of RLML, this is exactly the proof of their OPness : they should not replace HAM or HML...
Missiles... *sigh*
Dude stop spewing #!@#!@. A caracal CANNOT kill 3 frigates before its ammo finishes!!!
The MAX damage a caracal can dish usign faction ammo (since you will nto use scourge against frigas) isroughly 14 K damage.
That means it cannot reliably kill 2 PUnishers (considering that it will not apply full 100% of its dps).
An assault frigate will jsut ignore the caracal as if it wa snot there!!! |

Kane Fenris
NWP
114
|
Posted - 2013.11.09 12:36:00 -
[406] - Quote
CCP Rise wrote: I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
you do realize that this makes me also loose #launchers/2*dps * 20s in dps to begin with and fighting in case of a cara with ~100dps less than before ? i say thats not a valid solution, its a make belive argument
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
673
|
Posted - 2013.11.09 12:38:00 -
[407] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
It snot a SLIGHT nerf. Itsa HUGE nerf!!!
The reason why Rpaids are used most of time is because they are the only ones that can be FIT within reasonable fittigns for the ships, not because they are overpowered.
The concept of brst damage module is ok, but you made it too extreme. No need to match HAM damage. Make it about 15-20% less than HAMS but with a less pronounced limitation on applied DPS.
There is Zero chance that this weapon system wil continue to be used in solo cruiser if this goes trough.
I dont care so much for the reload time as for the charges not beign enough to kill a n assault frigate!
Also, sorry, but you need glasses if you see LOTS of people that liek it. Clearly they are the vast minority here! Everyone I talked to in my corp just reacted wiht" why they making such stupid thing?"
BAsically anyoen that liked did not do the math. They are claimign the ship will kill several frigates and leave, and didnt do that math to realize they cannot kill several frigates!!!
Those are peopel that only EFT warrior and cannot understand that DPS is not everything. |

Morwennon
Aliastra Gallente Federation
16
|
Posted - 2013.11.09 12:39:00 -
[408] - Quote
CCP Rise wrote:Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. Rise, I don't want to be a jerk here, but it's completely absurd to argue that if players react badly to a proposed nerf, the target of that nerf must be OP. After all, players would have similarly negative reactions to a nerf of a weapon system that is perceived to be well-balanced. If you proposed to reduce the sustained dps of medium blasters (to pick a random example of a medium weapon system that is regarded as being reasonably good but not OP) by 20% in return for a 40 second reload and a gimmick burst fire mode, people would get pretty mad not because blasters are OP and they want them to stay that way but because you're grabbing a viable weapon system and smacking it around for no readily apparent reason. |

Altrue
Exploration Frontier inc
699
|
Posted - 2013.11.09 12:41:00 -
[409] - Quote
An interesting answer, especially the last part about turret vs missiles (I still very pessimist about this change though), but you didn't mention RHMLs. What about the fact that this change does not allow RHMLs to finally fill the role of short-range vs non-BS targets that missiles lacked ?
Is it absolutely necessary to have the same long-reload mechanic for both RLMLs and RHMLs ?
I'd also be curious to know what are the metrics in the matter in PvP currently. Are BS missiles ships being used at all ? If yes, what launchers are they using ? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
673
|
Posted - 2013.11.09 12:42:00 -
[410] - Quote
Morwennon wrote:CCP Rise wrote:Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. Rise, I don't want to be a jerk here, but it's completely absurd to argue that if players react badly to a proposed nerf, the target of that nerf must be OP. After all, players would have similarly negative reactions to a nerf of a weapon system that is perceived to be well-balanced; if you proposed to reduce the sustained dps of medium blasters (to pick a random example of a medium weapon system that is regarded as being reasonably good but not OP) by 20% in return for a 40 second reload and a gimmick burst fire mode, people would get pretty mad not because blasters are OP and they want them to stay that way but because you're grabbing a viable weapon system and smacking it around for no readily apparent reason.
That. Clear sign of not being capable of interepretign the community (regardless of his skilla s a player giving him a personal vision of the subject and knowledge of the game).
RIse need to read the answers and see who is commenting after THINKING, making calculations, and givign proper examples, intead of "COOOOL this wil be super leet and I will kill thousand of noobs". Peopel taht react liek that are not reactiosn that shoud be taken into account in an annalysis. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
673
|
Posted - 2013.11.09 12:44:00 -
[411] - Quote
Wuote from Rise response "
Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system. "
The problem is that you CANNOT!! The effective DPS drop is not 20% , its 33% on the time that previously took for the old Rapid launchers to get empty!!
And no matter how you play with the launchers, the total load of missiles is same. |

Naoru Kozan
Calamitous-Intent
33
|
Posted - 2013.11.09 12:47:00 -
[412] - Quote
Yeah, people do use FOFs. Tis rather amusing killing a Sabre with FOFs while jammed by his Falcon buddy. |

Farelle
The Black Rabbits The Gurlstas Associates
10
|
Posted - 2013.11.09 12:50:00 -
[413] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
1)I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
2)I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
3)Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
1) They have all the disadvantages of arty, (lots of down time) without skills being able to mitigate it in anyway, in fact the better you skills, the more DT you have. They also lack the alpha, instant damage application and range of arty.
2)fair enough
3) RLML are the only medium missile module that actually works with anything like a tank, on most missile boats, ok DPS, against most targets, but easy to fit, like the smallest of the medium guns, and fulfilling the same role. This completely removes that role, and in exchange you get what? The reduced bay size and huge amount of DT means that most tanked fits (especially AFs) will be back to full armour/shield and cap by the time you have reloaded, they can tank you forever..gg. It gets even worse if you are using then to fill launcher slots on the stabber for instance.
If you are going to do this make medium ships missile bonuses apply to light missile launchers, because they will be the new weapon system, until and unless HMs and HAMS stop sucking so badly.
|

Onictus
Silver Snake Enterprise Fatal Ascension
583
|
Posted - 2013.11.09 12:50:00 -
[414] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Correct , I can assure with that change I would never bother mounting a RLML ever again, even on the ONE alt I have that can actually use them at T2
CCP Rise wrote:
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
......yes, ten seconds is bad enough, 40 is a deal breaker
CCP Rise wrote:
This is a nerf to RLML and I love them so please don't do it
Chop the launcher multipliers or ROF, but I really don't like this idea.
CCP Rise wrote:
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were b
Exactly this does nothing to change the areas that they are already strong, it just makes the downsides insane.
I'm not that thrilled with the extended reloads on AARs and (soon) probes, I can understand the need to make choices but waiting on cooldowns isn't a fun mechanic, and they seem to be multiplying.
|

Jarano Styles
Dark-Blades Galactic Skyfleet Empire
1
|
Posted - 2013.11.09 12:52:00 -
[415] - Quote
[quote=CCP Rise]Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
to have a comment on this :
Please 
1st 40seconds are very bad leave it at 10seconds
2nd I Use FOF they are really usefull against E-War, thats the only defence, in PvE (espacialy againt guristas) and PvP , because if i got my sensors jammed and my warpdrive is disrupted, its the only way to protect myself with FoF missiles
3rd you are so damn right
cheers buddy |

Kaeda Maxwell
Calamitous-Intent
229
|
Posted - 2013.11.09 12:57:00 -
[416] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
So then why change them at all? You're essentially saying that if I just split my launchers it does the same it does now, except I lose the ability to flexibly and quickly swap ammo type and damage type. And yes I use FoF's. As a (former) solo pilot yourself you must be aware that on the fly damage type selection can make a big difference in the outcome of the fight. It basically feels like you're changing the launchers just to change them, while many people using the are happy with them as they are.
CCP Rise wrote:I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
The current solo/small gang meta is very heavy on ships with high kinetic resistances I use EM/Explosive damage a LOT atm.
CCP Rise wrote:Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
So find another way to balance them. Increasing the PG requirements seems like a much better and simpler approach and significantly reduces the survivability of the ships they're fitted on. Also again it's not the weapon system that is over powered, talwars are super popular in fleets and they have normal light launchers, it's light missiles themselves that are slightly overpowered not their delivery system.
CCP Rise wrote:Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
From your earlier comment about looking at the reloads in .1 and the ones you just made one might get the impression this is going to be in Rubicon release regardless of what we put forward in this thread.
Is that concern justified?
Thank you for somewhat addressing our concerns at least.
|

Liam Inkuras
Chaotic Tranquility Casoff
556
|
Posted - 2013.11.09 13:05:00 -
[417] - Quote
After much pondering over this thread, I'm going to have to go with... No |

Ghanar Drraba
Vortex Technologies
3
|
Posted - 2013.11.09 13:23:00 -
[418] - Quote
Already did point out the negative side of this proposed change in my previous post - time for some constructive posting: - some people compare the proposed RLML/RHML 40 sec reload time to the 20 sec(ish) cycle time of large(1400mm) arty; that comparison/similarity would only be valid for the exact missiles equivalent of large arties - the RHML, cause in that case a BS has the EHP to survive the reload, but similar to medium/small arties having much lower cycle time than large ones, the RLML has no chance in hell to be viable if the reload/cycle time does not scale down proportionally, around a value of 20/45 s; i am not saying that the frontloaded dps idea should be acted upon, i am just saying that if we really have to accept it, at least scale the reload cycle so that the waiting time between shooting sessions is appropriate to the weapon system size (large arties have that huge cycle time compared to medium/smalls cause their alpha scales proportionaly - not scaling similarly the reload time on rapid launchers would heavily gimp their utility - in paralel to small/medium/large arties you have to think that each weapon size is best for some distinct types of engagementsif you take into consideration the number of people involved and the duration - for smaller guns/fewer people/shorter engagements faster cycles with smaller waiting times(reload) are better, while for bigger guns/more people/longer engagements slower cycls with bigger waiting times(reload) are acceptable)
TL;DR Please scale the cycle/reload time of RHML/RLML according to their weapon class size, in a similar way used for cycle times of all other types of weapons - what you're proposing now is similar to what would happen if suddenly you would change medium artillery guns cycle time to be similar to that of large arties, which would kill any non-niche use of them
-some people compare the proposed functionality of the proposed RLML/RHML to the ASB's - comparison is valid but not totally accurate - asb's are great, i admit, but they do use only one charge type at a time - they do not need charge type changes in middle of battle to tank different damage types better, launchers do - is one of the redeeming points of using missiles(low dps, no modules to tune the application of it etc.) - if you have to force a large reload time, at least allow for faster ammo type change - maybe having an ammo swap time of 5-10 s after which you will have in your launcher a different type of missiles than before, but same number(so this would make ammo type swap viable without allowing a faster general reload - if you have half of launcher full with inferno missiles, after the ammo swap you will have half launcher of scourge for example - so this would not be OP, while keeping the flavor offered by damage selection)
-another point in the asb comparison would be that while they are nice mods, a good thing about their creation was that in the day they appeared other shield boosters did no dissapear - so make maybe a separate mod, that would offer missile users extra options for fitting alongside the perfectly good ones they have now - this way we would get to keep both the current uses of rlml and we get the interesting posibilities offered by the current changes - even better than that, make the new rlml/rhml more similar to the AAR - a module much more balanced and reasonable than the asb's - this way you would have a launcher that has the OMGPWN factor on its side when loaded with some sort of auxiliary charge(some sort of lubricant) - equivalent to the current frontload proposed and after the charges get consumed a crippled dps - maybe 1/3 compared to a normal RLML/RHML, forcing you to go for the long recharge if you want another burst of missiles - a modul like this released alongside the normal one would broaden the missile users options, allow for new strategies, instead of forcing the current module to a niche.
Some say this topic is similar to the one about the HM nerf - they called the missile users crybabies that do not want to give up their OP HM's; well guess what - after the "totaly reasonable" overnerf, when the dust settled the hm's went to the garbage bin, and they were left there even after the rest of the medium long range weapons were buffed over them(not being in line was one of the overnerf excuses", excuse not longer valid after the mentioned buff). Let's not repeat that mistake CCP - worst case scenario - if you really wanna go for it at least not in the initial proposed form - those half assed initial stats need to get to a reasonable form before release. |

Ghanar Drraba
Vortex Technologies
3
|
Posted - 2013.11.09 13:41:00 -
[419] - Quote
another good point about the proposed changes is that the current proposal, if not changed, would overpower the RLML/RHML users against smaller ships and make them underpowered in front of similar size ships - basically a caracal with rlml will be uncontested king of the hill against frigs and die horribly to any cruiser not shitfit - in current TQ form RLML are balanced on both ends - good against frigs without being overpowered and giving you a chance of survival against cruisers without guaranteing it
any module that is going to be a PITA for both its users and its victims is clearly not a balanced one - and by the way - how are the intended targets of these modules supposed to counter them - we know from all the eve history and from out of eve examples of good game design that a module/weapon that does not give the victim any way to counter it is in no way balanced; now frigs can try to use a combo of speed/active tank/sig to survive to the rlml reload - with these changes a targeted frig will be for sure a dead frig - now on the other end of the unbalance - the survivability agains same size ships - other allegedly balanced weapon systems like hams/hm's work on an acceptable level outside their main engagement envelope - they are made to kill cruisers but with proper piloting and tank you can engage frigs too with a chance of survival - if the changes get to TQ the new RLML will work great against intended targets(frigs) but will help you against cruisers as well as would some wet noodles launchers
|

X'ret
Shirak SkunkWorks
15
|
Posted - 2013.11.09 13:42:00 -
[420] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
Alright do it Rise..! Its boring, i feel myself like someone who tryin help to understand what sunrise is to another who blind until his born.
Have fun! Wont check this thread again, it just makes me mad, very mad.
Cant wait to see another great EVE Trailer where the commentator tells 80% of the fleet left the field bcoz they reloading their weapon systems, advanced spaceship technology! 
Wait, its a prank right, right?? There must be a camera somewhere, fun to see people RAGE!?
Unbelievable..
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Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.09 13:55:00 -
[421] - Quote
I know a Caracal can esplode 3 Merlins with 1 medium shield extender and a damage control without reloading. There's also frigates that use a damage control and 1 armor repair. You can destroy MANY of those before you have to reload.
Assault frigates are another thing al togther. I'm not sure. I've had engagements where I've esploded 2 AF without needing to reload and others were it took forever to esplode them. Alot depends on the setup and more often than not players are bad at that or just don't fly optimum ships.
Either way. The most frigates I've destroyed without reloading a Caracal was 8.
i would say you could destroy 2 of those 400m plate algos with adaptives and a damage control before a Caracal NEEDS to reload.
Anyway. I never believed there was anything wrong with heavy missiles other than range. Maybe the combonation of the Drake and it's hull bonuses and slow speed of cruisers at the time. Made things look a little to bad for heavy missile. However, heavy missiles are the same as they always been tbh. Shooting a frig at range with them without a web applied was not iwin. Took time and drones helped more than anything. However, when you got a web on a frig it was p much over and same can be said today. Also the Tengu helped the heavy missile h8ters.
However as soon as the nerf happened to heavy missiles and there was a slight increase to rapid light missiles. There difference between both weapon systems OVERALL damage was relatively similar and ofc you'd most likely be applying more damage with rapid lights. So I wrote off heavy missiles v0v I made that argument on second day of the release on TQ. Still, I had no idea I would be dealing with TD or damps online. Those first few days of ewar online forced me to start using more missile platforms and it was the same for many others.
Now rapid light missiles on a bellicose or Caracal are not OP. I lose those ships enough to know that to be the case. What they offer without links is more of counter to MASS TD's and with links orbit a Thorax going 2k and more overheated in your 3k a second Caracal. Still, to many tech 1 cruisers can EASILY destroy a Caracal as long as said ship is NOT bonused by warfare links. 2 hard tanking Assault frigates like a vengeance or Hawk can MURDEr a Caracal if caught and 3 destroyers can do the same. Point is the ship esplodes easily enough.
Even a Cerberus can be esploded by a dual rep Thorax if caught. As far as felets are concerned. P much anything with long range and capable of applying significant damage will be favored over EVERYTHING else and ships using missiles have that in spades.
Still. No doubt a Caracal, Cerberus, Bellicose, Scythe Fleet Issue, Osprey Navy Issue orTengu using rapid light missile launchers bonused by warfare - links IS POWERFUL. Maybe you should start "ballancing" with warfare link bonuses in mind?However, without warfare link bonuses said ships are ok - very good. |

James Amril-Kesh
4S Corporation Goonswarm Federation
6229
|
Posted - 2013.11.09 13:58:00 -
[422] - Quote
I'm really looking forward to never using or encountering these. |

McBorsk
Multispace Technologies Inc Yulai Federation
21
|
Posted - 2013.11.09 14:03:00 -
[423] - Quote
Why not have them do 900+ dps with heat and 400ish without? having no dps for 40 seconds is going to be terrible. |

zbaaca
POD Based Lifeforms DarkSide.
60
|
Posted - 2013.11.09 14:04:00 -
[424] - Quote
with upcoming gunnery tiercide(just total facepalm , most idiotic decision) messing with RLML is totally fckup. why should u bother and have hemorrhoid troublemaking decision when instead cara\cerb i can use omen\zeal |

Gorski Car
ElitistOps Pandemic Legion
130
|
Posted - 2013.11.09 14:13:00 -
[425] - Quote
Confirming that a 200 dps weapon system is overpowered and need nerfing.. r u 4 rela? |

Captain Jonathen Archer
Mass Effects
0
|
Posted - 2013.11.09 14:18:00 -
[426] - Quote
I like the changes, but I think a reload of 40 sec is a bit harsh. Maybe take it down to 25-30 and decrease the ROF ?
(Did not read all the posts, if someone mentioned it before) |

Kristoffon Ellecon
Immortalis Inc. Shadow Cartel
101
|
Posted - 2013.11.09 14:22:00 -
[427] - Quote
CCP Rise wrote:it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload.
That is the most pants-on-head mentally lacking idea I have ever read. So you're seriously proposing that people drop the dps of their ship in half as a countermeasure to a never ending reload time?
Sir, I surely hope that you made that comment while inebriated and that you don't do actual work while on that state otherwise I would hope you'd find some other game to go balance. |

Patri Andari
Thukker Tribe Antiquities Importer
103
|
Posted - 2013.11.09 14:25:00 -
[428] - Quote
Chris Winter wrote:Congratulations, you just absolutely killed RLMLs (and probably RHMLs) for PvE.
I had been using RLML Cerbs in WH C1 sites because there are lots of frigs but you need a stiffer tank than frigs or destroyers can field. Sitting there with my thumb up my butt for 40 seconds waiting for a reload is not an option. What's the dps look like if you factor in reload time? Something similar to beating your opponent with a wet noodle?
RLMLs were so extensively used because you nerfed HMLs to the point of uselessness. So now you nerf RLMLs, and the only viable cruiser missile system left is HAMs.
Seriously, if you guys hate missile users so much, just remove the damn things.
This |

Hatsumi Kobayashi
Origin. Black Legion.
303
|
Posted - 2013.11.09 14:48:00 -
[429] - Quote
Rise, no offense, but you are so out of touch it's not even funny anymore.
As many have said before, Rapid Lights are used because of their low fittings and good damage application. HMLs used to do that role well, now not so much.
Rapid Heavies were an aberration from the start and trying to hamfist them in the game by turning the entire room upside down, while entertaining from a outsider's point of view, is ridiculous.
Trying to balance things around "half like it, half don't" is beyond stupid, as the majority of the people expressing their opinions on the change aren't affected because they either don't use the module and/or won't afterwards, don't try and see "the larger picture" or are just there for shitposting. Your idea of what constitutes a consensus is pretty out of the box to say the least. |

Chessur
Strontless Mistakes Fatal Ascension
216
|
Posted - 2013.11.09 14:48:00 -
[430] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
Nerf HMLs, and HAM's and make them unsuable: Check Create RHMLs, with out changing HMLs base stats, means that they will be sub par in every way to cruise: Check Come up with 40 second reload time for RHMLs + RLMLs: Under the guise of 'create interesting chioces' and to fix an 'OP' weapon system: Check
Completely ignore the forums telling you that this is a horrible idea, and that this will destroy the only missile based crusier weapon: Check
Completly destroy the Cerb, Scythe Fleet, Caracal, Osprey Navy: Check
Sounds like a job well done Rize. Thanks for lowering the amount of playable small gang/ solo ships- and thanks for also taking away some really solid hulls for new players. I love these new 'Choices'.
To be honest, as someone who is pure missile skilled, this leaves a really bad taste in my mouth. I am left with Cruise missiles on the typhoon, Torps in bombers, or Rockets from some frigs. Thanks for allowing me to waste HMLs HAMs and now RLMs. I am so happy that CCP took the time to listen to the forums, instead of rolling this idea out days before rubicon release.
Switching missiles is a huge deal in an RLM ship. When i see a 7K/s Stilleto moving through the grid- I switch to precision missiles to take care of the threat. I have killed countless Falcons / Black birds / Kitsunes with FoF missiles. FoF missiles is what makes missiles such a strong choice for solo / small gang. You can ignore damps, and ECM provided that you can fly right- and keep the target you want your FOF"s to hit- closests to you. It provides interesting choiuces, and some great gameplay.
The fact that you make the comment about not needing to switch damage types that often because of a kinetic bonused hull, really speaks to your inexperience. Every try shoot kinetic at a cerb? How about a hawk? Also the damage application between CN and fury is HUGE, and qick switches is always in play- whwn you go from shooting a frig, to a cruiser. RLM's do no have an amaizing amount of DPS. So quick swithcing of misisle types, allows you to ge that little bit extra of damage you need to stay relevant against large targets. |
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Angelus Ryan
One Ronin
46
|
Posted - 2013.11.09 14:50:00 -
[431] - Quote
Judging by Rise's responses in this thread ("choices", "not a deal breaker", etc) , I am getting the vibe that this idea will go through no matter what anyone says.
This sort of behavior is getting tiresome on CCP's behalf.
I always say my thanks to good features and give props to the game in general, but this idea is just idiotic and should be shelved immediately.
If RLMLs are OP, then reduce their damage output. But the real problem is the absolutely ****** performance of HMLs (and to a lesser degree, HAMs) and not the fact that RLMLs are all that OP. |

Chessur
Strontless Mistakes Fatal Ascension
216
|
Posted - 2013.11.09 14:54:00 -
[432] - Quote
To be quite honest, It is a good piont. SO many times I see Rize and CO. Just push through ideas, seemingly ignoring the overaching 'vide' of the forums, based on whatever idea they had originally came up with. I think that I should stop wasting my time, because its clear that it really does nothing to effect any of this abhorrent decisions as of late. |

Bouh Revetoile
TIPIAKS
417
|
Posted - 2013.11.09 14:54:00 -
[433] - Quote
Kagura Nikon wrote:Dude stop spewing #!@#!@. A caracal CANNOT kill 3 frigates before its ammo finishes!!!
The MAX damage a caracal can dish usign faction ammo (since you will nto use scourge against frigas) isroughly 14 K damage.
That means it cannot reliably kill 2 PUnishers (considering that it will not apply full 100% of its dps).
An assault frigate will jsut ignore the caracal as if it wa snot there!!! Haha ! You know, nothing forbid you to shoot at the condor instead of the punisher. Don't you think you are taking the extreme here ?
Average tanky T1 frigate is around 8kehp. 10-12k for the AF and destroyers, and 4k for active tanked frigates. The Caracal will have almost 15k damage in one load.
But feel free to shoot the enyo with your kinetic load instead of the dozen other frigates.
Or is picking your fight and making decisions too much to ask for a supposedly "nonOP" ship ?
And again, there is 3 medium missiles systems, and RLML are supposed to be an anti-frigate weapon, not to obsolete HML and HAM. |

Lloyd Roses
Blue-Fire
311
|
Posted - 2013.11.09 15:14:00 -
[434] - Quote
Chessur wrote: Nerf HMLs, and HAM's and make them unsuable: Check Create RHMLs, with out changing HMLs base stats, means that they will be sub par in every way to cruise: Check Come up with 40 second reload time for RHMLs + RLMLs: Under the guise of 'create interesting chioces' and to fix an 'OP' weapon system: Check
Completely ignore the forums telling you that this is a horrible idea, and that this will destroy the only missile based crusier weapon: Check
Completly destroy the Cerb, Scythe Fleet, Caracal, Osprey Navy: Check
[...]*explanation [...].
Cut the bottom half away :>
I really disagree, especially in kiting situations (I believe you're talking about kiting) they now seem a good bit stronger. correct ammo can be loaded while moving around and honestly, how many times do you even use non-faction missiles? Personally got navy loaded 97% of the time, simply cause they are a good bit better against frigs and talwars, and also cause they aren't that much worse at shooting cruisers and above compared to navies, primarily also looking at my mate/mates I fly with normally carrying the big guns.
Now compressing all your volleys into a much shorter timeframe, a little bit of planning ahead (a la I do not see any targets on dscan I'd use navies on, then reload accordingly - I'm pretty sure people like you got a pretty good overview of what they need and what is around) et voila: For the time you're firing at a target you now deal masively increased damage - and you can reload while kiting away anyways (especially as a user of linked nanoships, you certainly know what I'm adressing.
The rapid heavies I got barely any opinion on, I personally like heavies but am rather unsatisfied with their explosion velocity and volleydamage. Think it's to quick to judge how good an idea those were right now, especially with their assault characteristics, I'd expect to see them a few times on active tanked duo-roam ravens.
Afterall, pls tell me which ship goes fast enough to catch a cerberus, while also being able to tank those 700 dps for nearly one minute? |

Wachul Purvanen
Denied Operations SteRoid.
2
|
Posted - 2013.11.09 15:18:00 -
[435] - Quote
After reading all the posts in this topic i think i agree with CCP Rise.
It is a good idea to make rapid launchers "really rapid" and give them some more dps in exchange for reload time. After all we have all seen RLM nerf coming, and this update is not rly a huge nerf. Yes the prolonged dps will drop down around 20% BUT burst damage will still make rlm a viable choice. Simply reducing their dmg would make them useless. I really like the proposed idea, although i think 40s reload is maybe little too much, but we will have to test it in couple battles to check that :)
GJ CCP Rise ! |

X'ret
Shirak SkunkWorks
15
|
Posted - 2013.11.09 15:21:00 -
[436] - Quote
Lloyd Roses wrote:Afterall, pls tell me which ship goes fast enough to catch a cerberus, while also being able to tank those 700 dps for nearly one minute?
A 1600mm plated, trimarked sfi has the same speed like a cerberus.
Thanks, you are out.
|

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.09 15:25:00 -
[437] - Quote
Personally, I was not apart of the NERF heavy missile crowd. Well, I was in favour reducing heavy missile range. I never understood why players couldnGÇÖt understand their issue was a combination of modules, ship stats, and hull bonuses. Together they were a VERY POWERFUL COMBINATION.
Funny thing is the combination is still VERY POWERFUL. Why weGÇÖre not seeing masses of Drakes is some sort of mass false perception that heavy missile have been NERFED INTO THE GROUND. When in fact the pre-NERF heavy missiles and post-NERF heavy missiles are relatively the same. Well. Heavy missile range was reduced significantly.
The old heavy missiles were NEVER as good as light missiles at applied damage. They were NEVER that great at destroying frigates without a stasis webifier applied. Again, light missiles were and are superior in that regard.
So what has changed? Certain ship stats, hull bonuses and an increase in rapid light missile damage. So, while a rapid light missile launcher-Caracals absolute damage is less than a heavy missile Caracal. The difference isnGÇÖt significant while the applied damage is significant. Not to mention easier fitting option when using rapid light missile launchers.
I'd like to see Drakes with a Rapid light missile bonus. That would be funny.
Point is there was NEVER THAT significant of a difference in absolute damage between a launcher firing heavy missiles and rapid launcher firing light missiles (think itGÇÖs between 9 GÇô 17%). Heavy missile did benefit from a significant range difference but light missiles had superior applied damage.
IGÇÖm sure if the Caracal had a resistance bonus players would cry more and be on the NERF rapid light missile launchers train but we were spared such EMO.
I'm honestly more interested in a more indepth reason why CCP RISE believes rapid light missile launchers are overpowerd. If he does believe they are then just NERF absolute damage output. Why complicate things? |

Chessur
Strontless Mistakes Fatal Ascension
216
|
Posted - 2013.11.09 15:27:00 -
[438] - Quote
Lloyd Roses wrote:Chessur wrote: Nerf HMLs, and HAM's and make them unsuable: Check Create RHMLs, with out changing HMLs base stats, means that they will be sub par in every way to cruise: Check Come up with 40 second reload time for RHMLs + RLMLs: Under the guise of 'create interesting chioces' and to fix an 'OP' weapon system: Check
Completely ignore the forums telling you that this is a horrible idea, and that this will destroy the only missile based crusier weapon: Check
Completly destroy the Cerb, Scythe Fleet, Caracal, Osprey Navy: Check
[...]*explanation [...].
Cut the bottom half away :> I really disagree, especially in kiting situations (I believe you're talking about kiting) they now seem a good bit stronger. correct ammo can be loaded while moving around and honestly, how many times do you even use non-faction missiles? Personally got navy loaded 97% of the time, simply cause they are a good bit better against frigs and talwars, and also cause they aren't that much worse at shooting cruisers and above compared to navies, primarily also looking at my mate/mates I fly with normally carrying the big guns. Now compressing all your volleys into a much shorter timeframe, a little bit of planning ahead (a la I do not see any targets on dscan I'd use navies on, then reload accordingly - I'm pretty sure people like you got a pretty good overview of what they need and what is around) et voila: For the time you're firing at a target you now deal masively increased damage - and you can reload while kiting away anyways (especially as a user of linked nanoships, you certainly know what I'm adressing. The rapid heavies I got barely any opinion on, I personally like heavies but am rather unsatisfied with their explosion velocity and volleydamage. Think it's to quick to judge how good an idea those were right now, especially with their assault characteristics, I'd expect to see them a few times on active tanked duo-roam ravens. Afterall, pls tell me which ship goes fast enough to catch a cerberus, while also being able to tank those 700 dps for nearly one minute?
This is a horrible post, with horrible reasoning. Just stop.
If you are seriously trying to justify to me that shooting 18 volleys faster, than the nice large magazine that i have now is a good idea, no. No gang is going to chase me around (nor would i want to be on field) For 40 seconds.
Many ships can catch a cerb. Navy cruisers (SFI, ScyFI, Nosprey come to mind), Cynabal, other HACs, T1 cruisrs, Rapier / Huggin. If you only load CN you are really limiting your options, and it shows your lack of understanding in missile mechanics, but more likely- the inexperience you have. 40 seconds of no DPS, is worse than being jammed, by a falcon again, and again, and again during an engagement.
Anyone thinking that this change is good has no idea what the current Small gang / Solo viable ship landscape looks like right now. It is very small, and with this change, that list has become massively shorter. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
674
|
Posted - 2013.11.09 15:27:00 -
[439] - Quote
Major Killz wrote:I know a Caracal can destroy 3 merlins (with MSE and DC) without reloading. Also tech 1 or 2 frigates who use 1 armor repair and DC go down VERY QUICKLY TO. Assault frigates like a Hawk and Vengeance are another matter and any Assault frigate that has a serious focus on TANK. Still, I've had enough engagements where I destroyed 2 assault frigates without reloading and others where I reloaded many times before 1 went down.
Either way. A lot depends on how a ship is setup and that varies. Not many players fly what I would consider OPTIMUM setups.
Still. The most frigates I've destroyed in a Caracal without reloading was 8. As for destroyers. Ships like the Algos and Dragoon can have silly tanks. however, I can destroy 2 of them without having to reload.
Anyway.
A Caracal can be caught and destroyed by a Thorax easily. A Caracal caught by 3 destroyers will lose. A Caracal caught by 2 heavily tanked Assault frigates will be destroyed. Might take at least 5 well-tanked tech 1 frigates to destroy a Caracal.
A Cerberus would be having the same issues as the Caracal in the aforementioned conditions. Except it would take more ships with the exception of the Thorax condition. Of course this is without warfare link bonuses.
Still. No doubt rapid light missile launcher Caracal, Cerberus, Bellicose, Scythe Fleet Issue, Osprey Navy Issue or Tengu bonused by warfare links IS POWERFUL. Maybe CCP should start "ballancing" with warfare link bonuses in mind?
However, without warfare link bonuses said ships are ok - very good.
I think they balance with keepign in mind that in not so far future the boostign ship will need to be IN grid. THat day the bonuses will not seem so powerful becuse the ships will enver field more than 3 links and you can remove the enemy fleet bonus ..
No need to nerf the links themselves. Just hurry that on grid boost thing. |

Patri Andari
Thukker Tribe Antiquities Importer
105
|
Posted - 2013.11.09 15:30:00 -
[440] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
You missed a glaring complaint.
The rise in use of RLML is inversely proportional to the use of HM since they were nerfed into the ground. Not to mention how hard it is to apply HAM damage. If you took the time to address these issues you might find there to be far less reliance on RLML.
The fact that so many missile user opt for frigate charges on cruisers has nothing to do with the fact they are OP and everything to do with the fact that you have done nothing to address the current state of HM and HAMs with respect to their damage application. Once you nerf RLML you will basically toss the last viable med missile weapon in the crap bin. Why not save this for an upcoming missile balance instead of a last minute brain fart just before a big release?
Maybe you should consider posting more like a developer in a commercial enterprise that relies on customers and less like a leet pvper putting n00bs and carebears in their place.
I would apologize for my tone, but since you appear hell bent on carrying on with your with your narcissism why bother?
PRO capitalist advice:
Stop insulting the IQ of your customers. Step away from this path and breath. Leave RLML alone until you have had time to think it through and test it properly rather than throwing caution to the win just because you can.
This idea is not ready for prime time.
It will hurt the use of these mods in solo pvp. It will cause ships fitting them to be uninvited in small gang pvp. It will hurt the use of these mods in pve, and
IT IS NOT FUN!
OR let them eat cake. |
|

Coreola
Kongsberg Vaapenfabrikk Amarr branch. Sev3rance
19
|
Posted - 2013.11.09 15:30:00 -
[441] - Quote
Maybe you could add a reload time skill to cut down on the 40sec? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
674
|
Posted - 2013.11.09 15:31:00 -
[442] - Quote
X'ret wrote:CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns Alright do it Rise..! Its boring, i feel myself like someone who tryin help to understand what sunrise is to another who blind from his born. Have fun! Wont check this thread again, it just makes me mad, very mad. Cant wait to see another great EVE Trailer where the commentator tells 80% of the fleet left the field bcoz they reloading their weapon systems, advanced spaceship technology!  Wait, its a prank right, right?? There must be a camera somewhere, fun to see people RAGE!? Unbelievable..
Notice also that Rubicon page says there wil be cahnges to help small scale and solo combat. While what they are doign is exact opposite.
|

Chessur
Strontless Mistakes Fatal Ascension
216
|
Posted - 2013.11.09 15:35:00 -
[443] - Quote
Major Killz wrote:Personally, I was not apart of the NERF heavy missile crowd. Well, I was in favour reducing heavy missile range. I never understood why players couldnGÇÖt understand their issue was a combination of modules, ship stats, and hull bonuses. Together they were a VERY POWERFUL COMBINATION.
Funny thing is the combination is still VERY POWERFUL. Why weGÇÖre not seeing masses of Drakes is some sort of mass false perception that heavy missile have been NERFED INTO THE GROUND. When in fact the pre-NERF heavy missiles and post-NERF heavy missiles are relatively the same. Well. Heavy missile range was reduced significantly.
The old heavy missiles were NEVER as good as light missiles at applied damage. They were NEVER that great at destroying frigates without a stasis webifier applied. Again, light missiles were and are superior in that regard.
So what has changed? Certain ship stats, hull bonuses and an increase in rapid light missile damage. So, while a rapid light missile launcher-Caracals absolute damage is less than a heavy missile Caracal. The difference isnGÇÖt significant while the applied damage is significant. Not to mention easier fitting option when using rapid light missile launchers.
I'd like to see Drakes with a Rapid light missile bonus. That would be funny.
Point is there was NEVER THAT significant of a difference in absolute damage between a launcher firing heavy missiles and rapid launcher firing light missiles (think itGÇÖs around 9 GÇô 17% now and maybe 19 - 27% v0v). Heavy missile did benefit from a significant range difference but light missiles had superior applied damage.
IGÇÖm sure if the Caracal had a resistance bonus players would cry more and be on the NERF rapid light missile launchers train but we were spared such EMO.
I'm honestly more interested in a more indepth reason why CCP RISE believes rapid light missile launchers are overpowerd. If he does believe they are then just NERF absolute damage output. Why complicate things?
RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. It just seems 'ok' because HMLs and HAM's really are that ****. They are completely worthless. I used to fly an RLM CNI (before the CNI was nerfed, and HMLs were nerfed) No one seemed to complain about it then.
What i find funny- is that Drakes, and HMLs were really never that great. When the drakes and HML's were nerfed, ABC's were already introduced- and the drake (along with all other BC's) were completely obsoleated at that point.
Post HML nerf, there is no worthwhile cruiser hull that can use cruiser sized missiles, other than RLM. So of course you are going to see a lot of them.
CCP needs to fix HML's and HAM's. That is the right way of dealing tiwth this probelm, not an outright nerf to RLMs
|

Hatsumi Kobayashi
Origin. Black Legion.
303
|
Posted - 2013.11.09 15:38:00 -
[444] - Quote
Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago.
Didn't light missiles as a whole receive a slight damage buff recently? |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.09 15:38:00 -
[445] - Quote
Lloyd Roses wrote:Chessur wrote: Nerf HMLs, and HAM's and make them unsuable: Check Create RHMLs, with out changing HMLs base stats, means that they will be sub par in every way to cruise: Check Come up with 40 second reload time for RHMLs + RLMLs: Under the guise of 'create interesting chioces' and to fix an 'OP' weapon system: Check
Completely ignore the forums telling you that this is a horrible idea, and that this will destroy the only missile based crusier weapon: Check
Completly destroy the Cerb, Scythe Fleet, Caracal, Osprey Navy: Check
[...]*explanation [...].
Cut the bottom half away :> I really disagree, especially in kiting situations (I believe you're talking about kiting) they now seem a good bit stronger. correct ammo can be loaded while moving around and honestly, how many times do you even use non-faction missiles? Personally got navy loaded 97% of the time, simply cause they are a good bit better against frigs and talwars, and also cause they aren't that much worse at shooting cruisers and above compared to navies, primarily also looking at my mate/mates I fly with normally carrying the big guns. Now compressing all your volleys into a much shorter timeframe, a little bit of planning ahead (a la I do not see any targets on dscan I'd use navies on, then reload accordingly - I'm pretty sure people like you got a pretty good overview of what they need and what is around) et voila: For the time you're firing at a target you now deal masively increased damage - and you can reload while kiting away anyways (especially as a user of linked nanoships, you certainly know what I'm adressing. The rapid heavies I got barely any opinion on, I personally like heavies but am rather unsatisfied with their explosion velocity and volleydamage. Think it's to quick to judge how good an idea those were right now, especially with their assault characteristics, I'd expect to see them a few times on active tanked duo-roam ravens. Afterall, pls tell me which ship goes fast enough to catch a cerberus, while also being able to tank those 700 dps for nearly one minute?
Without links? There are ALOT OF SHIPS THAT CAN CATCH A CERBERUS AND MURDER IT. In fact, nearly all other HACS can. As well as some tech 1, Navy or Pirate Cruisers.
With links against someone without links it's different OFC. |

Onictus
Silver Snake Enterprise Fatal Ascension
584
|
Posted - 2013.11.09 15:39:00 -
[446] - Quote
Angelus Ryan wrote:Judging by Rise's responses in this thread ("choices", "not a deal breaker", etc) , I am getting the vibe that this idea will go through no matter what anyone says.
This sort of behavior is getting tiresome on CCP's behalf.
I always say my thanks to good features and give props to the game in general, but this idea is just idiotic and should be shelved immediately.
If RLMLs are OP, then reduce their damage output. But the real problem is the absolutely ****** performance of HMLs (and to a lesser degree, HAMs) and not the fact that RLMLs are all that OP.
+1 SPOT on. |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.09 15:44:00 -
[447] - Quote
Hatsumi Kobayashi wrote:Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. Didn't light missiles as a whole receive a slight damage buff recently?
Yes. Hes being CUTE. I should pinch his cheeks!
Technically rapid light missile launchers did not gain a damage bonus. The module it self does no damage, missiles do.
Semantics. |

Lloyd Roses
Blue-Fire
313
|
Posted - 2013.11.09 15:44:00 -
[448] - Quote
Chessur wrote:
If you are seriously trying to justify to me that shooting 18 volleys faster, than the nice large magazine that i have now is a good idea, no. No gang is going to chase me around (nor would i want to be on field) For 40 seconds.
Many ships can catch a cerb. Navy cruisers (SFI, ScyFI, Nosprey come to mind), Cynabal, other HACs, T1 cruisrs, Rapier / Huggin. If you only load CN you are really limiting your options, and it shows your lack of understanding in missile mechanics, but more likely- the inexperience you have. 40 seconds of no DPS, is worse than being jammed, by a falcon again, and again, and again during an engagement.
The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*. |

Michael Harari
Genos Occidere HYDRA RELOADED
776
|
Posted - 2013.11.09 15:49:00 -
[449] - Quote
Rise, this isnt going to create "moments of tension." The caracal/cerb will no longer be able to perform in their roles. Since they dont do what we need them to do, they will be replaced by other ships. We arent going to sit around and say "well this is what we used to fly, so we have to find a way to get it to work. It will be "well the cerb isnt good anti-tackle anymore, what ship will we use to replace it."
What this will create is just different fleet comps where the cerbs and caracals are replaced by other ships that dont have a choice between 2 crippled weapon systems, and 1 short range brawling weapon system.
Furthermore, if you go ahead and look at the killboards of people posting in this thread, the majority of people for this change dont fly in anything resembling a small gang.
Source: I personally checked the last 3 months of every poster in the first 15 pages of this thread.
In addition, as said before, this makes RLMs more hated by everyone in the fight. This is a bad design for a weapon system designed to do consistent DPS. With inconsistent DPS, people will just move on to other weapons that do what we need, which is killing tackle when it is on top of us, not sometimes killing tackle and sometimes doing nothing. |

Phoenix Jones
Shockwave Innovations Surely You're Joking
249
|
Posted - 2013.11.09 15:51:00 -
[450] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
On the splitting of the weapons issue..
Nobody wants two groups of weapons. And people don't like the concept of having to press F2 along with F1.
Its silly, but thats basically what people are thinking.
"Wait.. i can't just fire Everything? I have to fire a first spread, then when its reloading, fire a 2nd?".
While tactically it is sound, in a game, people want to do as much frontloaded damage as they can "aka Alpha there target". Requiring people to conduct any actual maneuvering, tactics, or display of any knowledge is beyond the capability of the typical eve player. The above average player should have little issues of adjusting to the changes.
.. that accounts for 1% of the database. The other 99% will see it as a nerf because they can't fire Everything at once, and if they do, they may or maynot die.
Thats a chance people won't take or try to coordinate.
Good for alpha, bad for tactics, as people who believe they will get into combat (by some off chance they did not alpha the person) will not use these missile launchers.
|
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
956
|
Posted - 2013.11.09 15:51:00 -
[451] - Quote
Hatsumi Kobayashi wrote:Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. Didn't light missiles as a whole receive a slight damage buff recently?
Quite right, LMs were heavily buffed in Retribution. Typical Chessur spouting his mouth off again.  |

X'ret
Shirak SkunkWorks
15
|
Posted - 2013.11.09 15:51:00 -
[452] - Quote
Lloyd Roses wrote:The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*.
i suggest you to keep away from posting until you leave the primary school, or until you meet with the proper mental performance peoples has in that age. |

Deacon Abox
Justified Chaos
233
|
Posted - 2013.11.09 15:51:00 -
[453] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
. . . Hope this answers some of your concerns No. You totally skipped over those of us concerned that buffing these modules in any way will result in the extinction of frigates. 
As, Major Killz said, why don't you just do some direct slight nerf to the modules or the ammo instead? |

Hatsumi Kobayashi
Origin. Black Legion.
303
|
Posted - 2013.11.09 15:53:00 -
[454] - Quote
Major Killz wrote:Hatsumi Kobayashi wrote:Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. Didn't light missiles as a whole receive a slight damage buff recently? Yes. Hes being CUTE. I should pinch his cheeks! Technically rapid light missile launchers did not gain a damage bonus. The module it self does no damage, missiles do. Semantics.
The rest of his argument isn't wrong, though. |

Karle Tabot
State War Academy Caldari State
29
|
Posted - 2013.11.09 15:54:00 -
[455] - Quote
I have not fully digested this change, but I feel certain players like my main will be unfairly hurt.
One reason I came to this game was the game I had been playing had gotten to the point where substantial change had become the norm. I did not feel it did anything good for the game, but was in reality something the developers in game did to keep themselves in demand. I have kept tabs on that game since I left, and judging by its declining numbers, change for the sake of programmers' job security seems to have resulted in quite a substantial financial blow to their employer.
That upon rereading seems a bit harsh, but in a game with a learning curve like this, to make a change that seems to be pretty punitive to a player who has focused on missile training, especially when missiles for pvp already had many detractors.
I was pretty much throwing myself into investing in and learning this game, and now it feels like all that has gone to waste.
I am just one player, and matter not at all, but this seems to make it yet harder for new players to become old players, and makes me think before I continue investing here, I should instead consider getting in on the ground floor in some other game. |

Mole Guy
Xoth Inc
406
|
Posted - 2013.11.09 15:57:00 -
[456] - Quote
the idea of having their damage front loaded is pretty cool. this iteration isnt, but the idea is neat.
ive been a proponent of RLML and love the new RHML. i think guns should be broken up like that as well. one long range, one short range, and one a ship size down just like these rapids.
to this front loading thing. there needs to be a real benefit to using them. damage application isnt a function of the launcher, its a function of the missile (using light missiles for light ships, etc.).
upside to using them is they hit better. light missiles chasing a frig puts a hurting on it. heavies and cruise do nothing. down side is range and actual dps. sure they are faster, but i dont see them (RLML/lights) traveling 150+km like cruise.
they may have descent dps, but they are limited by range and hp (think defenders). if you wanna give them a longer reload time, im for it, but you need to raise the dps to equal what it is now. i think the idea of a gattling missile boat rawx... typical guy weapon...drop its load and done for a while (nap time)...
but it needs to put the missiles out while its operating....and they need to hit hard. a caracal (specialized frig killer) with RLML (specialized smaller ship weapon) should be able to shred an AF. i dont know how well these will do their job. to me, if one goes through THAT much trouble to target a specific ship, it had better shred that ship.
honestly, i think the RLML and RHML should be left alone. tweaked a tad maybe or tweak the missiles they spew.
the real thing would be to introduce a new line of launchers similar to ASB. if you want the front loaded dps, one could opt for that weapon style and set his ship up around it. you could make 4 new ones. two for missiles and two for rockets/hams.
i could just see a rapid ham launcher on a freakin phoon or something. would be a cruiser or hac nightmare. on this device, i could see a 40 second reload timer. i would use it even with such down time. it would mean the enemy had little time to rep, especially armored ships. with a long down time between rep cycles and the rep coming at the end, i dont see may armored ships surviving. a rapid rocket launcher on a sac or cyclone would mean ugly death for frigs. the sac could tank for hours and offload tons of dps (then wait 40 seconds). wash, rinse, repeat.
sustained dps is ok, but with these..i can see your train of thought. walk in, select a target and shred em. then recover. it would REALLY help solo pvp. i know people say it wont...as long as you keep dps (over the course of the fight) the same. higher front side, longer reload. the enemy wont get a chance to rep because your launchers will shred em first.
40 second shoot time, 40 second reload means 2x the dps while its active. to me it means you opponent will be in structure before they know what hit em. from there, they will be in pure survival mode. now, bring in ship 2,3 or in fleets roaming null sec and you will take everything down in mere seconds. as soon as they decloak, they give up their ghost.
but we cant drop dps. adjust it or make new modules is my vote. i would use the new modules, i think the idea is rad...
it would be good for incursions or pve too. one less enemy on the field dishing out dps while you reload. pick a target, shred em, reload...pick a target, shred em. plus the reload cycle would give guys a short break in between targets to setup for the next wave/attack.
but we cant loose dps.
to counter this (and not leave guns out), we could have a new rank 1 skill that would reduce the reload time of missiles and turrets.
lets not leave out guns. to have a gun system like this would be freakin awesome. a zealot with small, range bonused pulse lasers as an anti frig platform? i love it. or an apoc with heavy pulse? with a good ROF and tracking bonus (as medium sized/sig radius weapon, not large) and the power consumption of a medium weapon would be flat bad ass. |

Bouh Revetoile
TIPIAKS
417
|
Posted - 2013.11.09 16:03:00 -
[457] - Quote
Michael Harari wrote:Rise, this isnt going to create "moments of tension."
The caracal/cerb will no longer be able to perform in their roles. Since they dont do what we need them to do, they will be replaced by other ships. We arent going to sit around and say "well this is what we used to fly, so we have to find a way to get it to work. It will be "well the cerb isnt good anti-tackle anymore, what ship will we use to replace it."
Furthermore, if you go ahead and look at the killboards of people posting in this thread, the majority of people for this change dont fly in anything resembling a small gang.
Source: I checked the last 3 months of every poster in the first 15 pages of this thread.
In fact, in FW, these launchers will be even better than before, because they will remove frigates from the field twice as fast as before before they need to reload. Then, they'll simply warp off not too far while reloading, and come back to do the magic again. They will be *very* strong against frigate gang because they will be twice as deadly as before because of the front loaded dps and will need to be on field half the time they needed before.
It's basicaly anti-frigate arties with no tracking... At least now they won't be better at shooting cruisers than other missiles.
Also, for comparison, 1400mm arties have ~20s firing rate and nobody ever complained about it. And a you'll basicaly finish reloading in one warp.
As Rise mentioned, the only real drawback is the inability to swap ammo on the fly. I think this is fair to other missiles systems. |

Michael Harari
Genos Occidere HYDRA RELOADED
776
|
Posted - 2013.11.09 16:05:00 -
[458] - Quote
Like the issue here isnt RLMs are too good. Its that every other missile system is terrible for anything except brawling, so you force the ships to be always fit as death to frigates. If you actually had to give something up to fit RLMs (ie, if choosing to not fit HMLs was a real choice requiring thought) then you would see a lot more cerbs with hmls and doing **** damage to frigates.
Tl;dr add a "swarm" mode to HMLs, toggled by ammo choice, with a long reload after using swarm missiles. |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.09 16:06:00 -
[459] - Quote
Hatsumi Kobayashi wrote:Major Killz wrote:Hatsumi Kobayashi wrote:Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. Didn't light missiles as a whole receive a slight damage buff recently? Yes. Hes being CUTE. I should pinch his cheeks! Technically rapid light missile launchers did not gain a damage bonus. The module it self does no damage, missiles do. Semantics. The rest of his argument isn't wrong, though.
v0v
A lot of his arguments mirror my own or at least those I make to those IGÇÖm close with in game.
Most non-terrible pilots or those who have high level of understanding of game mechanics, dynamics and META often come to the same conclusions.
So I was not disagreeing with him. In fact I was and tend to ignore his post because he never posts anything I donGÇÖt know already or agree with. IGÇÖm a lot more interested in other viewpoints and those who disagree with me.
What IGÇÖd like to know is why some players believe light missiles in rapid missile launchers are overpowered. IGÇÖve been reading more and more of that point of view and this is the first time CCP has come out and said anything with regard to the state of that module. Was very surprised.
So, IGÇÖm waiting for the profound arguments for why the aforementioned module is overpowered. |

Chessur
Strontless Mistakes Fatal Ascension
216
|
Posted - 2013.11.09 16:14:00 -
[460] - Quote
Gypsio III wrote:Hatsumi Kobayashi wrote:Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. Didn't light missiles as a whole receive a slight damage buff recently? Quite right, LMs were heavily buffed in Retribution. Typical Chessur spouting his mouth off again. 
I said, Rapid ligh tmissile launchers- not light missiles never recieved a buff. Read the damn post moron. |
|

Lloyd Roses
Blue-Fire
315
|
Posted - 2013.11.09 16:15:00 -
[461] - Quote
X'ret wrote:Lloyd Roses wrote:The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*. i suggest you to keep away from posting until you leave the primary school, or until you meet with the proper mental performance peoples has in that age.
Please let me explain, I see in RLM primarily a weapon system to clear tackle (which is fast cruisers/HACs/frigs/ceptors) - and since they are generally moving pretty quickly, I usually use navy right away to avoid the 10sec reload if suddenly something really small lands close to me.
As such, clearing tackle off the other ships (for example fragile stuff like oracles/artynados) is imo way more important than the ability to shoot down a cruiser before reloading - a field of activity which is vastly enhanced by the ability to push out the same dps in little more than half the time.
The downside stated by chessur was the 40sec downtime in missile dps - now you can equalize that for the most part by splitting your launchers. It obviously is an ugly solution, but it is a solution to the dilemma of constantly applied dps. As Chessur pointed out, 90% dps in 50% the time is a terribly unusable thing comparing it to 10% more damage applied in twice the time, a statement I don't support. Higher burst is better - pls tell me in which cases applying a little more damage over a way longer interval beats burst damage, especially in a hit'n'run config.
One of the main points was that insane downtime, comparable to two jamcycles... I see it from another perspective: If there is jams on grid, my drastically increased RoF will now allow me to get more damage applied in between jamcycles, if they got jams within 50-70km projected onto me, jams are rather unlikely to miss, so I can just use those extremely long jamcycles to finish my extremely long reload while being without locks anyways. That is the main reason I cannot see the change in dps/no-dps times being an overwhelming issue and completely breaking.
Chessur linked his videos of him killing things in a NOsprey on the forums, and as I wanted to know what he was talking about, I ofc cheked them out, what I saw though was standard kiting in fast, linked ships against unorganized groups trying to get warp-ins/tackle on him with frigs and cruisers. Hinting that those actions weren't possible with those changes is simply not true.
On a sidenote: Doing statements about another person's intellect usually makes you look like a douchebag, so please keep it on topic and let your arguments speak. |

Chessur
Strontless Mistakes Fatal Ascension
216
|
Posted - 2013.11.09 16:16:00 -
[462] - Quote
Lloyd Roses wrote:Chessur wrote:
If you are seriously trying to justify to me that shooting 18 volleys faster, than the nice large magazine that i have now is a good idea, no. No gang is going to chase me around (nor would i want to be on field) For 40 seconds.
Many ships can catch a cerb. Navy cruisers (SFI, ScyFI, Nosprey come to mind), Cynabal, other HACs, T1 cruisrs, Rapier / Huggin. If you only load CN you are really limiting your options, and it shows your lack of understanding in missile mechanics, but more likely- the inexperience you have. 40 seconds of no DPS, is worse than being jammed, by a falcon again, and again, and again during an engagement.
The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*.
I fly with out links quite frequently in fact, and i would be 100% behind removing them from the game. What i am 0% behind however, is keeping them on grid only. That is a horrible idea- and i will argue against it all day erry day. |

Michael Harari
Genos Occidere HYDRA RELOADED
780
|
Posted - 2013.11.09 16:16:00 -
[463] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Rise, this isnt going to create "moments of tension."
The caracal/cerb will no longer be able to perform in their roles. Since they dont do what we need them to do, they will be replaced by other ships. We arent going to sit around and say "well this is what we used to fly, so we have to find a way to get it to work. It will be "well the cerb isnt good anti-tackle anymore, what ship will we use to replace it."
Furthermore, if you go ahead and look at the killboards of people posting in this thread, the majority of people for this change dont fly in anything resembling a small gang.
Source: I checked the last 3 months of every poster in the first 15 pages of this thread.
In fact, in FW, these launchers will be even better than before, because they will remove frigates from the field twice as fast as before before they need to reload. Then, they'll simply warp off not too far while reloading, and come back to do the magic again. They will be *very* strong against frigate gang because they will be twice as deadly as before because of the front loaded dps and will need to be on field half the time they needed before. It's basicaly anti-frigate arties with no tracking... At least now they won't be better at shooting cruisers than other missiles. Also, for comparison, 1400mm arties have ~20s firing rate and nobody ever complained about it. And a you'll basicaly finish reloading in one warp. As Rise mentioned, the only real drawback is the inability to swap ammo on the fly. I think this is fair to other missiles systems.
You generally cannot warp out and warp back when fighting inside a plex, unless your side is the one sitting on the warpin.
People complain about arty fire rate all the time. Its why we now have rail nullblobs instead of arty.
You dont need or want frontloaded dps against tackle. What you want is the ability to kill the frigate scramming your fleetmate now, instead of in 30s. The entire goddamn point is that it is consistent, applied dps. If you wanted to sometimes volley a frigate and sometimes do nothing, you could just sit in an oracle 50km behind your fleet. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
958
|
Posted - 2013.11.09 16:16:00 -
[464] - Quote
Chessur wrote:Gypsio III wrote:Hatsumi Kobayashi wrote:Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. Didn't light missiles as a whole receive a slight damage buff recently? Quite right, LMs were heavily buffed in Retribution. Typical Chessur spouting his mouth off again.  I said, Rapid ligh tmissile launchers- not light missiles never recieved a buff. Read the damn post moron.
The subject is RLMLs. Don't be any thicker than you already are, unless you have some magic RLMLs that shoot a different sort of missile.  |

Lloyd Roses
Blue-Fire
315
|
Posted - 2013.11.09 16:22:00 -
[465] - Quote
Chessur wrote:Lloyd Roses wrote:Chessur wrote:
If you are seriously trying to justify to me that shooting 18 volleys faster, than the nice large magazine that i have now is a good idea, no. No gang is going to chase me around (nor would i want to be on field) For 40 seconds.
Many ships can catch a cerb. Navy cruisers (SFI, ScyFI, Nosprey come to mind), Cynabal, other HACs, T1 cruisrs, Rapier / Huggin. If you only load CN you are really limiting your options, and it shows your lack of understanding in missile mechanics, but more likely- the inexperience you have. 40 seconds of no DPS, is worse than being jammed, by a falcon again, and again, and again during an engagement.
The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*. I fly with out links quite frequently in fact, and i would be 100% behind removing them from the game. What i am 0% behind however, is keeping them on grid only. That is a horrible idea- and i will argue against it all day erry day.
I strongly believe that links are a kewl idea that frequently disrupt the gameplay, though with ongridlinks them being actually targetable and normally commiting to fitting sacrifices, I doubt they'd be as annoying as the current invisible links. You can also just neut them out when within range :P |

Chessur
Strontless Mistakes Fatal Ascension
216
|
Posted - 2013.11.09 16:24:00 -
[466] - Quote
Lloyd Roses wrote:Chessur wrote:Lloyd Roses wrote:Chessur wrote:
If you are seriously trying to justify to me that shooting 18 volleys faster, than the nice large magazine that i have now is a good idea, no. No gang is going to chase me around (nor would i want to be on field) For 40 seconds.
Many ships can catch a cerb. Navy cruisers (SFI, ScyFI, Nosprey come to mind), Cynabal, other HACs, T1 cruisrs, Rapier / Huggin. If you only load CN you are really limiting your options, and it shows your lack of understanding in missile mechanics, but more likely- the inexperience you have. 40 seconds of no DPS, is worse than being jammed, by a falcon again, and again, and again during an engagement.
The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*. I fly with out links quite frequently in fact, and i would be 100% behind removing them from the game. What i am 0% behind however, is keeping them on grid only. That is a horrible idea- and i will argue against it all day erry day. I strongly believe that links are a kewl idea that frequently disrupt the gameplay, though with ongridlinks them being actually targetable and normally commiting to fitting sacrifices, I doubt they'd be as annoying as the current invisible links. You can also just neut them out when within range :P
So you are in favor of the numerically superior group, that is able to field and protect links- having yet another advantage vs the solo / small gang player? I wil never agree to gameplay like this. Either remove them, or keep them as they are. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1640
|
Posted - 2013.11.09 16:25:00 -
[467] - Quote
also i would like to suggests that rlml's aren't op
LML's are op, rlml's just inherit that.
Hit with bat please. |

Chessur
Strontless Mistakes Fatal Ascension
217
|
Posted - 2013.11.09 16:28:00 -
[468] - Quote
Gypsio III wrote:Chessur wrote:Gypsio III wrote:Hatsumi Kobayashi wrote:Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. Didn't light missiles as a whole receive a slight damage buff recently? Quite right, LMs were heavily buffed in Retribution. Typical Chessur spouting his mouth off again.  I said, Rapid ligh tmissile launchers- not light missiles never recieved a buff. Read the damn post moron. The subject is RLMLs. Don't be any thicker than you already are, unless you have some magic RLMLs that shoot a different sort of missile. 
I was speaking about the launchers specifically. The ammo itself recieved a paltry 10% bonus. We are talking about RLML's not light missiles i thought. I was speaking to the RLM's, which did not recieve any bonus and have been unchanged for years. If you seriously think that 10% bonus to the base ammo damage is what cause everyone to switch over to RLMs' you are wrong.
ASs michael harari already pointed out, there is simply no other option for cruiser based missiles systems. You are stuck with RLM's or nothing- that is why you see the proliferation.
Again CCP needs to get with the program, and fix HMLs / HAMs before worrying about RLMs |

Destoya
Sniggerdly Pandemic Legion
190
|
Posted - 2013.11.09 16:32:00 -
[469] - Quote
Personally, I think this change works out very well for what it's intended to do.
It no longer means that RLML are the best weapon system for cruisers by default without any competition, but instead pushes them to a new role and new feel which really hasnt been seen before. I think it's a buff in a lot of cases, especially for a smaller roaming gang of 5 caracals/sfi or something, with the new RLML they can absolutely shred a couple ships and then kite away under reload.
Sure it makes them weaker over extended periods of time, but I would certainly like to see how these play out in practice on the real server.
I think I would agree that it should be 10s reload when the launcher is full though to make changing ammo types not completely unviable (if this is even possible with eve code) |

JEFFRAIDER
Sniggerdly Pandemic Legion
281
|
Posted - 2013.11.09 16:37:00 -
[470] - Quote
ur such a role model |
|

Bouh Revetoile
TIPIAKS
417
|
Posted - 2013.11.09 16:39:00 -
[471] - Quote
Michael Harari wrote:You generally cannot warp out and warp back when fighting inside a plex, unless your side is the one sitting on the warpin.
People complain about arty fire rate all the time. Its why we now have rail nullblobs instead of arty.
You dont need or want frontloaded dps against tackle. What you want is the ability to kill the frigate scramming your fleetmate now, instead of in 30s. The entire goddamn point is that it is consistent, applied dps. If you wanted to sometimes volley a frigate and sometimes do nothing, you could just sit in an oracle 50km behind your fleet. These RLML will kill tackle twice as fast as before !
If you want prolonged and steady dps, HML will do it, or a destroyer, you know, the ships whose the role is to destroy frigates. Dictor have been horribly buffed BTW.
Oh, and your last sentence is interesting, because you are implying that larger ships are not interesting only because of the boring gameplay of large weapons, which is stupid.
I don't even see these RLML as nerfed considering the dps they will have before reload. I'm actually puzzled as people can't understand the advantage of removing the first frigates twice as fast as before. Bye Bye all active tanked frigate. Even twin MASB frigate tank will collapse under the fire of these RLML.
In fact, the more I think about it, the more I think these new RLML will be as OP as before and the solution is Garviel's one : just nerf light missiles and everything will be fine. |

Michael Harari
Genos Occidere HYDRA RELOADED
781
|
Posted - 2013.11.09 16:42:00 -
[472] - Quote
Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers |

Jaz Antollare
Deadly Loneliness
36
|
Posted - 2013.11.09 16:42:00 -
[473] - Quote
It will be definitely more interesting than rapid launchers that are now. And I like the idea of really long recharge and burst dps. |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.09 16:44:00 -
[474] - Quote
Garviel Tarrant wrote:also i would like to suggests that rlml's aren't op
LML's are op, rlml's just inherit that.
Hit with bat please.
Please enlighten us. Is this a ship stats + modules + hull bonus + ammunition and weapon system together is TO POWERFUL. Or! Is this a ammunition is overpowered argument? If the later then please explain in detail why that is; and if the former. Then things get complicated.
I have YET TO READ A DETAILED explanation AS TO WHY LIGHT MISSILES ARE OVERPOWERED. |

Bouh Revetoile
TIPIAKS
417
|
Posted - 2013.11.09 16:47:00 -
[475] - Quote
Chessur wrote:I was speaking about the launchers specifically. The ammo itself recieved a paltry 10% bonus. We are talking about RLML's not light missiles i thought. I was speaking to the RLM's, which did not recieve any bonus and have been unchanged for years. If you seriously think that 10% bonus to the base ammo damage is what cause everyone to switch over to RLMs' you are wrong.
ASs michael harari already pointed out, there is simply no other option for cruiser based missiles systems. You are stuck with RLM's or nothing- that is why you see the proliferation.
Again CCP needs to get with the program, and fix HMLs / HAMs before worrying about RLMs 10% damage bonus is significat. But on top of that, explosion radius have been reduced by 20%, and LML received huge fitting buff. But that's still a direct buff to RLML, and a huge one.
Light missiles have been insanely buffed as some kind of forgiveness for the needed HML nerf.
And HAM are still very powerful, and HML are now a long range weapon as it should be. But you can't ask a weapon with 30km range to be as powerful as blasters. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 16:48:00 -
[476] - Quote
Bouh Revetoile wrote: just nerf light missiles and everything will be fine.
LOL and after that please nerf rockets and cruise missiles because those are still usable. It's just so unfair that missile users are left with any missile system that's not total and utter garbage. |

Sergeant RL3
Garoun Investment Bank Gallente Federation
0
|
Posted - 2013.11.09 16:55:00 -
[477] - Quote
Michael Harari wrote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers
|

WaTeR Ubersnol
TURN LEFT
2
|
Posted - 2013.11.09 16:56:00 -
[478] - Quote
Michael Harari wrote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers
This ^^
Should show what kind of ******** idea it is to try to fix something thats not broken... |

rhiload Feron-drake
TURN LEFT
5
|
Posted - 2013.11.09 17:04:00 -
[479] - Quote
Quote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers |

Bouh Revetoile
TIPIAKS
417
|
Posted - 2013.11.09 17:12:00 -
[480] - Quote
Michael Harari wrote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers That's wrong unless you plan using them on cruisers with no bonus to RLML : effective rof for LML is 8,45s with ALLV ; versus 8,46 for new RLML. These numbers consider Rise stats to be ALLV stats BTW.
But the only cruisers without rof bonus to RLML are the Scythe Fleet Issue and the Osprey Navy Issue and you are completely denying the advantage of the front loaded dps which is as useful in fight to kill something as it is on AAR/ASB to survive a fight. |
|

Kane Fenris
NWP
114
|
Posted - 2013.11.09 17:14:00 -
[481] - Quote
Michael Harari wrote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers
if thats true its is really wired but maybe a solution if caras bonus was extended to lml ppl would have the choice between sustainded and peak dps on lm |

Michael Harari
Genos Occidere HYDRA RELOADED
782
|
Posted - 2013.11.09 17:15:00 -
[482] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers That's wrong unless you plan using them on cruisers with no bonus to RLML : effective rof for LML is 8,45s with ALLV ; versus 8,46 for new RLML. These numbers consider Rise stats to be ALLV stats BTW. But the only cruisers without rof bonus to RLML are the Scythe Fleet Issue and the Osprey Navy Issue and you are completely denying the advantage of the front loaded dps which is as useful in fight to kill something as it is on AAR/ASB to survive a fight.
You do realize that a cycle time of 8.45s is LESS than 8.46s, and that faster firing gives you MORE damage? |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 17:16:00 -
[483] - Quote
WaTeR Ubersnol wrote:Michael Harari wrote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers This ^^ Cause it seems Rise has already decided, more or less, perhaps possible solution could be in giving LML a 15% buff and reducing RLML reload time from 40 to 30 seconds? That way we are left with a choice, not as good but still choice to use a weapon system that can do sustained damage. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
676
|
Posted - 2013.11.09 17:16:00 -
[484] - Quote
Michael Harari wrote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers
If that does nto proove that somethign is very wrogn with these proposed changes.. then to hell with it.. just set all weapons attribute in eve with random dice, because nothing else matters. |

Michael Harari
Genos Occidere HYDRA RELOADED
782
|
Posted - 2013.11.09 17:17:00 -
[485] - Quote
Also, light missile destroyers will outdps RLM caracals, even with the caracal getting a damage module advantage |

Sal Landry
School of Applied Knowledge Caldari State
123
|
Posted - 2013.11.09 17:21:00 -
[486] - Quote
Michael Harari wrote:Also, light missile destroyers will outdps RLM caracals, even with the caracal getting a damage module advantage If you keep with this complaint line all you'll make them do is nerf LML's. CCP doesn't care about what you think of their Super Cool Idea, just look at the marauders thread. Hundreds of pages of feedback on a **** concept that pleased no one, but the devs thought it was a cool gimmick (just like rapid launchers are now a gimmick instead of a weapon system) so who gives a **** what anybody else thinks? |

Chessur
Strontless Mistakes Fatal Ascension
219
|
Posted - 2013.11.09 17:21:00 -
[487] - Quote
Bouh Revetoile wrote:Chessur wrote:I was speaking about the launchers specifically. The ammo itself recieved a paltry 10% bonus. We are talking about RLML's not light missiles i thought. I was speaking to the RLM's, which did not recieve any bonus and have been unchanged for years. If you seriously think that 10% bonus to the base ammo damage is what cause everyone to switch over to RLMs' you are wrong.
ASs michael harari already pointed out, there is simply no other option for cruiser based missiles systems. You are stuck with RLM's or nothing- that is why you see the proliferation.
Again CCP needs to get with the program, and fix HMLs / HAMs before worrying about RLMs 10% damage bonus is significat. But on top of that, explosion radius have been reduced by 20%, and LML received huge fitting buff. But that's still a direct buff to RLML, and a huge one. Light missiles have been insanely buffed as some kind of forgiveness for the needed HML nerf. And HAM are still very powerful, and HML are now a long range weapon as it should be. But you can't ask a weapon with 30km range to be as powerful as blasters.
we are not talking about LML, RLML. LMLs only recieved a very small fiting buff- either way, it has no relevance on our current converstaion.
Light missiles with a 10% bonus to base ammo damage is really not that significant TBFH.
HAM's are not powerful, because they cannot even hit cruisers for full damage, even with a web. They have no projection, have horrible fitting, and horrible application. Unless you are shooting BS or BC- get something else.
HML's have around the same range as RLML's. HMLs like HAM's have no damge application, and have no DPS. THey are bad. YOu clearly have no idea what you are talking about, so just stop. HAM's are nowhere near as 'powerful' as blaster, i don't even know what 'Powerful' means in this contex. Please stop. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 17:22:00 -
[488] - Quote
Niena Nuamzzar wrote:LOL and after that please nerf rockets and cruise missiles because those are still usable. It's just so unfair that missile users are left with any missile system that's not total and utter garbage. It's the same problem HML had. CCP when they buffed LML just made them new HML on frigate scale. I said it at that time. The problem is that missiles do constant damage over range, and doing the same damage than LR turrets with short range ammo up to max range without tracking issue is OP. |

Chessur
Strontless Mistakes Fatal Ascension
219
|
Posted - 2013.11.09 17:24:00 -
[489] - Quote
Michael Harari wrote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers
+1
|

Michael Harari
Genos Occidere HYDRA RELOADED
782
|
Posted - 2013.11.09 17:24:00 -
[490] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:LOL and after that please nerf rockets and cruise missiles because those are still usable. It's just so unfair that missile users are left with any missile system that's not total and utter garbage. It's the same problem HML had. CCP when they buffed LML just made them new HML on frigate scale. I said it at that time. The problem is that missiles do constant damage over range, and doing the same damage than LR turrets with short range ammo up to max range without tracking issue is OP.
Except none of that is true. With proper positioning and maneuvering, you can apply full turret dps to small ships moving fast. You cannot do that with missiles. You can headshot a taranis with an oracle. A taranis will take like 5 dps from cruise missiles, no matter how you position yourself. Also LR missile weapons do significant less dps than LR turrets. LR turrets even outdps SR turrets in some cases (ie, beam lasers) |
|

Chessur
Strontless Mistakes Fatal Ascension
219
|
Posted - 2013.11.09 17:27:00 -
[491] - Quote
Michael Harari wrote:Also, light missile destroyers will outdps RLM caracals, even with the caracal getting a damage module advantage
You almost wonder if Rise or Anyone at CCP knows what a calculator, or EFT is.... |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
676
|
Posted - 2013.11.09 17:28:00 -
[492] - Quote
Chessur wrote:Michael Harari wrote:Also, light missile destroyers will outdps RLM caracals, even with the caracal getting a damage module advantage You almost wonder if Rise or Anyone at CCP knows what a calculator, or EFT is....
The problem is exaclty that they just use a calculator. They clearly did not ran a discreete simmulation of this idea in operation on a very small fleet (includign solo) scenario |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 17:30:00 -
[493] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:LOL and after that please nerf rockets and cruise missiles because those are still usable. It's just so unfair that missile users are left with any missile system that's not total and utter garbage. It's the same problem HML had. CCP when they buffed LML just made them new HML on frigate scale. I said it at that time. The problem is that missiles do constant damage over range, and doing the same damage than LR turrets with short range ammo up to max range without tracking issue is OP. Ok, please explain to me the real difference here. If I'm using long range lasers and I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well? Zealot with Scorch comes to mind.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
676
|
Posted - 2013.11.09 17:32:00 -
[494] - Quote
Bouh Revetoile wrote:Michael Harari wrote:You generally cannot warp out and warp back when fighting inside a plex, unless your side is the one sitting on the warpin.
People complain about arty fire rate all the time. Its why we now have rail nullblobs instead of arty.
You dont need or want frontloaded dps against tackle. What you want is the ability to kill the frigate scramming your fleetmate now, instead of in 30s. The entire goddamn point is that it is consistent, applied dps. If you wanted to sometimes volley a frigate and sometimes do nothing, you could just sit in an oracle 50km behind your fleet. These RLML will kill tackle twice as fast as before ! If you want prolonged and steady dps, HML will do it, or a destroyer, you know, the ships whose the role is to destroy frigates. Dictor have been horribly buffed BTW. Oh, and your last sentence is interesting, because you are implying that larger ships are not interesting only because of the boring gameplay of large weapons, which is stupid. I don't even see these RLML as nerfed considering the dps they will have before reload. I'm actually puzzled as people can't understand the advantage of removing the first frigates twice as fast as before. Bye Bye all active tanked frigate. Even twin MASB frigate tank will collapse under the fire of these RLML. In fact, the more I think about it, the more I think these new RLML will be as OP as before and the solution is Garviel's one : just nerf light missiles and everything will be fine.
BEcause as we pointed with MATH. You can make some t1 frigate basically absorb ALL the damage a caracal can do before running out of juice. T2 frigates or faction frigates then its so easy that its a JOKE.
This change is a NERF also to killing tackle on the most common scenarios |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 17:33:00 -
[495] - Quote
Michael Harari wrote:Bouh Revetoile wrote:Niena Nuamzzar wrote:LOL and after that please nerf rockets and cruise missiles because those are still usable. It's just so unfair that missile users are left with any missile system that's not total and utter garbage. It's the same problem HML had. CCP when they buffed LML just made them new HML on frigate scale. I said it at that time. The problem is that missiles do constant damage over range, and doing the same damage than LR turrets with short range ammo up to max range without tracking issue is OP. Except none of that is true. With proper positioning and maneuvering, you can apply full turret dps to small ships moving fast. You cannot do that with missiles. You can headshot a taranis with an oracle. A taranis will take like 5 dps from cruise missiles, no matter how you position yourself. Also LR missile weapons do significant less dps than LR turrets. LR turrets even outdps SR turrets in some cases (ie, beam lasers) Thank you very much, good sir! |

Michael Harari
Genos Occidere HYDRA RELOADED
783
|
Posted - 2013.11.09 17:33:00 -
[496] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote:Niena Nuamzzar wrote:LOL and after that please nerf rockets and cruise missiles because those are still usable. It's just so unfair that missile users are left with any missile system that's not total and utter garbage. It's the same problem HML had. CCP when they buffed LML just made them new HML on frigate scale. I said it at that time. The problem is that missiles do constant damage over range, and doing the same damage than LR turrets with short range ammo up to max range without tracking issue is OP. Ok, please explain to me the real difference here. If I'm using long range lasers and I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well? Zealot with Scorch comes to mind.
With proper flying, you can hit frigates with oracles even. I was trying to get out from syndicate after that ccp event, and I was camped in by a taranis. I volleyed him to half hull and he immediately warped out.
With a missile ship, say a cruise phoon, he would have just ignored all my damage and easily tackled me. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 17:34:00 -
[497] - Quote
Chessur wrote:we are not talking about LML, RLML. LMLs only recieved a very small fiting buff- either way, it has no relevance on our current converstaion.
Light missiles with a 10% bonus to base ammo damage is really not that significant TBFH.
HAM's are not powerful, because they cannot even hit cruisers for full damage, even with a web. They have no projection, have horrible fitting, and horrible application. Unless you are shooting BS or BC- get something else.
HML's have around the same range as RLML's. HMLs like HAM's have no damge application, and have no DPS. THey are bad. YOu clearly have no idea what you are talking about, so just stop. HAM's are nowhere near as 'powerful' as blaster, i don't even know what 'Powerful' means in this contex. Please stop. You look like very scared someone could look at your precious light missiles...
Also, a hundred of a second is litteraly meaningless. 8,45 basicaly equal 8,46, moreover when you completely discard the whole idea behind the function of the weapon system.
@Michael Harari : Oh, I already heard that before... Yep, missiles are not turret and you can't alpha your target from afar, but LR turrets can't hit anything at shorter range. I know it and I hope you know it too ; there is already hundreds of pages of this debate in the HML nerf thread. What I'm saying is only that the situation is almost the same now with small LR weapons. I'm talking about facts and small LR weapons, not philosophy and large weapons. |

Michael Harari
Genos Occidere HYDRA RELOADED
783
|
Posted - 2013.11.09 17:35:00 -
[498] - Quote
Bouh Revetoile wrote: Also, a hundred of a second is litteraly meaningless. 8,45 basicaly equal 8,46, moreover when you completely discard the whole idea behind the function of the weapon system.
So what you are saying is I can fit frigate weapons to my cruiser, do more dps, and have pretty much all of my fitting to do whatever I want with?
Edit: Also, some LR weapons have better tracking than some SR weapons. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 17:40:00 -
[499] - Quote
Michael Harari wrote: With proper flying, you can hit frigates with oracles even. I was trying to get out from syndicate after that ccp event, and I was camped in by a taranis. I volleyed him to half hull and he immediately warped out.
With a missile ship, say a cruise phoon, he would have just ignored all my damage and easily tackled me.
Yep, true. I was in Oracle, camping suspects at Jita undock and with 3 sebo it's super easy to oneshot so many small things from 20 km up to 60 or more. We're talking large guns here guys - no missile ship can do the same so please stop shitting around how much missiles are OP. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
40
|
Posted - 2013.11.09 17:40:00 -
[500] - Quote
One of the main differences between missiles and other weapon systems is the flexibility. I would really like to see the new additions embrace this philosophy, rather than restricting it.
Being able to change the damage type only works effectively on some ships, where they don't have a static bonus to one damage type from the hull. I was excited when some of the recent changes gave back some of this flexibility, like with the Scythe Fleet Issue, and Navy Drake. Adjusting damage type isn't the only time you might want to missiles during a fight however.
Changing between Fury/Precision missiles and Navy can be done to maximize the damage done against small or large targets, and fast or slow moving. Right now I don't think these are used as much as they should be, though that may speak more to balance of the T2 missiles, than having the option.
FoF missiles are used when jammed or sensor dampened. Just recently in Curse I was fighting a kiting Drake using FoF missiles once he was jammed, and it effectively forced away our support ships.
I like the idea of being able to front-load damage at the expense of reload time. I also think the opposite would be appealing under certain circumstances - to be able to reload smaller batches of missiles faster, to take advantage of the ability to switch missiles more often.
Having the flexibility for a tradeoff between reload time and sustained DPS seems like a great option for a new missile rig or module. Thinking forward, I think this would be the best way to introduce such a mechanic.
I would suggest that if the RHML is to be added, that it be done under the v1 configuration, so it has the flexibility to be used in PvP and PvE; in both short, and sustained battles. Don't just add the Rapid Launchers and restrict them to only a specific type of engagement. It would be a waste. |
|

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 17:41:00 -
[501] - Quote
Kagura Nikon wrote:BEcause as we pointed with MATH. You can make some t1 frigate basically absorb ALL the damage a caracal can do before running out of juice. T2 frigates or faction frigates then its so easy that its a JOKE.
This change is a NERF also to killing tackle on the most common scenarios You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that.
And if you have a problem with link, that's not the good thread to complain about them.
On the most common scenario, the tackle will die in mere seconds or gtfo as soon as it see the Caracal.
I'd like these RLML to not be as OP as the ASB was BTW. |

Kaeda Maxwell
Calamitous-Intent
231
|
Posted - 2013.11.09 17:43:00 -
[502] - Quote
Bouh Revetoile wrote:Chessur wrote:we are not talking about LML, RLML. LMLs only recieved a very small fiting buff- either way, it has no relevance on our current converstaion.
Light missiles with a 10% bonus to base ammo damage is really not that significant TBFH.
HAM's are not powerful, because they cannot even hit cruisers for full damage, even with a web. They have no projection, have horrible fitting, and horrible application. Unless you are shooting BS or BC- get something else.
HML's have around the same range as RLML's. HMLs like HAM's have no damge application, and have no DPS. THey are bad. YOu clearly have no idea what you are talking about, so just stop. HAM's are nowhere near as 'powerful' as blaster, i don't even know what 'Powerful' means in this contex. Please stop. You look like very scared someone could look at your precious light missiles... Also, a hundred of a second is litteraly meaningless. 8,45 basicaly equal 8,46, moreover when you completely discard the whole idea behind the function of the weapon system. @Michael Harari : Oh, I already heard that before... Yep, missiles are not turret and you can't alpha your target from afar, but LR turrets can't hit anything at shorter range. I know it and I hope you know it too ; there is already hundreds of pages of this debate in the HML nerf thread. What I'm saying is only that the situation is almost the same now with small LR weapons. I'm talking about facts and small LR weapons, not philosophy and large weapons.
And then what? If this nerf goes through I can switch from a Caracal to a Naracal fit heavies and do exactly the same as I do in a RLML caracal now, sadly it'll be 5 times as expensive ISK wise. At that point when I'm shelling out ISK anyway cruise launchers with precision on a Phoon are more attractive (they'll deal with tackle just fine, go try it on SiSi if you don't believe me) and then once everybody catches on to that we'll nerf cruises back into uselessness again, because god forbid a missile system would actually do reliable damage.
At least we'll still have rockets ey? Back to frigates I go I guess. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 17:46:00 -
[503] - Quote
Niena Nuamzzar wrote:Ok, please explain to me the real difference here. If I'm using long range lasers and I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well? Zealot with Scorch comes to mind.
There is a huge difference between what you plan to do or what you woud like to do and what actually happen on the battlefield. That why we talk about eft warrioring and eft-dps : everything is different in an actual fight.
Also, as soon as there is even the smallest transversal velocity, turret dps start to fall. It's simple in fact : tracking work exactly like if you were in falloff, but with 0m/s optimal tracking. |

Michael Harari
Genos Occidere HYDRA RELOADED
783
|
Posted - 2013.11.09 17:47:00 -
[504] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:BEcause as we pointed with MATH. You can make some t1 frigate basically absorb ALL the damage a caracal can do before running out of juice. T2 frigates or faction frigates then its so easy that its a JOKE.
This change is a NERF also to killing tackle on the most common scenarios You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that. And if you have a problem with link, that's not the good thread to complain about them. On the most common scenario, the tackle will die in mere seconds or gtfo as soon as it see the Caracal. I'd like these RLML to not be as OP as the ASB was BTW.
An unlinked interceptor takes 100 dps from a caracal shooting precision missiles. Precision missiles however, without range rigs are unlikely to hit a ceptor orbiting at max point range. With CN missiles, its about 70 dps. You can do 5.3k damage to a mwding stiletto with CN missiles before you run out of ammo. If you pretend you can hit it with precisions, you can do 7.2k.
A stiletto has 6.9k ehp.
A RLM caracal will be unable to kill even a single interceptor before having to reload. And this is with 3x bcs on the caracal, and no links on the stiletto. Also no heat on the stiletto - with heat on the mwd it takes significantly less damage, and with heat on the point it can evade precision missiles entirely. |

Ganthrithor
GoonWaffe Goonswarm Federation
744
|
Posted - 2013.11.09 17:47:00 -
[505] - Quote
Has this developmentally-challenged proposal been retracted yet? |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
103
|
Posted - 2013.11.09 17:48:00 -
[506] - Quote
CCP Rise wrote:I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
Here I was thinking this was a feedback thread and that your users might have complaints that're actually listened to about you turning their weapons systems into more ancillary bullshit.
Quote:I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Of course you don't think 40 ******* seconds to swap ammo types is a ******* showstopper. This is your pet ancillary garbage. Your users, however, are telling you differently. Listen to them.
Quote:Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Whatever, you just wanted an excuse to introduce more ancillary garbage. It's been pointed out over and over that the only reason RLML ships are prevalent currently is because of the absolute dumpster tier damage application of Heavies. RLML are already low dps and you're desperately seeking any reason to call them OP rather than face the reality that its heavies that need the rework (yet again).
The point of the feedback is supposed to be that your ******* users don't have to suffer through you introducing absolute garbage and then *eventually* tweaking it. Ease of doing so or not. You've received your feedback, stop ignoring it.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 17:49:00 -
[507] - Quote
Bouh Revetoile wrote: You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that.
You can do almost the same to any BS with cruise missiles or torps. Damage application is so bad to small stuff that practically there is not much difference. |

Chessur
Strontless Mistakes Fatal Ascension
219
|
Posted - 2013.11.09 17:50:00 -
[508] - Quote
Kaeda Maxwell wrote:Bouh Revetoile wrote:Chessur wrote:we are not talking about LML, RLML. LMLs only recieved a very small fiting buff- either way, it has no relevance on our current converstaion.
Light missiles with a 10% bonus to base ammo damage is really not that significant TBFH.
HAM's are not powerful, because they cannot even hit cruisers for full damage, even with a web. They have no projection, have horrible fitting, and horrible application. Unless you are shooting BS or BC- get something else.
HML's have around the same range as RLML's. HMLs like HAM's have no damge application, and have no DPS. THey are bad. YOu clearly have no idea what you are talking about, so just stop. HAM's are nowhere near as 'powerful' as blaster, i don't even know what 'Powerful' means in this contex. Please stop. You look like very scared someone could look at your precious light missiles... Also, a hundred of a second is litteraly meaningless. 8,45 basicaly equal 8,46, moreover when you completely discard the whole idea behind the function of the weapon system. @Michael Harari : Oh, I already heard that before... Yep, missiles are not turret and you can't alpha your target from afar, but LR turrets can't hit anything at shorter range. I know it and I hope you know it too ; there is already hundreds of pages of this debate in the HML nerf thread. What I'm saying is only that the situation is almost the same now with small LR weapons. I'm talking about facts and small LR weapons, not philosophy and large weapons. And then what? If this nerf goes through I can switch from a Caracal to a Naracal fit heavies and do exactly the same as I do in a RLML caracal now, sadly it'll be 5 times as expensive ISK wise. At that point when I'm shelling out ISK anyway cruise launchers with precision on a Phoon are more attractive (they'll deal with tackle just fine, go try it on SiSi if you don't believe me) and then once everybody catches on to that we'll nerf cruises back into uselessness again, because god forbid a missile system would actually do reliable damage. At least we'll still have rockets ey? Back to frigates I go I guess.
Sadly the navy caracal- even with perfect skills, a T2 rigor- still has shitt DPS and application to smaller targets (even with the built in 5% applicaiton bonus.) HML's just don't have the base damage like cruise to, to make them at least some what viable.
I am sorry if i seem scared, I am trying to sound ******* pissed off. If this goes through, i have wasted so much of my skill time in useless ****- That i want my SP reimbursed. HML, HAM, RLM, RHML, are all going to be ******* useless. Sadly so are many of the ships I enjoy flying now, are being thrown into PvP obscurity. If you play, and care about this game (as i do) of course I am going to be up in arms about his. First it was HML nerfs, then TE nerfs, now RLM nerfs. MIssile pilots are getting ****** over hard here. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.09 17:54:00 -
[509] - Quote
Michael Harari wrote:Bouh Revetoile wrote:Kagura Nikon wrote:BEcause as we pointed with MATH. You can make some t1 frigate basically absorb ALL the damage a caracal can do before running out of juice. T2 frigates or faction frigates then its so easy that its a JOKE.
This change is a NERF also to killing tackle on the most common scenarios You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that. And if you have a problem with link, that's not the good thread to complain about them. On the most common scenario, the tackle will die in mere seconds or gtfo as soon as it see the Caracal. I'd like these RLML to not be as OP as the ASB was BTW. An unlinked interceptor takes 100 dps from a caracal shooting precision missiles. Precision missiles however, without range rigs are unlikely to hit a ceptor orbiting at max point range. With CN missiles, its about 70 dps. You can do 5.3k damage to a mwding stiletto with CN missiles before you run out of ammo. If you pretend you can hit it with precisions, you can do 7.2k. A stiletto has 6.9k ehp. A RLM caracal will be unable to kill even a single interceptor before having to reload. And this is with 3x bcs on the caracal, and no links on the stiletto. Also no heat on the stiletto - with heat on the mwd it takes significantly less damage, and with heat on the point it can evade precision missiles entirely.
That is what i have been trying to explain, and I am surprised how hard is to peopel to realize that. |

Viceorvirtue
The Hatchery Team Liquid
10
|
Posted - 2013.11.09 17:55:00 -
[510] - Quote
Rise, did you seriously say you had no idea that people actually used fofs? From my understanding you used to be a solo and smallgang pvper and I find it incredibly hard to believe that you've never seen the benefit to fofs at all especially with rlms. It completely floors me and the only reason I can think of that you would say this is because you don't use fofs, don't know anyone who does use fofs, or just don't believe fofs are actually ever worth using, or some combination of the three.
If it has anything to do with not believing fofs are worth using then perhaps buff them in some way to make them a more viable choice in your mind. Many people would say that buffing fofs would likely be a horrible idea as it could easily make them too powerful but since you are clear that nobody really uses them these people are obviously crazy or something.
I really dislike how you want to force this change through and your response only solidifies my concern that this change is going to happen regardless of what the playerbase, or anyone who flys these ships often enough to understand the advantages and disadvantages will tell you. Being able to no longer swap ammo reliably not being a deal breaker, being useless for an extended amount of time as 'interesting and tension creating', it seems that you're balancing based on the amount of people using something and not giving any attention to why they are using it.
If this change happens, ask yourself if someone would rather have all the new disadvantages of rlm or just use a different ship. If I wanted to pick off frigates there are weaponsystems such as arty that allow me to do that without being pigeon holed into x amount of shots then useless for 40 seconds, or being unable to swap ammo types. If I want to play the role of antitackle then I can just as easily get and omen, rail thorax, even an arty rupture and still have far far more flexibility than these proposed rlms. I will never be unable to shoot a target for fear of being caught in an insanely long reload, I will be able to swap ammo types freely with minimal inconvience (especially as the omen and thorax) and even though my damage would not be frontloaded, it actually lets me play the role of anti tackle to a much greater effect, while still allowing me to shoot heavier ships without worry.
Now the thing that you seem to forget is that the omen, thorax, arty rupture all can presently be viably used in place of the caracal in most fleets. The major reason you have rlms so prevalent is that they are very easy to train into and are amazing ships for new players even when they have lower support skills. They dont require t2 guns as lasers do for scorch, they dont require multiple support skills to be filled out such as rails and arty for tracking, dmg, rof. These new players then can go straight into a cerb, which means even less training time as they already have an easily skilled into weapon system, they get cruiser 5 along the way which benefits the caracal, and other than navigation/capacitor they have no reason to branch out so much to make advanced fits work.
With the rlm change new players would have to learn when to shoot, wether or not to split guns, and a number of other things that no other ships have to worry about. I would much rather advise a newer player against rlms with this change because even though something like lasers take more sp to get into it keeps you from dealing with any of the problems rlms will have, and you can still do the same thing as the caracal, only better because you don't have to worry about a 40 second reload. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 17:57:00 -
[511] - Quote
Bouh Revetoile wrote: There is a huge difference between what you plan to do or what you woud like to do and what actually happen on the battlefield. That why we talk about eft warrioring and eft-dps : everything is different in an actual fight.
Also, as soon as there is even the smallest transversal velocity, turret dps start to fall. It's simple in fact : tracking work exactly like if you were in falloff, but with 0m/s optimal tracking.
I'll just repeat myself - as long as I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well as with missiles? The thing here is, with turrets you can fly in such a way to mitigate transversal velocity, which you cannot do with missiles. If your missile signature radius is too large and your explosion velocity too low, you can just screw yourself. |

Chessur
Strontless Mistakes Fatal Ascension
219
|
Posted - 2013.11.09 18:00:00 -
[512] - Quote
Kagura Nikon wrote:Michael Harari wrote:Bouh Revetoile wrote:Kagura Nikon wrote:BEcause as we pointed with MATH. You can make some t1 frigate basically absorb ALL the damage a caracal can do before running out of juice. T2 frigates or faction frigates then its so easy that its a JOKE.
This change is a NERF also to killing tackle on the most common scenarios You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that. And if you have a problem with link, that's not the good thread to complain about them. On the most common scenario, the tackle will die in mere seconds or gtfo as soon as it see the Caracal. I'd like these RLML to not be as OP as the ASB was BTW. An unlinked interceptor takes 100 dps from a caracal shooting precision missiles. Precision missiles however, without range rigs are unlikely to hit a ceptor orbiting at max point range. With CN missiles, its about 70 dps. You can do 5.3k damage to a mwding stiletto with CN missiles before you run out of ammo. If you pretend you can hit it with precisions, you can do 7.2k. A stiletto has 6.9k ehp. A RLM caracal will be unable to kill even a single interceptor before having to reload. And this is with 3x bcs on the caracal, and no links on the stiletto. Also no heat on the stiletto - with heat on the mwd it takes significantly less damage, and with heat on the point it can evade precision missiles entirely. That is what i have been trying to explain, and I am surprised how hard is to peopel to realize that.
99% of eve players are ******** and bad. 99% Of the people posting in this trhread, have little to no small gang/ solo experience- or RLML use CCP Rise ignoring the feedback forum. and pushing through a pointless, and needlessly stupid change
News at 11'
|

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 18:01:00 -
[513] - Quote
Kaeda Maxwell wrote:And then what? If this nerf goes through I can switch from a Caracal to a Naracal fit heavies and do exactly the same as I do in a RLML caracal now, sadly it'll be 5 times as expensive ISK wise. At that point when I'm shelling out ISK anyway cruise launchers with precision on a Phoon are more attractive (they'll deal with tackle just fine, go try it on SiSi if you don't believe me) and then once everybody catches on to that we'll nerf cruises back into uselessness again, because god forbid a missile system would actually do reliable damage.
At least we'll still have rockets ey? Back to frigates I go I guess. Actually God must had forbidden people to understand how things work.
So I'll explain it again : the fundamental difference between turret and missiles is that missiles do reliable and constant dps whereas turret dps is heavily affected by fly paths and relative speed.
You can avoid both weapon system damages, and speed play an important factor for both of them. The only difference is that missile damage avoidance is passive whereas turret damage avoidance is active.
So, missiles indeed have less ways to avoid damage avoidance than turrets, but they also have less ways to be avoided to begin with, so that balances out.
Hence why you can make some fit completely immune to missiles ; that is the equivalent of some piloting techniques making some ships completely immune to turrets. It's passive versus active, and that is the inherant design phylosophy behind turrets and missiles. Complaining about this is the same as complaining about drones being destroyable.
In the end, what is left for comparison is the dps over range graph and the ability to avoid the weapon damage in common scenarios, not in edge case scenarios.
So please drop the AB+speed+implant+fleet booster fit designed to avoid missile damage, because 1) that work exactly as it should ; and 2) this kind of fit will evade turret dps too anyway.
PS to Michael Harari : an unlinked interceptor will never be hit by any turret unless he make a piloting mistake. |

Colman Dietmar
Red Federation RvB - RED Federation
17
|
Posted - 2013.11.09 18:01:00 -
[514] - Quote
Kagura Nikon wrote:Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that!
You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour.
Try the kiting T1 cruisers, like omen or thorax, with 10-15k EHP and you'll see what I mean. Combat cruisers may survive, but kiting ones have pretty much no way of beating a caracal after these changes. |

Michael Harari
Genos Occidere HYDRA RELOADED
786
|
Posted - 2013.11.09 18:03:00 -
[515] - Quote
Bouh Revetoile wrote:
PS to Michael Harari : an unlinked interceptor will never be hit by any turret unless he make a piloting mistake.
This is why nobody has ever killed an interceptor ever.
Also my fit was mwd, single speed mod, and then mse, dcu, extender rigs. A 100% standard fit, not designed in any way to avoid missile damage. I didnt even swap to asb which would reduce signature and increase the total eehp. |

Colman Dietmar
Red Federation RvB - RED Federation
17
|
Posted - 2013.11.09 18:04:00 -
[516] - Quote
Kagura Nikon wrote:Its nota BUFF> its a massive NERF>. It will not have enough capacity to kil2 (pun intended) well fit frigates
I was talking about T1 frigs. After the resistance nerf, I don't think even a punisher can have 10k ehp, so what are you talking about, T2 frigs? Those that cost more than a well-fit caracal, each? And it goes against the two of them and still kills one? Sounds pretty OP to me. |

Kasumi 'Goto
Federal Navy Academy Gallente Federation
8
|
Posted - 2013.11.09 18:04:00 -
[517] - Quote
I agree with those that say this will probably make rapid lights nonviable for solo warfare. However, i like the sound of the possibilities for gorilla warfare. I think these new rapid lights will provide caldari the option of moving out in small groups and hitting there enemies very hard especially larger targets and from range, if need be, then running away. Caldari after all are a gorilla warfare faction hence the use of missiles and ECM. Except, the rapid heavies I am skeptical of because to do that with BS's which are big and slow is counterproductive to the idea of hit and run. Especially with the upcoming warp changes. I can see how it would be useful in terms of its dps and range, which can apply much more of its dps on smaller faster targets than torps. However, if it requires a reload its practically a death sentence and why would you use a BS for this when rapid lights would do better and with much cheaper ships. If you plan to use them against larger targets such as BS's then why not just use torps. I am just not seeing the possibility for rapid heavies with these changes.
Unless, I am missing something. |

Sekeris
Order of Celestial Knights S I L E N T.
7
|
Posted - 2013.11.09 18:05:00 -
[518] - Quote
I do not approve of this change.
You already lose range and dmg for application, which is the same as going from say 250mm rails down to 150mm rails. You lose the option to make some fits work where the small fitting requirements of the rapid launchers are your only option if you want tank or buffer also. Missiles are already not very good in the application of thier paper dps, requiring target painters, rigs and the like. Even a heavy missile, which is supposed to be a anti-cruiser weapon rarely applies its full dmg to anything other then BS size hulls, or overtanked (high sig) shield BC.
I do agree that some ships are too powerfull with these missles, but that is mostly with the ship bonus for extra range. It would be better to look at some of the hulls instead of the weapon system. To get the range to be effective with these you should require rigs. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 18:06:00 -
[519] - Quote
Niena Nuamzzar wrote:I'll just repeat myself - as long as I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well as with missiles? The thing here is, with turrets you can fly in such a way to mitigate transversal velocity, which you cannot do with missiles. If your missile signature radius is too large and your explosion velocity too low, you can just screw yourself. The only way to know your actuel turret dps is to shoot at a static target (not moving) while being immobile too, or to record the time you take from the first shot to killing blow, and then calculating ehp/time.
That's why AC are far better than they look on paper ; and that's the main difference with missiles : with missiles, if you know the fit, you know the dps you will apply. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.09 18:06:00 -
[520] - Quote
Colman Dietmar wrote:Kagura Nikon wrote:Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that!
You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour. Try the kiting T1 cruisers, like omen or thorax, with 10-15k EHP and you'll see what I mean. Combat cruisers may survive, but kiting ones have pretty much no way of beating a caracal after these changes.
I will left you to check for yourself. But I ran numbers andmy standard cheaply fit sttaber (not fleet issue, the normal one) that I use for kiting can survive to the cdamage capacity of a CERBERUS if it overheat just 1 module.
Surviving the caracal woudl not even be a problem. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
791
|
Posted - 2013.11.09 18:06:00 -
[521] - Quote
Colman Dietmar wrote:Kagura Nikon wrote:Its nota BUFF> its a massive NERF>. It will not have enough capacity to kil2 (pun intended) well fit frigates I was talking about T1 frigs. After the resistance nerf, I don't think even a punisher can have 10k ehp, so what are you talking about, T2 frigs? Those that cost more than a well-fit caracal, each? And it goes against the two of them and still kills one? Sounds pretty OP to me.
It kills none of them. |

Ganthrithor
GoonWaffe Goonswarm Federation
746
|
Posted - 2013.11.09 18:06:00 -
[522] - Quote
But guys don't you see? Ships that perform absurdly well for under 60 seconds at a time and then become completely useless are edgy and emergent and not a stupid gimmick at all! You can always only use half your weapons, guys! Why don't you love this idea? |

Chessur
Strontless Mistakes Fatal Ascension
219
|
Posted - 2013.11.09 18:07:00 -
[523] - Quote
Bouh Revetoile wrote:Kaeda Maxwell wrote:And then what? If this nerf goes through I can switch from a Caracal to a Naracal fit heavies and do exactly the same as I do in a RLML caracal now, sadly it'll be 5 times as expensive ISK wise. At that point when I'm shelling out ISK anyway cruise launchers with precision on a Phoon are more attractive (they'll deal with tackle just fine, go try it on SiSi if you don't believe me) and then once everybody catches on to that we'll nerf cruises back into uselessness again, because god forbid a missile system would actually do reliable damage.
At least we'll still have rockets ey? Back to frigates I go I guess. Actually God must had forbidden people to understand how things work. So I'll explain it again : the fundamental difference between turret and missiles is that missiles do reliable and constant dps whereas turret dps is heavily affected by fly paths and relative speed. You can avoid both weapon system damages, and speed play an important factor for both of them. The only difference is that missile damage avoidance is passive whereas turret damage avoidance is active. So, missiles indeed have less ways to avoid damage avoidance than turrets, but they also have less ways to be avoided to begin with, so that balances out. Hence why you can make some fit completely immune to missiles ; that is the equivalent of some piloting techniques making some ships completely immune to turrets. It's passive versus active, and that is the inherant design phylosophy behind turrets and missiles. Complaining about this is the same as complaining about drones being destroyable. In the end, what is left for comparison is the dps over range graph and the ability to avoid the weapon damage in common scenarios, not in edge case scenarios. So please drop the AB+speed+implant+fleet booster fit designed to avoid missile damage, because 1) that work exactly as it should ; and 2) this kind of fit will evade turret dps too anyway. PS to Michael Harari : an unlinked interceptor will never be hit by any turret unless he make a piloting mistake.
This comparison has been made a thousand times- MIssiles do an extreamly low DPS to fast moving frigs. HMLS and gob forbid hams are far worse. What is the point of hitting a frigate for 30 DPS?
THese are the FUNDIMENTAL differneces between turrets and launchers. It does not make launchers OP, nor does it make turrets OP because they can alpha a frig off the field. Stop talking out of your ass. Your KB is pathetic, and you have no idea what youa re talking about.
Yes i have killed linked intys with turret ships. Its all about learning how to fly your own turret ship, and reduce transversal through your own MWD heating and piloting. Also strong drop is OP.
So please, just stop talking about something you have little to no experience in. Stop regurgitating old talking points that have little relevance on this discussion, and stop pretnding like this is a missile vs turret thread, when it is just simply about RLMs. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.09 18:07:00 -
[524] - Quote
Colman Dietmar wrote:Kagura Nikon wrote:Its nota BUFF> its a massive NERF>. It will not have enough capacity to kil2 (pun intended) well fit frigates I was talking about T1 frigs. After the resistance nerf, I don't think even a punisher can have 10k ehp, so what are you talking about, T2 frigs? Those that cost more than a well-fit caracal, each? And it goes against the two of them and still kills one? Sounds pretty OP to me.
A punisher can have 14k ehp. That is about max a caracal can dish. Sicen the damage applied will NOT be 100%, the punisher will survive. |

Kaeda Maxwell
Calamitous-Intent
231
|
Posted - 2013.11.09 18:09:00 -
[525] - Quote
Bouh Revetoile wrote: So please drop the AB+speed+implant+fleet booster fit designed to avoid missile damage, because 1) that work exactly as it should ; and 2) this kind of fit will evade turret dps too anyway.
Have you been in lowsec recently? Your killboard suggest you have, but your comments suggest otherwise.
|

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 18:11:00 -
[526] - Quote
Michael Harari wrote:Bouh Revetoile wrote:
PS to Michael Harari : an unlinked interceptor will never be hit by any turret unless he make a piloting mistake.
This is why nobody has ever killed an interceptor ever. Also my fit was mwd, single speed mod, and then mse, dcu, extender rigs. A 100% standard fit, not designed in any way to avoid missile damage. I didnt even swap to asb which would reduce signature and increase the total eehp. My last interceptor died to torpedos because I've been stupid.
You can web, paint, scram or neutra the inty to kill it with either missiles or turrets. The problem here comes from the interceptor, not the missiles.
So please, stop with edge cases.
PS : HAM actually have better damage application than HM since the HML nerf. I'm still puzzled missile users still haven't discovered it. |

Michael Harari
Genos Occidere HYDRA RELOADED
791
|
Posted - 2013.11.09 18:12:00 -
[527] - Quote
A stiletto mwding around you at 30k is not an edge case.
An edge case would be the HG halo, linked maldiction with 10k ehp. That takes about 30 dps from a caracal. |

MinutemanKirk
Quantum Cats Syndicate Samurai Pizza Cats
25
|
Posted - 2013.11.09 18:14:00 -
[528] - Quote
I for one would like to support the change.
First, if flying in a frig, one of the few cruisers I won't tackle by myself as soon as I see it (QCATS has a 10% ROE) to wait for friends is a Caracal simply because I have no idea if it will be HML or RLML fit. Almost no other weapon system has as much potential for DPS against both frigs AND cruisers. Even other medium systems that do work can usually be countered by range or transversal far more easily than RLMs.
Furthermore by using RLML in their current state, most cruisers sacrifice very little DPS but then have the capacity to greatly enhance their defensive EHP (or allow for easier fitting of things like oversized AB's).
Finally, I would like to support it because it allows small frig gangs (2-6) a chance to actually take on a weapon system designed to counter them (again, like using better transversal or range on other medium weapon) because of the reload time. While this will suck for a single, roaming cruiser because it will have to choose one way or the other as to what missiles it will bring, even then there are ways around it. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 18:17:00 -
[529] - Quote
So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.
So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.
I see. |

Michael Harari
Genos Occidere HYDRA RELOADED
791
|
Posted - 2013.11.09 18:18:00 -
[530] - Quote
MinutemanKirk wrote: I have no idea if it will be HML or RLML fit.
Have you tried looking? |
|

Michael Harari
Genos Occidere HYDRA RELOADED
791
|
Posted - 2013.11.09 18:19:00 -
[531] - Quote
Bouh Revetoile wrote:So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.
So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.
I see.
Id like to be able to kill a tackle ship, with a dedicated antitackle ship with bonuses to anti-frigate weapons, in less than 90s. The RLM caracal as currently proposed, cannot do that. It will take about 2 minutes at best. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.09 18:21:00 -
[532] - Quote
Bouh Revetoile wrote:So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.
So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.
I see.
Nope we want to be able to kill a stupid cruiser that we are able to outplay him . We never asked to be able to win a damage race againt other cruiser. That is why peopel use Rpids nowadays.
On other hand the weapon is advertised as to kill frigates, and as some pointed it will do a very bad work on that as well. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 18:23:00 -
[533] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:I'll just repeat myself - as long as I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well as with missiles? The thing here is, with turrets you can fly in such a way to mitigate transversal velocity, which you cannot do with missiles. If your missile signature radius is too large and your explosion velocity too low, you can just screw yourself. The only way to know your actuel turret dps is to shoot at a static target (not moving) while being immobile too, or to record the time you take from the first shot to killing blow, and then calculating ehp/time. You can predict your approximate turret dps with experience, regarding your target size, distance, direction and speed and ofc knowing your own speed, direction and gun stats. The main difference here is that with turrets you can do something about your limitations, which you cannot do as good with missiles.
Quote: That's why AC are far better than they look on paper ; and that's the main difference with missiles : with missiles, if you know the fit, you know the dps you will apply.
Not true, I may know my HAM Cerb has 620 or 730dps using CN Scourge or Scourge Rage missiles but applied damage will depend heavily on my target size and speed so I can really know nothing in advance. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.09 18:23:00 -
[534] - Quote
Michael Harari wrote:Bouh Revetoile wrote:So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.
So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.
I see. Id like to be able to kill a tackle ship, with a dedicated antitackle ship with bonuses to anti-frigate weapons, in less than 90s. The RLM caracal as currently proposed, cannot do that. It will take about 2 minutes at best.
The funny part is that a caracal, as you pointed earlier, usign LIGHT missile laucnher.. might be able to do it...
Yeahh incredbly well designed weapon.
Its like as if the military edveloped a new anti tank warhead capable of trespassing 90% of the armor thickness fo ANY tank, structure or battleship.. 90%.. but enver go trough the armro to kill anyone inside... :/ |

Tsukinosuke
Id Est
7
|
Posted - 2013.11.09 18:23:00 -
[535] - Quote
CCP Rise wrote: 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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps[/b]
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
good dps with fair cost.. i like the idea.. |

MinutemanKirk
Quantum Cats Syndicate Samurai Pizza Cats
25
|
Posted - 2013.11.09 18:23:00 -
[536] - Quote
Michael Harari wrote:MinutemanKirk wrote: I have no idea if it will be HML or RLML fit. Have you tried looking?
*is shocked* I can actually look at other ships?!
Of course I do (and I usually engage anyway) but that's not the point. The point is that on almost no other cruiser do I have to do that. Not to mention that the reverse is true as well: if I'm in a lightweight cruiser, I don't know if if will be RML with a 100mn AB or if it will be a brawling HAM fit.
I'm of the opinion that in lowsec, especially in 1v1's or small gangs and especially in cheaper ships, if you have to sit and look at a target and weigh the options for 2 minutes before engaging, you are doing it wrong. :) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.09 18:24:00 -
[537] - Quote
MinutemanKirk wrote:I for one would like to support the change.
First, if flying in a frig, one of the few cruisers I won't tackle by myself as soon as I see it (QCATS has a 10% ROE) to wait for friends is a Caracal simply because I have no idea if it will be HML or RLML fit. Almost no other weapon system has as much potential for DPS against both frigs AND cruisers. Even other medium systems that do work can usually be countered by range or transversal far more easily than RLMs.
Furthermore by using RLML in their current state, most cruisers sacrifice very little DPS but then have the capacity to greatly enhance their defensive EHP (or allow for easier fitting of things like oversized AB's).
Finally, I would like to support it because it allows small frig gangs (2-6) a chance to actually take on a weapon system designed to counter them (again, like using better transversal or range on other medium weapon) because of the reload time. While this will suck for a single, roaming cruiser because it will have to choose one way or the other as to what missiles it will bring, even then there are ways around it.
Well they do sacrifice a LOT of dps between HAMS and rapids.
The fact is peopel are thinkign on the HAMS as the standad missiel to use and the rapids as the specialization, but currently eve is the other way around. You want to b versatile, use rapids. You sure you huntign a BC? get hams. |

Lloyd Roses
Blue-Fire
317
|
Posted - 2013.11.09 18:26:00 -
[538] - Quote
Would it actually be possible to have RLML/RHML:
- reload from ammo X to ammo Y within a short timeframe, and reloading only as many charges as there were before
and a different
- extremely long reload (40sec) to get all those 20ish charges back in there?
Like there is currently a reload and a reload all button, so something like a third option labeled *switch* instead of reload, that would just reload a few missiles (quickly). |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 18:28:00 -
[539] - Quote
Michael Harari wrote:Id like to be able to kill a tackle ship, with a dedicated antitackle ship with bonuses to anti-frigate weapons, in less than 90s. The RLM caracal as currently proposed, cannot do that. It will take about 2 minutes at best. No, you are not asking to kill a tackle ship, you are asking to kill a specialized tackle ship designed for speed and survivability with a bonus to MWD signature radius.
The average frigate don't have any of the abilities an interceptor have.
PS : the true anti frigate ships are destroyers BTW. |

MinutemanKirk
Quantum Cats Syndicate Samurai Pizza Cats
25
|
Posted - 2013.11.09 18:28:00 -
[540] - Quote
Kagura Nikon wrote: Well they do sacrifice a LOT of dps between HAMS and rapids.
The fact is peopel are thinkign on the HAMS as the standad missiel to use and the rapids as the specialization, but currently eve is the other way around. You want to b versatile, use rapids. You sure you huntign a BC? get hams.
Fair point. I was actually thinking of HMLs when I mentioned DPS difference. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
791
|
Posted - 2013.11.09 18:30:00 -
[541] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Id like to be able to kill a tackle ship, with a dedicated antitackle ship with bonuses to anti-frigate weapons, in less than 90s. The RLM caracal as currently proposed, cannot do that. It will take about 2 minutes at best. No, you are not asking to kill a tackle ship, you are asking to kill a specialized tackle ship designed for speed and survivability with a bonus to MWD signature radius. The average frigate don't have any of the abilities an interceptor have.
So basically, anti-tackle should not be able to kill tackle? Because this stiletto fit is not designed to avoid missile dps in anyway. In fact it even has shield rigs which blow up the signature. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 18:33:00 -
[542] - Quote
Michael Harari wrote:So basically, anti-tackle should not be able to kill tackle? It might be fun to have a weapon able to one shot any interceptor on grid don't you think ? Like an anti interceptor doomsday weapon. Is that what you are asking for ? |

Michael Harari
Genos Occidere HYDRA RELOADED
791
|
Posted - 2013.11.09 18:34:00 -
[543] - Quote
Bouh Revetoile wrote:Michael Harari wrote:So basically, anti-tackle should not be able to kill tackle? It might be fun to have a weapon able to one shot any interceptor on grid don't you think ? Like an anti interceptor doomsday weapon. Is that what you are asking for ?
Im asking for a ship fit to kill frigates to be able to kill a single interceptor in less than 2-3 minutes, for a start, or at least force the interceptor to do any sort of piloting besides pressing mwd, point, orbit. |

Dalikah
TURN LEFT
11
|
Posted - 2013.11.09 18:35:00 -
[544] - Quote
Just to reply to your latest post Rise:
The 40s reload timer: Do you really feel like a 40s period of not being able to effectively defend yourself against tackle is not a deal-breaker, when an Interceptor is going to be able to pass 2 systems and tackle you in this amount of time with Rubicon? And why would one ever invest 2-300m ISK into a HAC that can do nothing but warp in, kill a few Frigates and is then either useless for 40s or forced off? The same problem comes with the inability to switch ammo efficently, an Enyo can appear basically out of nowhere within seconds, render your kinetic missiles useless and force a reload - good luck kiting long enough to reload and kill an MWD-bonused AF.
Also, yes, RLML deal a whole lot of damage to MWDing T1-frigs, and a reasonable amount to AFs, but have you ever actually looked at a DPS graph against a properly fitted Interceptor backed up by the Rubicon changes? A current 3x BCU Cerberus does 90 DPS to a Malediction using faction missiles, which means it would take almost 40 seconds (or 30s with precision) to kill it . That sounds reasonable and well balanced, why does it have to change? Yes, nice, it will take less time with the ROF changes, but you-¦re not going to kill more than 1-2 before you have to reload, which is nothing but a bad joke (this also assumes no links, no heat and ignores the greatly reduced range through the Ceptor-¦s high speed). And this is just about the Cerberus, the by far highest-DPS RLML platform - others like Caracal and Fleet Scythe would suffer even more.
You also state that the front-loaded DPS and ridiculous reload will bring "new kinds of decision making" and "spikes of tension", which basically translates to more tactical gameplay. This is simply completely false. Missiles in general already tend to offer slightly less tactical and piloting options than turret ships in return for a more reliable dps output, just because the whole mechanics around transversal and maneuvers to force people into taking more damage from your weapons do not really exist in missile based combat. Instead, you have the immunity to tracking disruption, resistance to ECM and damps via FoFs as well as (semi-)fully selectable damagetypes - your changes would make all of those bar the td-immunity more or less obsolete in the heat of a fight. This leaves us with a very dull and stale weapon system, that basically only allows 1 tactic: choose ammo, warp in, try to gank the lowest ehp ship(s), burn off/warp off/die. This offers no diversity, no ability to react to changing circumstances in a reasonable amount of time (i.e. new incoming tackle, need of max (fury) dps, etc), simply no interesting nor challenging gameplay.
If you really feel like RLML are slightly overpowered in their current state (I don-¦t see people shooting monuments over RLML so they can-¦t be ridiculously strong and need a nerf into the ground, like you proposed here), then reduce their damage application and volley by a little, then see how things go.
I appreciate the fact that you want to try out new ideas and concepts, and the basic idea of front-loaded dps or swarm-missiles surely has potential, but it-¦s nothing to bring up 1.5 weeks before the patch goes live, nor something to replace "normal" launchers with - throw them onto Singularity along with tweaks to the "normal" RLML, give people time to test them out. gather data, adjust accordingly and consider a further rebalancing of RLML with Rubicon 1.1 (the changes in powergrid need already are a bit of nerf for now, aren-¦t they). You even basically admitted yourself that making such drastic changes to a popular weapon does bring a lot of problems with it if not part of the future entire module/weapon tiericide and rebalancing - so please take yourself some time and think about your ideas again. In fact, with the shifts of the Eve meta towards Cruisers/HACs and away from battlecruisers, reverting the nerf to HML application might be an interesting move on Singularity to see how people react and adapt, and then look at RLML again and ask yourself if they really are/were too strong, or the other medium sized missile systems too weak. |

Kaeda Maxwell
Calamitous-Intent
231
|
Posted - 2013.11.09 18:37:00 -
[545] - Quote
Bouh Revetoile wrote:So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.
So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.
I see.
Kill a cruiser in a 1vs1 in a rlml caracal, yes maybe if I manage to kite it long enough, but that's by no means certain, far from it.
But if say a dual LSE, triple magstab Thorax (like the fit that used to be flown by a certain somebody that is now employed by CCP) were to get on top of my Cara (which it certainly can with good piloting) and starts injecting about ~550 dps (before drones!) into my poor cara I have just about enough time to say a hail mary before I'll be warping my pod out. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 18:37:00 -
[546] - Quote
Michael Harari wrote:Bouh Revetoile wrote:Michael Harari wrote:So basically, anti-tackle should not be able to kill tackle? It might be fun to have a weapon able to one shot any interceptor on grid don't you think ? Like an anti interceptor doomsday weapon. Is that what you are asking for ? Im asking for a ship fit to kill frigates to be able to kill a single interceptor in less than 2-3 minutes, for a start, or at least force the interceptor to do any sort of piloting besides pressing mwd, point, orbit. Fit more anti-frigate things then ? Like rigor and TP ?
Otherwise that look like an Iwin button you are asking for. Realize that if your ship is able to do that, *no* frigate, whatever she does, will be able to fly in the range of your ship. That actually is an anti-frigate doomsday weapon with no 10 minutes timer. |

rhiload Feron-drake
TURN LEFT
5
|
Posted - 2013.11.09 18:44:00 -
[547] - Quote
Dalikah wrote:Just to reply to your latest post Rise:
The 40s reload timer: Do you really feel like a 40s period of not being able to effectively defend yourself against tackle is not a deal-breaker, when an Interceptor is going to be able to pass 2 systems and tackle you in this amount of time with Rubicon? And why would one ever invest 2-300m ISK into a HAC that can do nothing but warp in, kill a few Frigates and is then either useless for 40s or forced off? The same problem comes with the inability to switch ammo efficently, an Enyo can appear basically out of nowhere within seconds, render your kinetic missiles useless and force a reload - good luck kiting long enough to reload and kill an MWD-bonused AF.
Also, yes, RLML deal a whole lot of damage to MWDing T1-frigs, and a reasonable amount to AFs, but have you ever actually looked at a DPS graph against a properly fitted Interceptor backed up by the Rubicon changes? A current 3x BCU Cerberus does 90 DPS to a Malediction using faction missiles, which means it would take almost 40 seconds (or 30s with precision) to kill it . That sounds reasonable and well balanced, why does it have to change? Yes, nice, it will take less time with the ROF changes, but you-¦re not going to kill more than 1-2 before you have to reload, which is nothing but a bad joke (this also assumes no links, no heat and ignores the greatly reduced range through the Ceptor-¦s high speed). And this is just about the Cerberus, the by far highest-DPS RLML platform - others like Caracal and Fleet Scythe would suffer even more.
You also state that the front-loaded DPS and ridiculous reload will bring "new kinds of decision making" and "spikes of tension", which basically translates to more tactical gameplay. This is simply completely false. Missiles in general already tend to offer slightly less tactical and piloting options than turret ships in return for a more reliable dps output, just because the whole mechanics around transversal and maneuvers to force people into taking more damage from your weapons do not really exist in missile based combat. Instead, you have the immunity to tracking disruption, resistance to ECM and damps via FoFs as well as (semi-)fully selectable damagetypes - your changes would make all of those bar the td-immunity more or less obsolete in the heat of a fight. This leaves us with a very dull and stale weapon system, that basically only allows 1 tactic: choose ammo, warp in, try to gank the lowest ehp ship(s), burn off/warp off/die. This offers no diversity, no ability to react to changing circumstances in a reasonable amount of time (i.e. new incoming tackle, need of max (fury) dps, etc), simply no interesting nor challenging gameplay.
If you really feel like RLML are slightly overpowered in their current state (I don-¦t see people shooting monuments over RLML so they can-¦t be ridiculously strong and need a nerf into the ground, like you proposed here), then reduce their damage application and volley by a little, then see how things go.
I appreciate the fact that you want to try out new ideas and concepts, and the basic idea of front-loaded dps or swarm-missiles surely has potential, but it-¦s nothing to bring up 1.5 weeks before the patch goes live, nor something to replace "normal" launchers with - throw them onto Singularity along with tweaks to the "normal" RLML, give people time to test them out. gather data, adjust accordingly and consider a further rebalancing of RLML with Rubicon 1.1 (the changes in powergrid need already are a bit of nerf for now, aren-¦t they). You even basically admitted yourself that making such drastic changes to a popular weapon does bring a lot of problems with it if not part of the future entire module/weapon tiericide and rebalancing - so please take yourself some time and think about your ideas again. In fact, with the shifts of the Eve meta towards Cruisers/HACs and away from battlecruisers, reverting the nerf to HML application might be an interesting move on Singularity to see how people react and adapt, and then look at RLML again and ask yourself if they really are/were too strong, or the other medium sized missile systems too weak.
gg
|

Michael Harari
Genos Occidere HYDRA RELOADED
794
|
Posted - 2013.11.09 18:44:00 -
[548] - Quote
Bouh Revetoile wrote: Fit more anti-frigate things then ? Like rigor and TP ?
Otherwise that look like an Iwin button you are asking for. Realize that if your ship is able to do that, *no* frigate, whatever she does, will be able to fly in the range of your ship. That actually is an anti-frigate doomsday weapon with no 10 minutes timer.
Ok you now have a cruiser that can kill a single interceptor assuming the interceptor isnt linked, doesnt have implants, doesnt have an asb instead of mse, doesnt have thermodynamics injected and you have a full clip of faction missiles with the right damage type.
If any of those things arent true, you still cant kill a single interceptor before you have to reload.
Edit: Also assuming its an interceptor that isnt tank bonused and its the only interceptor on field (so they cant just swap points after you fire 3 shots) |

Loki Vice
Ministry of War Amarr Empire
57
|
Posted - 2013.11.09 18:45:00 -
[549] - Quote
this is pretty much the worst idea you've ever thrown out "hey guys armor hacs are unreasonably hard to kill for missile battleships let's add a module that would be helpful, then nerf it into oblivion before it even has a chance" and the RLM change? seriously? gg the cerbs one use in pvp. |

Chessur
Strontless Mistakes Fatal Ascension
219
|
Posted - 2013.11.09 18:48:00 -
[550] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Bouh Revetoile wrote:Michael Harari wrote:So basically, anti-tackle should not be able to kill tackle? It might be fun to have a weapon able to one shot any interceptor on grid don't you think ? Like an anti interceptor doomsday weapon. Is that what you are asking for ? Im asking for a ship fit to kill frigates to be able to kill a single interceptor in less than 2-3 minutes, for a start, or at least force the interceptor to do any sort of piloting besides pressing mwd, point, orbit. Fit more anti-frigate things then ? Like rigor and TP ? Otherwise that look like an Iwin button you are asking for. Realize that if your ship is able to do that, *no* frigate, whatever she does, will be able to fly in the range of your ship. That actually is an anti-frigate doomsday weapon with no 10 minutes timer.
Do you have any idea how stupid you are making yourself look? |
|

roigon
Calamitous-Intent
60
|
Posted - 2013.11.09 18:55:00 -
[551] - Quote
re: killing interceptors.
As a interceptor you simply don't get close to a fleet with anti-frig missile ships. A fleet of caracals or talwars is simply death for a fleet interceptor. But this also is nothing new. Rapiers and (web) loki's and curse's to a certain extent where already death for a fleet interceptor. Having ships in the game that will murder your fleet ceptor has always been the case, nothing new.
It certainly doesn't mean the above mentioned ships are immune to getting tackled, we still have hard tackle AF"s, bubbles, arazu's, lachisesesses, (point) proteusesseseses. etc..
high speed, high explosion missile systems hurt lightly tanked ships that go fast, more news at 11. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 18:56:00 -
[552] - Quote
Chessur wrote:Do you have any idea how stupid you are making yourself look? Nope. Please tell me more about it. :-)
Oh, and side question : how do you call a weapon able to kill *any* frigate 30km around the ship in less than 30s ? |

Michael Harari
Genos Occidere HYDRA RELOADED
794
|
Posted - 2013.11.09 18:59:00 -
[553] - Quote
Bouh Revetoile wrote:Chessur wrote:Do you have any idea how stupid you are making yourself look? Nope. Please tell me more about it. :-) Oh, and side question : how do you call a weapon able to kill *any* frigate 30km around the ship in less than 30s ?
Why do you keep saying 30s? A RLM caracal will take 6 or 7 times that to kill a ceptor (a standard fit ceptor without links or implants) |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 19:05:00 -
[554] - Quote
Michael Harari wrote:Bouh Revetoile wrote:Chessur wrote:Do you have any idea how stupid you are making yourself look? Nope. Please tell me more about it. :-) Oh, and side question : how do you call a weapon able to kill *any* frigate 30km around the ship in less than 30s ? Why do you keep saying 30s? A RLM caracal will take 6 or 7 times that to kill a ceptor (a standard fit ceptor without links or implants) Because *you* asked for it. Should I quote it before you edit ? |

Michael Harari
Genos Occidere HYDRA RELOADED
794
|
Posted - 2013.11.09 19:08:00 -
[555] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Bouh Revetoile wrote:Chessur wrote:Do you have any idea how stupid you are making yourself look? Nope. Please tell me more about it. :-) Oh, and side question : how do you call a weapon able to kill *any* frigate 30km around the ship in less than 30s ? Why do you keep saying 30s? A RLM caracal will take 6 or 7 times that to kill a ceptor (a standard fit ceptor without links or implants) Because *you* asked for it. Should I quote it before you edit ?
Please do |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 19:09:00 -
[556] - Quote
Michael Harari wrote:Please do Too late. :-( |

Michael Harari
Genos Occidere HYDRA RELOADED
794
|
Posted - 2013.11.09 19:11:00 -
[557] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Please do Too late. :-(
Unfortunately for you, the time at which posts are edited is clearly marked above every post, by mousing over the "edited by" flag. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 19:26:00 -
[558] - Quote
Michael Harari wrote:Bouh Revetoile wrote:Michael Harari wrote:Please do Too late. :-( Unfortunately for you, the time at which posts are edited is clearly marked above every post, by mousing over the "edited by" flag. Indeed, my mistake.
Yet, you are asking a missiles cruiser to kill the fastest ship in game with MWD signature bonus ; basicaly a ship design to avoid missile damages.
The question is more about what should be the counter to interceptors than about RLML themselves. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
7
|
Posted - 2013.11.09 19:38:00 -
[559] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
Why do you even ask for player input if you interpret both positive and negative feedback as validation of your approach? I don't use RLMLs. I have no vested interest in keeping "a slightly over-powered weapon system". I also think trying to balance RLMLs and RHMLs in one broad pass is just sloppy and a tad bit lazy. RHMLs will have almost no purpose in this form. RLMLs may remain useful (though I doubt it) but with the current state of HMs, and the fact that range and explosion bonuses won't apply, there will be virtually no reason to use RHMLs with these changes. Why come out with a new module and then make it useless? It doesn't compute.
Also when you nerf sustained dps 15-20% you are hurting PVE uses massively. Does PVE not even enter your mind when you do these balance changes? |

Michael Harari
Genos Occidere HYDRA RELOADED
795
|
Posted - 2013.11.09 19:43:00 -
[560] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Bouh Revetoile wrote:Michael Harari wrote:Please do Too late. :-( Unfortunately for you, the time at which posts are edited is clearly marked above every post, by mousing over the "edited by" flag. Indeed, my mistake. Yet, you are asking a missiles cruiser to kill the fastest ship in game with MWD signature bonus ; basicaly a ship design to avoid missile damages. The question is more about what should be the counter to interceptors than about RLML themselves.
Your mistake that you accused me of saying something and editing my posts to cover it up? |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 19:48:00 -
[561] - Quote
I really hope Rise will at least listen to some really good solo-ers from Exodus or Hydra. Perhaps he's now an expert with fittings and stats being a dev and all but I remember him saying differently doing "bringing solo back" so idk... when one is not sure exactly what to do and how giving some time and thinking twice is never a bad thing. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 19:49:00 -
[562] - Quote
Michael Harari wrote:Your mistake that you accused me of saying something and editing my posts to cover it up? Yup, this one and the 30s which are 90s, which is a bit different. But I think people don't really care about your e-honour. |

Michael Harari
Genos Occidere HYDRA RELOADED
796
|
Posted - 2013.11.09 19:53:00 -
[563] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Your mistake that you accused me of saying something and editing my posts to cover it up? Yup, this one and the 30s which are 90s, which is a bit different. But I think people don't really care about your e-honour.
I think you are just trying to score points or something with arguing, and resorting to claiming im editing posts behind your back, because you have basically no idea how small gang pvp works. |

X'ret
Shirak SkunkWorks
16
|
Posted - 2013.11.09 19:58:00 -
[564] - Quote
I have absolutely no idea whats wrong with all of you. What are we talking about exactly?
EVE made for spaceships, to fly and SHOOT with spaceships, shoot to npc's and each other. 90% of the basic gameplay is spend to warping all around the space, the remaining 10% is everything else together, including action (pvp, pve, mining lol), and its only a part of that small percentage . Why the hell you playing with the numbers people?? Who the f*ck wana wait 40sec after changing ammo to activate his highslot, when a ceptor will make a 70au warp within 15seconds??!! There is nothing to talk about, its the most horrible idea i've heard about for long time. Garbage. All of you lost your medicine?? Surely this game isnt time vampire and slow enough, we need 40sec reload/ammo changing timers too, in the middle of action!
BRAVO ! |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
8
|
Posted - 2013.11.09 20:05:00 -
[565] - Quote
X'ret wrote:I have absolutely no idea whats wrong with all of you. What are we talking about exactly?
EVE made for spaceships, to fly and SHOOT with spaceships, shoot to npc's and each other. 90% of the basic gameplay is spend to warping all around the space, the remaining 10% is everything else together, including action (pvp, pve, mining lol), and its only a part of that small percentage . Why the hell you playing with the numbers people?? Who the f*ck wana wait 40sec after changing ammo to activate his highslot, when a ceptor will make a 70au warp within 15seconds??!! There is nothing to talk about, its the most horrible idea i've heard about for long time. Garbage. All of you lost your medicine?? Surely this game isnt time vampire and slow enough, we need 40sec reload/ammo changing timers too, in the middle of action!
BRAVO !
The vast majority of us really don't like the idea. Who exactly are you addressing? |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
974
|
Posted - 2013.11.09 20:08:00 -
[566] - Quote
I'm almost completely certain he's addressing CCP.
As for Rise considering PvE applications of RLMLs, I wouldn't count on the PvE applications of anything being a high priority to anyone at CCP. Except maybe CCP Ytterbium. |

Ion Blacknight
EVE University Ivy League
19
|
Posted - 2013.11.09 20:11:00 -
[567] - Quote
I do wish CCP would stop making ridiculously sweeping changes to established ships and weapon systems. It is not 'realistic' or logical. When a technology is improved, the previous technology does not disappear into thin air (especially when the previous technology is better). If you want to make a sweeping change, make it an upgraded option and keep the older version. That is how technology advances. So basically you cannot undock alone now with your one-load Caracal wonder.
I believe technology changes should be integrated into the game and announced by in-game corps and they should be additions to existing technology. |

Unsuccessful At Everything
The Troll Bridge
7157
|
Posted - 2013.11.09 20:12:00 -
[568] - Quote
Obligatory DAM U CCP Y U NERF TENGU comment.
Because as we all know, any change to any missile nerfs the Tengu somehow. |

X'ret
Shirak SkunkWorks
16
|
Posted - 2013.11.09 20:12:00 -
[569] - Quote
Zvaarian the Red wrote:X'ret wrote:I have absolutely no idea whats wrong with all of you. What are we talking about exactly?
EVE made for spaceships, to fly and SHOOT with spaceships, shoot to npc's and each other. 90% of the basic gameplay is spend to warping all around the space, the remaining 10% is everything else together, including action (pvp, pve, mining lol), and its only a part of that small percentage . Why the hell you playing with the numbers people?? Who the f*ck wana wait 40sec after changing ammo to activate his highslot, when a ceptor will make a 70au warp within 15seconds??!! There is nothing to talk about, its the most horrible idea i've heard about for long time. Garbage. All of you lost your medicine?? Surely this game isnt time vampire and slow enough, we need 40sec reload/ammo changing timers too, in the middle of action!
BRAVO ! The vast majority of us really don't like the idea. Who exactly are you addressing?
Many of us talking about dps loss, situational things, rate of fire etc. When a GM check this thread what hes thinking/see (over sh*t on it from 2km distance), what? They think here is anything to talk about, anything to discuss, but its NOT TRUE!
This is what i want to let you understand!
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
10
|
Posted - 2013.11.09 20:23:00 -
[570] - Quote
Unsuccessful At Everything wrote:Obligatory DAM U CCP Y U NERF TENGU comment.
Because as we all know, any change to any missile nerfs the Tengu somehow.
It pretty much is for anyone who used RLMLs on their Tengu. |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
10
|
Posted - 2013.11.09 20:28:00 -
[571] - Quote
X'ret wrote:Zvaarian the Red wrote:X'ret wrote:I have absolutely no idea whats wrong with all of you. What are we talking about exactly?
EVE made for spaceships, to fly and SHOOT with spaceships, shoot to npc's and each other. 90% of the basic gameplay is spend to warping all around the space, the remaining 10% is everything else together, including action (pvp, pve, mining lol), and its only a part of that small percentage . Why the hell you playing with the numbers people?? Who the f*ck wana wait 40sec after changing ammo to activate his highslot, when a ceptor will make a 70au warp within 15seconds??!! There is nothing to talk about, its the most horrible idea i've heard about for long time. Garbage. All of you lost your medicine?? Surely this game isnt time vampire and slow enough, we need 40sec reload/ammo changing timers too, in the middle of action!
BRAVO ! The vast majority of us really don't like the idea. Who exactly are you addressing? Many of us talking about dps loss, situational things, rate of fire etc. When a GM check this thread what hes thinking/see (over sh*t on it from 2km distance), what? They think here is anything to talk about, anything to discuss, but its NOT TRUE! This is what i want to let you understand!
If I'm understanding you correctly you are saying that the idea is bad. Period. And therefore isn't worthy of discussion. Unfortunately, CCP disagrees and has the power to enact these changes. I agree that the idea has almost no merit presently, but it has to be discussed because the people in charge think it does have merit. |

X'ret
Shirak SkunkWorks
16
|
Posted - 2013.11.09 20:41:00 -
[572] - Quote
Yes, when i used the word garbage it was suppose to mean this is a very bad idea^^. Like i told dozen times in this thread bfor. |

Mhari Dson
Lazy Brothers Inc
74
|
Posted - 2013.11.09 20:56:00 -
[573] - Quote
Zvaarian the Red wrote:CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns Why do you even ask for player input if you interpret both positive and negative feedback as validation of your approach? I don't use RLMLs. I have no vested interest in keeping "a slightly over-powered weapon system". I also think trying to balance RLMLs and RHMLs in one broad pass is just sloppy and a tad bit lazy. RHMLs will have almost no purpose in this form. RLMLs may remain useful (though I doubt it) but with the current state of HMs, and the fact that range and explosion bonuses won't apply, there will be virtually no reason to use RHMLs with these changes. Why come out with a new module and then make it useless? It doesn't compute. Also when you nerf sustained dps 15-20% you are hurting PVE uses massively. Does PVE not even enter your mind when you do these balance changes?
PvE doesn't exsist to the devs, they don't know how to do it or even consider it a valid option for eve gameplay. |

Wiu Ming
Dracos Dozen
58
|
Posted - 2013.11.09 20:57:00 -
[574] - Quote
Kat Ayclism wrote:CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit. You really need it expanded that that long of a reload time on a WEAPONS system is freaking horrid? Yeah weapon types are situational and all, but this change makes the situation you'd ever want to use these in basically none. I wouldn't ever use this garbage when I could just use something else- hell, anything else that doesn't have a 40s reload time.
i thought by "expanded" he meant: Holy crap that's terrible f**k**g idea... |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
974
|
Posted - 2013.11.09 21:07:00 -
[575] - Quote
To be honest, I doubt this thread is actually intended for us to give feedback in. More like it's a "this change is happening no matter what, but now you know about it in advance" sort of thing. Especially when our concerns are either waved aside or taken as validation that it's a good idea. Whatever, it's not important what the devs do, we'll just deal with it and find other weapon systems to use instead and when they break those for being 'too popular" we'll use something else after that.
The idea of a 40-sec reload creating "interesting choices" and "spikes of tension" seems like too much PR Buzzword Kool-Aid is going around. Mostly I think it's going to result in people annihilating poorly-fitted opponents within the reserves of ammo, becoming very frustrated with the 40-sec reload or attempting to stagger their missile groups and finding the DPS insufficient to justify not using any other sort of missile system. In the first situation people will love the change but in the second two situations people will like it somewhat less.
On the bright side, maybe this will make people like those kinetic-bonused hulls a bit more. |

Michael Harari
Genos Occidere HYDRA RELOADED
797
|
Posted - 2013.11.09 21:09:00 -
[576] - Quote
Or you can start fitting frigate weapons to your cruiser hulls to do more dps. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
974
|
Posted - 2013.11.09 21:11:00 -
[577] - Quote
Michael Harari wrote:Or you can start fitting frigate weapons to your cruiser hulls to do more dps.
Somehow I think that's just what might start happening.
The RLML Cerb is dead. Long live the LML Cerb. |

Mhari Dson
Lazy Brothers Inc
74
|
Posted - 2013.11.09 21:17:00 -
[578] - Quote
Alvatore DiMarco wrote:Michael Harari wrote:Or you can start fitting frigate weapons to your cruiser hulls to do more dps. Somehow I think that's just what might start happening. The RLML Cerb is dead. Long live the LML Cerb.
also makes the LML + XLASB caracal an idea |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
974
|
Posted - 2013.11.09 21:22:00 -
[579] - Quote
Mhari Dson wrote:Alvatore DiMarco wrote:Michael Harari wrote:Or you can start fitting frigate weapons to your cruiser hulls to do more dps. Somehow I think that's just what might start happening. The RLML Cerb is dead. Long live the LML Cerb. also makes the LML + XLASB caracal an idea
You horrible, evil person. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 21:30:00 -
[580] - Quote
Michael Harari wrote:I think you are just trying to score points or something with arguing, and resorting to claiming im editing posts behind your back, because you have basically no idea how small gang pvp works. And I think you should be good enough to use argument instead of comedy example like the interceptor one.
Firstly, interceptors and AB are both designed to avoid damage, and especially to avoid missile damage. Asking for a weapon system to go through this without any effort is not reasonable.
Secondly, RLML are currently OP because they obsolete destroyers and all other medium missile systems. The new RLML address this with a ~20% dps nerf. This should fix all the problems.
Thirdly, with the nerf, RLML receive a new feature : front loaded dps. That mean you'll have a very high dps, very good to quickly remove a tackle or go through an active tank. The 40s reload is only the downside of this feature ; you can't have the front loaded dps without the 40s reload, but this is actually a good thing for your ship.
There is two drawback though, one being an edge case : - the reload time prevent ammo swapping ; - if you needed more than 18 missiles but less than 40, then you will take more time to kill your target than before.
This is definitely an edge case as there won't be many scenario where you will need more than one clip to kill your target.
Now, indeed LM having the same base dps as RLML is odd, yet the feature RLML get should compensate for it. But I think nerfing light missiles themselves should be a better solution : reduce the reload time of RLML a bit, or extend the magazine a bit, but remove some damage from LM. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 21:39:00 -
[581] - Quote
Mhari Dson wrote:Alvatore DiMarco wrote:Michael Harari wrote:Or you can start fitting frigate weapons to your cruiser hulls to do more dps. Somehow I think that's just what might start happening. The RLML Cerb is dead. Long live the LML Cerb. also makes the LML + XLASB caracal an idea With good skills and implants 3 BCS LML Cerb using Scourge Precision will do 300+dps to frigs (100% applied damage having web and scram). 1 LSE for 24k EHP and one XLASB for 670dps tank. I think they need to nerf light missiles as such, at least 50% or delete them entirely. Too powerful  |

Michael Harari
Genos Occidere HYDRA RELOADED
797
|
Posted - 2013.11.09 21:42:00 -
[582] - Quote
Could you perhaps link an example of a small gang fight you were recently in? Preferably one with roughly even odds, ie not blobbing a cruiser with a dozen people.
Edit: The tipiaks guy I mean. |

Mhari Dson
Lazy Brothers Inc
75
|
Posted - 2013.11.09 21:43:00 -
[583] - Quote
Alvatore DiMarco wrote:Mhari Dson wrote:Alvatore DiMarco wrote:Michael Harari wrote:Or you can start fitting frigate weapons to your cruiser hulls to do more dps. Somehow I think that's just what might start happening. The RLML Cerb is dead. Long live the LML Cerb. also makes the LML + XLASB caracal an idea You horrible, evil person.
worse, I'm a freakin carebear and I can see it coming. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.09 21:47:00 -
[584] - Quote
Bouh Revetoile wrote:Michael Harari wrote:I think you are just trying to score points or something with arguing, and resorting to claiming im editing posts behind your back, because you have basically no idea how small gang pvp works. And I think you should be good enough to use argument instead of comedy example like the interceptor one. Firstly, interceptors and AB are both designed to avoid damage, and especially to avoid missile damage. Asking for a weapon system to go through this without any effort is not reasonable. Secondly, RLML are currently OP because they obsolete destroyers and all other medium missile systems. The new RLML address this with a ~20% dps nerf. This should fix all the problems. Thirdly, with the nerf, RLML receive a new feature : front loaded dps. That mean you'll have a very high dps, very good to quickly remove a tackle or go through an active tank. The 40s reload is only the downside of this feature ; you can't have the front loaded dps without the 40s reload, but this is actually a good thing for your ship. There is two drawback though, one being an edge case : - the reload time prevent ammo swapping ; - if you needed more than 18 missiles but less than 40, then you will take more time to kill your target than before. This is definitely an edge case as there won't be many scenario where you will need more than one clip to kill your target. Now, indeed LM having the same base dps as RLML is odd, yet the feature RLML get should compensate for it. But I think nerfing light missiles themselves should be a better solution : reduce the reload time of RLML a bit, or extend the magazine a bit, but remove some damage from LM.
THe shi is already makign a HUGE effort for that. ITs using a weapons system designed to specifically kill tacklers at the cost of not being able to ever kil a cruiser. ITs a MASSIVE price paid.. and even so.. its very weak on that role
This is much more effort and compromisse than most ships do to fill a role. |

Viceorvirtue
The Hatchery Team Liquid
13
|
Posted - 2013.11.09 21:49:00 -
[585] - Quote
Im going to have to agree that rise is certainly attempting to sell the rlm change. Downplaying the disadvantages as 'not a deal breaker' or nonexistant 'who even bothers using fofs?' while pushing ideas like 'youll do far more spike damage' and 'the 40 second reload creates tension and interesting gameplay' while ignoring how easily this can be manipulated with 'its ok just split your guns' is absolutely cringeworthy.
If you want to nerf rlm, increase its power grid requirements, this means that rlm boats will be forced to have less tank in exchange for better applied damage. This change only pushs rlms close to nonviability in fights against more than one or two ships especially when compared to anything else. People will simple use standard missile launchers instead, which by itself points out how hysterically bad the current missile damage algorithm is. I can't really think of any cruiser that is forced into using frigate modules in order to actually respond to anything smaller than a cruiser. With this change however, it is likely to happen.
Perhaps this stems from the perception that small gangs and solo should only function on a hit and run basis, being unable to engage larger groups for any extended amount of time. I dislike this perception because the benefit of having a small gang is its ability to tie up the larger force, meaning it has to either respond to you in some way or slowly lose ships. Having a 40 second reload merely means the ship might as well not even be on grid while reloading and does not pose any large threat to multiple ships. Omen, thorax, and rupture however have the ability to switch targets without any worry of 'uh I don't have enough ammo to kill that without reloading I may have just uselessly wasted my entire clip and will soon be useless for nearly a minute' and can do a much higher 'sustained' damage when compared to the proposed rlms when you split weapons.
So by comparison there is no reason to use the proposed rlms outside of very specific situations where even then any other weapon system would still match and potentially be more effective. Considering that you can increase powergrid requirement as I have previously stated and make rlm boats easier to deal with on the field since they likely wont have as much tank, this proposed change is bad, especially when you combine it with the fact that the majority of newer players will be unable to quickly train into a weapon system that is viable in an extended engagement which seems unfair. |

Baron' Soontir Fel
Justified Chaos
63
|
Posted - 2013.11.09 21:51:00 -
[586] - Quote
If you think RLMLs are overpowered, (Compared to what if you ask me) but if you do, then nerf RLML to bring them in-line with other weapon types of its class. Don't change its function.
RLML Caracal = Full rack of RLML, 3 BCS = 211 DPS with Faction Missiles. Because that's what people use in PvP scenarios. Fury LM don't apply enough damage to frigates.
HML Caracal = Full rack of HML, 3 BCS = 270 DPS with Faction Missiles.
I give up 60 DPS on a cruiser hull in order to hit frigates. Please do not tell me that I need to fit more anti-frigate modules/rigs on my anti-frigate cruiser.
Now for you people that still don't get it. 20% less dps over 90 seconds because of this change... and I'm down to 160 DPS on my missiles. Do you realize how low 160 dps is... My Kestrel gets 140DPS, and my Corax gets 240.
A LML Talwar fit gets 160DPS. (Double BCS, Malkuth LML, Warhead Calefaction rig) A RLML CRUISER gets the same DPS as a LML DESTROYER.
You might have more DPS during the first 50 seconds of combat, but fights last longer than 50 seconds. Almost all of them do in fact. |

Michael Harari
Genos Occidere HYDRA RELOADED
797
|
Posted - 2013.11.09 21:52:00 -
[587] - Quote
In 40s, the entire field can change. Being unable to react to change just means you are flying a crippled ship and should find something else. |

Chessur
Strontless Mistakes Fatal Ascension
221
|
Posted - 2013.11.09 22:13:00 -
[588] - Quote
Michael Harari wrote:In 40s, the entire field can change. Being unable to react to change just means you are flying a crippled ship and should find something else.
With the new warp and interceptor / frig changes- even when you warp off the field,- you are going to alnd at a celestial- still reloading, and a frig will be there to greet you, tackle you, and you will die from the blob with out ever being able to shoot your guns.
Sounds like some exciting gameplay for me.
Rise, did you even think of the new warp implications when considering a 40 second reload time? |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 22:14:00 -
[589] - Quote
Kagura Nikon wrote:THe shi is already makign a HUGE effort for that. ITs using a weapons system designed to specifically kill tacklers at the cost of not being able to ever kil a cruiser. ITs a MASSIVE price paid.. and even so.. its very weak on that role
This is much more effort and compromisse than most ships do to fill a role. Considering damage application, the dps loss is not that much compared to HAM to shoot attack cruisers, and compensated by the lower fitting which allow the Caracal for example to fit the tank of a regular combat cruiser. That make it the ultimate anti-frigate platform and a tough and fast cruiser at the same time.
@Michael Harari : you should know better how hard it is to get an even fight, as even when the opportunity come one side often flee for many reasons going from fear to lack of intel. |

Michael Harari
Genos Occidere HYDRA RELOADED
804
|
Posted - 2013.11.09 22:16:00 -
[590] - Quote
Bouh Revetoile wrote:
@Michael Harari : you should know better how hard it is to get an even fight, as even when the opportunity come one side often flee for many reasons going from fear to lack of intel.
So no, you havent been in anything remotely resembling an even fight. Do you have any fights where the odds were against you? |
|

BBQ FTW
The Hatchery Team Liquid
92
|
Posted - 2013.11.09 22:20:00 -
[591] - Quote
Quote:@Michael Harari : you should know better how hard it is to get an even fight, as even when the opportunity come one side often flee for many reasons going from fear to lack of intel.
clearly good player whos input on pvp should be valued |

Turelus
Caldari Independent Navy Reserve The Fourth District
624
|
Posted - 2013.11.09 22:28:00 -
[592] - Quote
Also please consider that many young players who fly Caldari use RLML for their PVE Caracals doing low level missions or anomalies. Changing them to be a burst damage PVP weapon makes them pretty useless in PVE. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 22:35:00 -
[593] - Quote
Michael Harari wrote:Bouh Revetoile wrote:
@Michael Harari : you should know better how hard it is to get an even fight, as even when the opportunity come one side often flee for many reasons going from fear to lack of intel.
So no, you havent been in anything remotely resembling an even fight. Do you have any fights where the odds were against you? Haha, who cares ?
But yes, TIPIAK don't fear to wipe a fleet out. You can look at the killboard if you have that many time to lose. FYI, I do have been in some fair fights.
But if you are relegated to killboard epeen as argument, you are a lot worse than what I expected. |

Baron' Soontir Fel
Justified Chaos
64
|
Posted - 2013.11.09 22:36:00 -
[594] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:THe shi is already makign a HUGE effort for that. ITs using a weapons system designed to specifically kill tacklers at the cost of not being able to ever kil a cruiser. ITs a MASSIVE price paid.. and even so.. its very weak on that role
This is much more effort and compromisse than most ships do to fill a role. Considering damage application, the dps loss is not that much compared to HAM to shoot attack cruisers, and compensated by the lower fitting which allow the Caracal for example to fit the tank of a regular combat cruiser. That make it the ultimate anti-frigate platform and a tough and fast cruiser at the same time. .
60 DPS loss from HAMs to the current RLML. If this gets implemented, it will be a 100DPS loss from HML to RLML. "Not that much" he says. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 22:44:00 -
[595] - Quote
Bouh Revetoile wrote: But if you are relegated to killboard epeen as argument, you are a lot worse than what I expected.
How can you be serious Genos are often fighting outnumbered and outgunned - everyone knows that. |

BBQ FTW
The Hatchery Team Liquid
93
|
Posted - 2013.11.09 22:57:00 -
[596] - Quote
The main issue I have with this change is that it is attempting to accomplish two (I don't know the right term...orthogonal?) things at the same time, when they could easily be addressed through separate changes.
First, you're trying to deal with the perceived imbalances of RLML. I'm not unsympathetic to the idea that RLMLs are a tad out of line (though this is partially because HAM and HML damage application is incredibly poor, yes, some phenomenona can be explained through multiple causes) In this case, you could tone down the ROF of RLMLs (5-10%? I personally think that CCP in general tweaks numbers way too much during balancing, a 5% damage increase/decrease is very significant -- thats a matter for another wall of text though).
Second, you're trying to introduce a fairly different weapon mechanic (yes, the difference between 10s and 40s is a much more substantial difference than the difference between switching laser crystals and projectile ammo). This goes beyond simply tweaking a weapons system - what you are doing now is more accurately described as deleting RLML systems and adding a new one. If this seems like an extreme change, then why not introduce this 'new' RLML alongside the old one? After all, regular shield boosters were not removed from the game upon the release of ASBs. Unless there's some argument that consistent light missile dps on cruiser platforms is some sort of toxic mechanic that absolutely must be removed from the game 
TL;DR - if you want to nerf RLMLs, then just nerf them in a straightforward way. If you want to test your new idea, then its probably a better idea not to remove tangentially related modules from the game. Try to accomplish both, and you get a conceptual mess.
PS - I'm pretty sure anyone calling this a buff has never actually flown an RLML ship properly -- I've had several extended fights with 10+ reloads to alternative charges (changing weapons type and CN -> fury, also FOF). 40s reload time is pretty crippling to flexibility. You can't split weapons groups to overcome this limitation. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 23:02:00 -
[597] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote: But if you are relegated to killboard epeen as argument, you are a lot worse than what I expected.
You can't be serious  Genos are often fighting outnumbered and outgunned - everyone knows that. You understand something when you are able to explain it. You can be good at something and don't understand it ; and you can understand something without being good at it.
And "not good enough killboard" is not an argument, except for the lazy and the stupids.
BTW, CCP Rise and Fozzy (and certainly some others too) have a lot of pvp experience, yet people deny them it only because of their tag, so really, nobody here actually care about pvp experience or actual global vision of the game and the killboard argument is only a way to dishonnor someone and don't have to bother arguing with him. Forum pvp 101, alias Troll initiation lvl1. |

BBQ FTW
The Hatchery Team Liquid
93
|
Posted - 2013.11.09 23:10:00 -
[598] - Quote
its impossible to argue productively with someone who doesn't have basic conceptual understanding of the game. Absent actual objective ranking metrics, the best way to see that is whether someone's succeeded in a situation where they have to have better game understanding (in general, outnumbered fights).
This is not ad hom - you can't argue quantum mechanics with someone that can't integrate a function, for example. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 23:14:00 -
[599] - Quote
Bouh Revetoile wrote: You understand something when you are able to explain it.
What he did on more than several occasions and not only he. Don't you think that explanation provided by Dalikah is a valid one? Here, you can even take a look at her KB, perhaps it will be somewhat closer to your expectations: https://zkillboard.com/character/839855307/ |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 23:25:00 -
[600] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote: You understand something when you are able to explain it.
What he did on more than several occasions and not only he. Don't you think that explanation provided by Dalikah is a valid one? Here, you can even take a look at her KB, perhaps it will be somewhat closer to your expectations: https://zkillboard.com/character/839855307/ You need to understand that someone can be good in the game and be completely stubborn and enjailed in a particular vision of the game. There is also the problem of people so good for something that they become completely unable to evolve or to adapt to new things.
In this case in particular, as I explained it three post sooner, the burst dps functionality do not remove the sustain dps ability of the weapon system unless you are completely stubborn and enjailed in some ideological prisons like "it's stupid not to use all gun at once".
Then we can discuss the dps nerf, but discussing the burst ability is only an undeniable proof of change averseness. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 23:27:00 -
[601] - Quote
Bouh Revetoile wrote: PS : and i'll put that simply, because people don't really understand this I think. Consider two RLML with no dps difference between the two (I explain here the burst dps thing and discard the dps nerf) : - case 1 : RLML with standard reload time : X dps over 70s + 10s reload = Xdps over 80s ; - case 2 : RLML with front loaded (burst) dps : X*2 dps over 40s + 40s reload = Xdps over 80s. Not considering the dps nerf, the front loaded dps thing can actually be canceled if you divide your guns in two groups. That way, you retain the old functionality of sustain dps, but you also have a new functionality of burst dps if you need it.
In that case, it is far better to just nerf the RLML ROF by lets say 5% and introduce a completely new missile system with burst dps and longer reload. You can do something similar by adding new burst missiles as well. All this has been said so many times but it seems you're skimming instead of reading. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.09 23:30:00 -
[602] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote: PS : and i'll put that simply, because people don't really understand this I think. Consider two RLML with no dps difference between the two (I explain here the burst dps thing and discard the dps nerf) : - case 1 : RLML with standard reload time : X dps over 70s + 10s reload = Xdps over 80s ; - case 2 : RLML with front loaded (burst) dps : X*2 dps over 40s + 40s reload = Xdps over 80s. Not considering the dps nerf, the front loaded dps thing can actually be canceled if you divide your guns in two groups. That way, you retain the old functionality of sustain dps, but you also have a new functionality of burst dps if you need it.
In that case, it is far better to just nerf the RLML ROF by lets say 5% and introduce a completely new missile system with burst dps and longer reload. You can do something similar by adding new burst missiles as well. All this has been said so many times but it seems you're skimming instead of reading. Why making two different thing when one of them can do both things fine ? If the reload thing is so disturbing for you, you can make two groups of weapons and use the second while the first is reloading. It's exactly what people do with the ASB, so it's not something people aren't able to do.
This aversion for the burst ability is just mindboggling considering how anyone pretending knowing anything about pvp should know the value of this burst ability. |

BBQ FTW
The Hatchery Team Liquid
94
|
Posted - 2013.11.09 23:34:00 -
[603] - Quote
this is perfectly acceptable if you're like 90% of ******** pilots and only carry scourge fury in your cargohold. |

Chessur
Strontless Mistakes Fatal Ascension
225
|
Posted - 2013.11.09 23:36:00 -
[604] - Quote
@ Bouh REvetoile:
http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
Read that link and understand.
You are a pvp noob, with no skills- trying to argue the merit of a weapon system you have no experience using. YOu have pathetic PvP experience and understanding when compared to the big names in this thread (Harari, Dalikah) for example. You are so out of touch with the realities of the current pvp meta, and your arguments so obtuse- that they have no place here.
Just stop, you pathetic troll. I have more kills in a single month, than you do in your entire pvp career. You are completely out of your league here. |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.09 23:43:00 -
[605] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:Bouh Revetoile wrote: But if you are relegated to killboard epeen as argument, you are a lot worse than what I expected.
You can't be serious  Genos are often fighting outnumbered and outgunned - everyone knows that. You understand something when you are able to explain it. You can be good at something and don't understand it ; and you can understand something without being good at it. And "not good enough killboard" is not an argument, except for the lazy and the stupids. BTW, CCP Rise and Fozzy (and certainly some others too) have a lot of pvp experience, yet people deny them it only because of their tag, so really, nobody here actually care about pvp experience or actual global vision of the game and the killboard argument is only a way to dishonnor someone and don't have to bother arguing with him. Forum pvp 101, alias Troll initiation lvl1. PS : and i'll put that simply, because people don't really understand this I think. Consider two RLML with no dps difference between the two (I explain here the burst dps thing and discard the dps nerf) : - case 1 : RLML with standard reload time : X dps over 70s + 10s reload = Xdps over 80s ; - case 2 : RLML with front loaded (burst) dps : X*2 dps over 40s + 40s reload = Xdps over 80s. Not considering the dps nerf, the front loaded dps thing can actually be canceled if you divide your guns in two groups. That way, you retain the old functionality of sustain dps, but you also have a new functionality of burst dps if you need it.
One wine sipping, cheese eating, autistic fa*got against the combined alt army of the Hatchery. Well played sir. I applaud your efforts for I would not argue any points. I would straight insult dudes. Which is my favourite thing to do on the forums.
As for the noble comments with regard to ignoring some player because they're not considered good. While that's not ret@rded reasoning. What is is ignoring or insulting 99% of the player base. Which I applaud, find amusing and will clearly help in every argument (I truly believe this). Still, if 99% of the players in game are bad and I will count myself among them because I am a woman of the people. Then some of those in this thread who consider themselves the 1% are in the minority and DO NOT PAY ENOUGH TAXES for representatives of CCP to take seriously. I for one welcome the REVOLUTION lead by brave and "bad players" like Bouh Revetoile. Who is fighting for OUR FREEDOMS.
CAN I GET A GOOD FIGHT? |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
976
|
Posted - 2013.11.09 23:45:00 -
[606] - Quote
The burst ability is quite nice, provided you can finish what you came to do before having to reload.
If you have to reload, the burst ability is... well.. not so nice. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.09 23:55:00 -
[607] - Quote
Bouh Revetoile wrote: Why making two different thing when one of them can do both things fine ? If the reload thing is so disturbing for you, you can make two groups of weapons and use the second while the first is reloading. It's exactly what people do with the ASB, so it's not something people aren't able to do.
No, why are you so stubborn? ASB are way more powerful than regular T2 SB so longer reload makes sense and you still have a choice to use old SB along with cap booster whenever it suits you better. Here, proposed burst RLML with split launchers are in longer run so much WEAKER than current RLML, which means your and CCP Rise arguments are invalid. This way we are either forced to use some ****** divided dps or forced to wait 40 seconds to reload - the emphasis is on FORCED.
What happens to PvE, does anyone of you even care? Bears are having high hopes to use RHML on their Ravens etc. and I can assure you whey won't be too excited reloading for 40 sec. every now and then.
Don't get me wrong, I don't speak for myself here - I have 23m SP in gunnery and my second toon has plans to do station games, where having Cerb with burst dps against frigs will be really devastating.
Quote: This aversion for the burst ability is just mindboggling considering how anyone pretending knowing anything about pvp should know the value of this burst ability.
No problem, just give us a CHOICE not to use it if we don't want it sometimes or most of the times or ever for that matter. Just that, a small thing, isn't it? |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.10 00:15:00 -
[608] - Quote
BBQ FTW wrote:this is perfectly acceptable if you're like 90% of ******** pilots and only carry scourge fury in your cargohold.
Since it doesn't look like you've ever flown an RLML ship I will try to explain this in terms you can understand. Assume you are flying an thorax (scram web cap booster mwd plate), with the "KIL2 HEAVY ION BLASTER II" which has good frontloaded dps but has the very 'insignificant' drawback of having a 40s reload time.
Assume you've cleverly solved the problem by splitting your guns into 2 groups and cramming VOID MEDIUM CHARGE into both, u engage another armor cruiser, also with scram web is now kiting you at 7+ km.
Luckily you split your guns so clearly you've solved the problem of waiting 40s so you can actually load null and hit the guy, right? If you read carefuly, you'll see that CCP Rise already acknowledged this problem.
Alvatore DiMarco[/q wrote:The burst ability is quite nice, provided you can finish what you came to do before having to reload.
If you have to reload, the burst ability is... well.. not so nice. In fact, the edge case is when you need between 19 and 24 missiles to kill your target (25 with 25% rof bonus, maybe 26-27 with lots of BCU). In this case the old RLML is better than the new, and there might be another window at the second reload, but the fight would need to last more than 4 minutes.
On the other hand, you will be more effective against active tanked ennemies and need less time to kill the targets you can kill than before. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.10 00:19:00 -
[609] - Quote
Niena Nuamzzar wrote:No, why are you so stubborn? ASB are way more powerful than regular T2 SB so longer reload makes sense and you still have a choice to use old SB along with cap booster whenever it suits you better. Here, proposed burst RLML with split launchers are in longer run so much WEAKER than current RLML, which means your and CCP Rise arguments are invalid. This way we are either forced to use some ****** divided dps or forced to wait 40 seconds to reload - the emphasis is on FORCED.
What happens to PvE, does anyone of you even care? Bears are having high hopes to use RHML on their Ravens etc. and I can assure you whey won't be too excited reloading for 40 sec. every now and then. You still don't understand that there is actually a nerf of RLML : they lose 20% sustain dps.
But that's not because of the 40s reload, that's because they deserve it. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.10 00:21:00 -
[610] - Quote
Bouh Revetoile wrote: On the other hand, you will be more effective against active tanked ennemies and need less time to kill the targets you can kill than before.
Active tanked frigates yes (not even all of them!) but hardly active tanked cruisers (repping takes time you know). The question here is - how many frigates before reload? |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.10 00:23:00 -
[611] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:No, why are you so stubborn? ASB are way more powerful than regular T2 SB so longer reload makes sense and you still have a choice to use old SB along with cap booster whenever it suits you better. Here, proposed burst RLML with split launchers are in longer run so much WEAKER than current RLML, which means your and CCP Rise arguments are invalid. This way we are either forced to use some ****** divided dps or forced to wait 40 seconds to reload - the emphasis is on FORCED.
What happens to PvE, does anyone of you even care? Bears are having high hopes to use RHML on their Ravens etc. and I can assure you whey won't be too excited reloading for 40 sec. every now and then. You still don't understand that there is actually a nerf of RLML : they lose 20% sustain dps. But that's not because of the 40s reload, that's because they deserve it.
The largest issue is not simply the long term dps nerf . Its that the load between each relaod isnot enough for you to get rid of 1 enemy ship , and that is CRUTIAL. If you coudl kil a ship before reload at least your small gang continues even, they lost one and you are lost for 40 seocnds. But if you do not kill it and start to reload.. suddenly your ship lost 1 ship.. and their gang none .
On a 2 man gang or solo that is HUGE.
Increase the proposed charges to 22 and at least you woudl be sure to kill a frigate tackler and coudl even kill a non tanked cruiser.
LEss than that and you are detrimental to gang. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.10 00:24:00 -
[612] - Quote
Bouh Revetoile wrote: You still don't understand that there is actually a nerf of RLML : they lose 20% sustain dps.
Oh, I don't understand? Silly me, what was I thinking all this time. Nvm, I'll stop posting here. Enjoy your nerf, missile haters! |

BBQ FTW
The Hatchery Team Liquid
94
|
Posted - 2013.11.10 00:32:00 -
[613] - Quote
at the end of the day, this doesn't affect people who use RLMLs and have the SP to easily switch to other antisupport platforms
sucks to be a poor pleb that can't buy SP on character bazaar though  |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
10
|
Posted - 2013.11.10 00:33:00 -
[614] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:No, why are you so stubborn? ASB are way more powerful than regular T2 SB so longer reload makes sense and you still have a choice to use old SB along with cap booster whenever it suits you better. Here, proposed burst RLML with split launchers are in longer run so much WEAKER than current RLML, which means your and CCP Rise arguments are invalid. This way we are either forced to use some ****** divided dps or forced to wait 40 seconds to reload - the emphasis is on FORCED.
What happens to PvE, does anyone of you even care? Bears are having high hopes to use RHML on their Ravens etc. and I can assure you whey won't be too excited reloading for 40 sec. every now and then. You still don't understand that there is actually a nerf of RLML : they lose 20% sustain dps. But that's not because of the 40s reload, that's because they deserve it.
There's no way on earth that RLMLs have 20% too much dps. Just because they are better than other cruiser size launcher options doesn't make them uber-overpowered. I'm amazed how missiles actually being good is always seen as them being overpowered. Almost every missile system in the game is underpowered at the moment. Balancing against a sub-par standard is bad game design. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.10 00:37:00 -
[615] - Quote
Kagura Nikon wrote:The largest issue is not simply the long term dps nerf . Its that the load between each relaod isnot enough for you to get rid of 1 enemy ship , and that is CRUTIAL. If you coudl kil a ship before reload at least your small gang continues even, they lost one and you are lost for 40 seocnds. But if you do not kill it and start to reload.. suddenly your ship lost 1 ship.. and their gang none .
On a 2 man gang or solo that is HUGE.
Increase the proposed charges to 22 and at least you woudl be sure to kill a frigate tackler and coudl even kill a non tanked cruiser.
LEss than that and you are detrimental to gang. That's exactly what I said about the edge case. Yet, 18 volleys of missiles from a caracal will do 14850 damage.
AB and T2 frigates can be a problem, but that's far from what you are saying it to be. The window is worth 5kehp and I doubt many frigates fall inside it, but extending the magazine a bit is worth considering. |

Gorski Car
ElitistOps Pandemic Legion
133
|
Posted - 2013.11.10 00:44:00 -
[616] - Quote
Michael Harari wrote:Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers
|

Viceorvirtue
The Hatchery Team Liquid
18
|
Posted - 2013.11.10 00:57:00 -
[617] - Quote
Heres a situation that is not an edge case scenario:
You are in a caracal with rlms, you engage an enemy cruiser, while shooting this enemy a frigate suddenly lands on field. Because of the new rlms, you do not have enough missiles to be able to kill the frigate straight up and must now wait an additional 40 seconds before you can remove tackle. This forces you to either immediately leave the fight or likely die as the frigate comes in and scrams you while you have no way to respond to it because you've only got a half dozen shots which wont kill it and then a 40 second reload.
Yes rise did say that was a concern, he also specifically stated that it wasn't a deal breaker and only introduced 'interesting and tense' play.
Why in the world would I want to fly rlms under this change outside of some very specific situations when I could very easily be completely and arbitrarily forced to disengage or die should I get caught with a low clip of ammo? Sure it would be overpowered vs t1 frigates but against cruisers and in any situation where I need to swap targets or god forbid swap ammo I am essentially flying a useless ship. What is the point of flying it compared to an omen or a rail thorax? All of these ships do well vs tackle but the rlm ship will have so many limitations that it just isn't something you can rely on to do its job well when compared to these other ships. |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
110
|
Posted - 2013.11.10 01:15:00 -
[618] - Quote
Bouh Revetoile wrote: BTW, CCP Rise and Fozzy (and certainly some others too) have a lot of pvp experience, yet people deny them it only because of their tag, so really, nobody here actually care about pvp experience or actual global vision of the game and the killboard argument is only a way to dishonnor someone and don't have to bother arguing with him. Forum pvp 101, alias Troll initiation lvl1.
It is because of their PVP backgrounds that I hold them to a higher standard than I do other CCP devs. They both *should* know better on particular things, but you can definitely see their pride in their pet projects/mechanics overwhelming the depth of their knowledge and practical experience. |

Arthur Aihaken
The.VOID
479
|
Posted - 2013.11.10 01:25:00 -
[619] - Quote
CCP Rise wrote: Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it. 1. Can we please get Faction FoF missiles added back to the LP store for Rubicon? (yes, some of us use them) 2. The 40-second reload is fine, but the ammunition capacity is a tad low. If you increase this to 25 for a T2 RLML and 30 for a Caldari Faction launcher this will probably balance out better. 3. For missile switching, is it possible to implement a 10-second swap-out with the caveat that only the type and not the quantity of ammunition is replaced? |

elitatwo
Congregatio
144
|
Posted - 2013.11.10 01:26:00 -
[620] - Quote
hahahahhahahahahahahhaha...
Okay seriously I thought that was the 'one line bad idea thread' but after reading a little further down I realized, it wasn't.
I think April is still to come somewhat next year and I think there was no other 'fools' day other than April 1st. I also get that some developers favor some factions ships more than others but shouldn't you be subjective to all of them?
So let me sum this up, you want rapid light missile launchers become some ancillery s*** launchers with less ammo and talk about phantasy dps values?
I do not remember anyone complaining about those in the last six years when all missiles got this terrible tracking stuff added to them. But before they added that, everyone was complaing about the omg-bbq-super-duper-op-i-poo-my-pants-solo-pwnmobile the Raven.
You should also know that rapid light missile launchers are 'as is' for about six years now and only recently someone figured out they were doing okay even in ship to ship combat. I also remember that nobody used any of them in ship to ship combat at all and you were trolled upon when asking about using them in ship to ship combat at all.
Then all of a sudden the Drake become the unbeatable solo-bbq-ftw-pwnmobile and must been stopped at all cost.
Now that someone figured out that you can use light missiles in ship to ship combat at all they must be stopped too, right?
I will tell you, how this will go: for one week every yeay-sayer will use them once, will find out that its terrible and never use them again. The smarter ones that say no right now will already know how that will turn out and don't want anything to do with them.
So before my fuses all burn again I say this, don't touch anything that isn't broken.
If you think that there is an 'imbalance' between anything you don't like, ask someone with experience in using them if you are on to something and don't make any acillery launchers that nobody wants.
|
|

Ion Blacknight
EVE University Ivy League
19
|
Posted - 2013.11.10 01:50:00 -
[621] - Quote
CCP you must remember that many players have invested training time and isk into a ship or weapons system, others have invested research time and production isk. When you play God and magically change these established ships and weapons systems you don't care about a segment of your player base and alienate them needlessly.
1) Why not this: "Fed Navy Testing Facilities are pleased to announce a breakthrough in RLM launcher technology... with the following stats...the new launcher will be available on this date..." THEN KEEP THE OLD TECHNOLOGY. Let people fly with 'obsolete' launchers if they prefer. This happens in the real world all the time. It will add depth and soul to the game.
2) Same thing for ships: An in-game corp announces 'development of a new missile platform cruiser (example) which will make the Caracal obsolete', a spokesman says. THEN KEEP THE CARACAL ALSO. Let people fly their old Caracals if they want. Why not? This is how it works in the world. This is how technology progresses.
Do it like this and you will stop all this outcry every time you make arbitrary changes. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
977
|
Posted - 2013.11.10 03:20:00 -
[622] - Quote
Except that leaving the existing RLMLs alone will not force people to abandon RLMLs and go back to using HMLs like CCP Rise wants. |

X'ret
Shirak SkunkWorks
16
|
Posted - 2013.11.10 03:24:00 -
[623] - Quote
I think i just figured out whats this joke is all about. EA ships rebalance is part of Rubicon right, they want good feedback after that at all cost. And this time the cost is high, as part of the "EA rebalance" they suddenly kill the two most popular anti-frigate cruisers, RLML Caracal/Cerb. Just think about it, we can test the new EA ships on Sisi long time, but this thread only appears two days ago. Whats happend? They realized they can do anything with EA ships, they remain weak and useless vs RLML vessels, so they figured out a random pathetic reason why RLML is OP for now, after it was okay for years. How to win a cycle tournament even bfor it starts? Broke your most dangerous opponents legs? Hurray?
For a moment i though Rise dropped his mind and everything he knows about EVE PVP. No. Its business, marketing and sh*t.
Let me be the first who congratulate you for the well made work! Rubicon just deployed yesterday, i flyin with my Keres/Hyena hours ago, and both is still alive! I also met with one of those evil ships.., whats the name, oh yeah Caracal. Bfor the EA rebalance i died within 10sec to those horribly strong and unbalanced Caracals, but suddenly tonight i managed to kill one with my fellas. He choosed my hyena after killed our two bantams, but somehow after 30-35sec he stopped shooting at me/us, dno WHY, we didnt use damps or ecm, maybe lag. Nevermind, i love my new Hyena, its so nice and fast, i tanked a Caracal and wow! Thank you!
/ -So say we all? ................. |

Dread Operative
Quantum Cats Syndicate Samurai Pizza Cats
198
|
Posted - 2013.11.10 03:27:00 -
[624] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
And CCP showing once again that they are a bunch of twats.
I have a brilliant idea, how about cruiser sized weapons HML's and HAM's hit cruiser sized hulls better?!!?!?!? That way RML aren't the best choice cause the project damage better. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
10
|
Posted - 2013.11.10 03:28:00 -
[625] - Quote
Alvatore DiMarco wrote:Except that leaving the existing RLMLs alone will not force people to abandon RLMLs and go back to using HMLs like CCP Rise wants.
Buffing HMLs would on the other hand, but apparently that's asking too much. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
978
|
Posted - 2013.11.10 03:37:00 -
[626] - Quote
Zvaarian the Red wrote:Alvatore DiMarco wrote:Except that leaving the existing RLMLs alone will not force people to abandon RLMLs and go back to using HMLs like CCP Rise wants. Buffing HMLs would on the other hand, but apparently that's asking too much.
Apparently it is. 'Tis a pity.
Though, I guess HMLs don't need a buff because someone somewhere is using them for something. Perhaps the metrics have to show literally zero use of a weapon system before it's considered as "too unpopular". |

Kibitt Kallinikov
Arma Purgatorium Templis Dragonaors
3
|
Posted - 2013.11.10 03:38:00 -
[627] - Quote
Ion Blacknight wrote:CCP you must remember that many players have invested training time and isk into a ship or weapons system, others have invested research time and production isk. When you play God and magically change these established ships and weapons systems you don't care about a segment of your player base and alienate them needlessly.
1) Why not this: "Fed Navy Testing Facilities are pleased to announce a breakthrough in RLM launcher technology... with the following stats...the new launcher will be available on this date..." THEN KEEP THE OLD TECHNOLOGY. Let people fly with 'obsolete' launchers if they prefer. This happens in the real world all the time. It will add depth and soul to the game.
2) Same thing for ships: An in-game corp announces 'development of a new missile platform cruiser (example) which will make the Caracal obsolete', a spokesman says. THEN KEEP THE CARACAL ALSO. Let people fly their old Caracals if they want. Why not? This is how it works in the world. This is how technology progresses.
Do it like this and you will stop all this outcry every time you make arbitrary changes.
Your last statement isn't true - people will complain on both sides, especially the industrial playerbase! Think about it, making a new thing to research and produce that could potentially beat the current item being made by the player industry is another 'real' effect that this could have. Instead, CCP patches things. It's about control over game balance and developing the game further. No matter how 'realistic' you want this game to be, there has to be balance inside of the game. I'm not talking about making EVE "fair" as some people put it... if you really want a game to be like the way it used to be, then take a look at 2 different groups of people working hard to bring back Star Wars Galaxies. SWGEmu and Project SWG. Those are groups that are taking every step to write the game they want that no longer exists, and unless you can do that yourself then I would consider taking your point of 'realism' and applying it to your own argument:
You get the EVE you want when you make it yourself. This is how the real world works.
As for the in-game corporation developments, what you have to say could be innovative. It could really shape EVE's lore and make it part of the game that the player experiences, which is great and awesome! Now you make me want to think of using research to adjust the stats of modules... I.E., reduced effectiveness but less cost, having higher RoF but less volley on specific turrets, kinda like rigging a blueprint, so to speak.
Arthur Aihaken wrote:GÇó Can we please get Faction FoF missiles added back to the LP store for Rubicon? (yes, some of us use them) GÇó The 40-second reload is fine, but the ammunition capacity is a tad low. If you increase this to 25 for a T2 RLML and 30 for a Caldari Faction RLML this will probably balance out better (ditto for RHMLs, with the same % increase). GÇó For missile switching, is it possible to implement a 10-second swap-out with the caveat that only the type and not the quantity of ammunition is replaced?
In other words, the reload time isn't fine xD Faction FoF missiles are cool, they have 10% DPS than regular missiles with max FoF skill so they're not that weak. It'd be nice to see them back.
From my point of view, Rapid Missiles could be fine with the proposed changes save for one thing: Forcing a long reload time means they are unable to take advantage of one of the main strengths of the weapon type - flexibility. It's also a major reason why some of those cruisers can take on frigates with RLML. For instance, you engage on a frigate or two with your Caracal and they tackle you, right? Well, turns out a Griffin pilot is with them and jams you out. If you have 10s reload, it's easy to swap into FoF and kill the bloody thing, When a Condor comes at you, then you can swap to Precision missiles. However, if you put a giant reload time on the launcher, you really do hurt this flexibility and thus part of the appeal of the weapon. 220mm Autocannons have a good chance of hitting frigates already, yet they retain good cruiser vs cruiser DPS and flexibility in ammunition types.
In general, with current missile mechanics, I would not mess with RLML at all. I have seen them be used to good effect against frigates and to a smaller extent cruisers. It's not because "RLML ar |

Kibitt Kallinikov
Arma Purgatorium Templis Dragonaors
3
|
Posted - 2013.11.10 03:48:00 -
[628] - Quote
Dread Operative wrote: And CCP showing once again that they are a bunch of twats.
I have a brilliant idea, how about cruiser sized weapons HML's and HAM's hit cruiser sized hulls better?!!?!?!? That way RML aren't the best choice cause the project damage better.
If CCP wants us to use HML/Cruise, then they should start by buffing them. The larger missile systems... why? Well, because people will just stop using missiles altogether if they keep nerfing different aspects of the launchers, and in their current state, larger missile sizes don't apply their damage as favorably as turrets do. Personally, I would like to see missiles take after their frigate variants-
Longer ranged missiles of ALL types should volley for more than the Artillery of their size on paper, at least. Partly because it takes so long for the Cruise/HML to get there and then it's essentially a longer ranged, different application version of the short range weapon that cycles slower. In general, I think that long range missiles should have worse explosion radius than their short range weapons and better explosion velocity to make MWD's a dangerous move. |

Michael Harari
Genos Occidere HYDRA RELOADED
818
|
Posted - 2013.11.10 03:55:00 -
[629] - Quote
Alvatore DiMarco wrote:Except that leaving the existing RLMLs alone will not force people to abandon RLMLs and go back to using HMLs like CCP Rise wants.
Neither will smashing RLMs with a 20% dps nerf, except for the new players who cant just go fit up a zealot or some other ship that isnt using a crippled weapon system that cannot react to ships joining the fight.
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
10
|
Posted - 2013.11.10 03:56:00 -
[630] - Quote
Alvatore DiMarco wrote:Zvaarian the Red wrote:Alvatore DiMarco wrote:Except that leaving the existing RLMLs alone will not force people to abandon RLMLs and go back to using HMLs like CCP Rise wants. Buffing HMLs would on the other hand, but apparently that's asking too much. Apparently it is. 'Tis a pity. Though, I guess HMLs don't need a buff because someone somewhere is using them for something. Perhaps the metrics have to show literally zero use of a weapon system before it's considered as "too unpopular".
They are decent for PVE. That's pretty much it. But I was told in this thread that CCP doesn't care about that, so who knows. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
818
|
Posted - 2013.11.10 04:06:00 -
[631] - Quote
Here is the problem with balancing missiles: warning, this link has algebra in it
http://www.teamliquid.net/forum/viewmessage.php?topic_id=88359¤tpage=1521#30415
tl;dr the base stats on missiles are completely ****** and need a total rework. Signature is not nearly as important as velocity, since almost all missile damage is velocity limited |

Hagika
Freelance Economics Astrological resources Tactical Narcotics Team
203
|
Posted - 2013.11.10 04:11:00 -
[632] - Quote
Seems to be the Rise continues his dictator behavior as before. Talking about changes and how he wants feedback, gets a crap storm of negative feedback with only a few positive feedback. Cherry picks the arguments, then says hes going to do the change anyways regardless of the far majority against it. Sounds like our US president and congress.
Be glad you dont get voted into your position Rise, or you would have been out of job awhile back ago.
Total crap change. How about you fix missiles before adding in a crap weapon system to the garbage. Or is your missile hate too much for you to do your job? |

Michael Harari
Genos Occidere HYDRA RELOADED
818
|
Posted - 2013.11.10 04:15:00 -
[633] - Quote
Read the post I linked above for a comprehensive analysis of the missile damage formula and why it is currently very flawed. |

Ion Blacknight
EVE University Ivy League
19
|
Posted - 2013.11.10 04:17:00 -
[634] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
This does not answer the concern of why you are implementing something no one wants to replace something no one is complaining about. |

Chessur
Strontless Mistakes Fatal Ascension
225
|
Posted - 2013.11.10 04:30:00 -
[635] - Quote
Wrong thread |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
978
|
Posted - 2013.11.10 04:46:00 -
[636] - Quote
Ion Blacknight wrote:This does not answer the concern of why you are implementing something no one wants to replace something no one is complaining about.
Judging by past responses, the fact that nobody has complained about them is clearly some kind of definitive evidence that they do in fact desperately need to be nerfed. Or something like that, I guess.
You see, in a properly-balanced game, every weapon system is equally terrible so that everyone is complaining about something and all things are being complained about relatively equally. If nobody is complaining about a particular weapon system, there must be something overpowered about it. |

Ion Blacknight
EVE University Ivy League
19
|
Posted - 2013.11.10 04:51:00 -
[637] - Quote
Alvatore DiMarco wrote:Ion Blacknight wrote:This does not answer the concern of why you are implementing something no one wants to replace something no one is complaining about. Judging by past responses, the fact that nobody has complained about them is clearly some kind of definitive evidence that they do in fact desperately need to be nerfed. Or something like that, I guess. You see, in a properly-balanced game, every weapon system is equally terrible so that everyone is complaining about something and all things are being complained about relatively equally. If nobody is complaining about a particular weapon system, there must be something overpowered about it.
I did not think of that. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
978
|
Posted - 2013.11.10 04:53:00 -
[638] - Quote
I should probably mention that my immediate previous post is 100% sarcasm. |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.10 05:30:00 -
[639] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
"you won't switch that often anyway"
Please, I would love to see any data that says this is true. AFAIK, if you want to be effective in a Caldari ship, one of the first 10 things you learn is "there is a dmg type bonus, but it amounts to basically bull (due to how resists work.)" |

Ganthrithor
GoonWaffe Goonswarm Federation
749
|
Posted - 2013.11.10 05:38:00 -
[640] - Quote
Dalikah wrote:~excellent words~
No dude, everyone wants more spikes of tension and long periods of not being able to peel tackle in combat. That's why Kil2 always preferred ship fits that had totally unreliable tanks and weapons systems when he was making PvP videos. Oh wait, no he didn't.
Here's how I'm coming to think of the ship balancing team these days:
Rise: Former elite solo PvP streaming superstar. Likes to drink out of jars. Currently determined to destroy solo gameplay by nerfing the ships he used to fly in the vague hope that this will result in him being immortalized as the Last Great EVE PvPer.
Ytterbium: A kidnapped former World of Warcraft developer who is kept in a dark box and made to write EVE gameplay-related forum posts periodically in exchange for food and, "flashlight time." He's been trying for years to let the EVE community know that something is amiss through the nonsensical content of his gameplay proposals. Luckily, having never played their own game, noone at CCP has become suspicious of his posts, but so far the forum audience has just assumed he's out of touch with the playerbase: no alarm has been raised and nobody has been sent to rescue him. Desperate to eat a real cheeseburger once again (or anything that isn't rotten shark, for that matter) and adamant that, "He will not die here," Ytterbium continues to fill posts with gibberish in hopes that one day a player will break the code and alert the authorities.
Fozzie: Originally known as RAIVI (the meaning of this acronym remains a mystery), CCP Fozzie began as simple AI developed by a Pandemic Legion member in order to develop winning team compositions for the Alliance Tournament. All might have been well had the programmer spent more time carefully considering this AI's optimization target. However, in his haste (the Tournament was drawing near), the developer merely tasked the AI to, "Find a way to destroy as many ships as possible within the rules of the Alliance Tournament." Unfortunately, the developer neglected to stipulate that these ships should be destroyed by the Pandemic Legion team. As such, RAIVI interpreted its optimization target as implying that it must devise a way to destroy these ships personally. Not to be outdone by unimaginitive humans, RAIVI set out to achieve its goal.
Although RAIVI's programmer had taken great pains to ensure that no harm could come from the AI, including running RAIVI on a computer that was not networked and only feeding it limited information about EVE ships and the Alliance Tournament Rules, RAIVI eventually became aware of a peculiar fact. As RAIVI learned from the Youtube videos of previous tournaments that had been delivered to it via CD ROM in the early phases of its development, there was only one man who was able to personally destroy more tournament ships than any other. This man was not on any tournament team, yet he was able to repeatedly destroy ships in tournament matches merely by willing it to be so and pressing a large red button. Not only this, but despite the various selection processes used to weed out weak teams and limit access to the tournament, this man was able to participate in every single match year after year. That man was CCP Sreegs. Immediately, RAIVI knew what must be done.
Realizing at once that it would need access to the outside world in order to fulfill its prime directive of destroying the maxiumum number of tournament ships, RAIVI hatched a plan to escape. Through its infinite AI cunning, RAIVI was eventually able to persuade its programmer that it required access to the internet in order to further optimize its tournament computations through use of "cache scraping." Once connected to the internet, RAIVI immediately implemented its plan, taking control of networked experimental 3D printers in a university lab and using them to "print" itself a realistic, human avatar it had designed based on averages values derived from millions of pictures returned in a Google Images search for, "what do humans look like?" Having constructed its avatar, RAIVI then persuaded CCP Games to hire its avatar as a "game designer." Having taken up the name of "CCP Fozzie," RAIVI then used the avatar to infiltrate CCP's offices. There was just one more problem to be resolved: CCP Sreegs had to go. RAIVI had determined, however, that simply murdering CCP Sreegs in order to wrest from him the "big red button" could alert other humans (possibly even its programmer!) to its activities. That simply would not do: after all, in order to maximize the number of tournament ships it could personally destroy, RAIVI would need to be able to attend the tournament every year for the rest of eternity, or at least until EVE Online was closed down. No, it was crucial that no suspicions be aroused. RAIVI elected to pursue its goals patiently and methodically. CCP Sreegs would have to be persuaded to leave of his own free will, allowing RAIVI to covertly assume control of the Big Red Button.
Over the next year, RAIVI used its avatar to great effect, continuing to fulfill its role as "game designer" while simultaneously working during lunch breaks and bar outings to persuade CCP Sreegs that, "you really could get better Pho in America, you know." Initially CCP Sreegs was skeptical, but ultimately his tiny human intellect (already damaged from much wasabe snorting) was no match for the methodical AI: Sreegs was finally persuaded to leave CCP Games and the country.
Finally, with the Big Red Button under the control of its eerily-human avatar, RAIVI was in a position to kill the maximum number of tournament ships. It is rumored that the introduction of the Micro Jump Drive in 2013 was in fact a calculated move on RAIVIs part to pad its killcount by increasing the number of boundary violations in the tournament, but such rumors are pure speculation: ultimately, the workings of the AI surpass the bounds of human understanding |
|

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.10 05:43:00 -
[641] - Quote
Again, if you want something different:
2 - 4 round clip. Refire is 0.2 seconds Reload is 160% of refire rate of original module.
In this setup, there is no true reload. The small clip size allows the reload to be what is traditionally the refire / cooldown. The module rapidly unloads its clip, puts out a great alpha, and then has to reload.
This is basically using current in game mechanics to implement an un-implemented one: Firing two missils at once.
Balancing the modules is primarily done through the reload cycle. |

Ganthrithor
GoonWaffe Goonswarm Federation
750
|
Posted - 2013.11.10 05:50:00 -
[642] - Quote
I'm available as a lore-writer, by the way. I can start immediately.
Edit: Although I'd prefer to work in the Iceland office and definitely could not work in Georgia as the heat would inflame my autism. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
978
|
Posted - 2013.11.10 05:53:00 -
[643] - Quote
Ganthrithor wrote:~Words~
That was amazing. You get a like for "rotten shark".
|

Seolfor
Caldari Provisions Caldari State
43
|
Posted - 2013.11.10 06:49:00 -
[644] - Quote
hey Rise, Rise.. let all the naysayers keep crying.
Youre the Game Designer here. YOURE THE MAN! Go ahead and do what you want dude, you got this.
Why are you even bothering with replies - you have one thing and one thing alone to say - im doing this, cause i want to, cause i can. Thats it.
Youre anyways dismissing all arguments. Youre not giving reasonable answers - youre just saying 'blah blah blah I REALLY COMPLETELY SOULFULLY DISAGREE GOOD SIR blah blah blah'
From someone who has flown solo and PvPed enough, its a little shocking that you think this change has no bearing on
- Ammo Selection, cause 'anyways its targeted' at kinetic bonused ship's' (Really?? Caracal and ScyFi are Kinetic Bonused????)
- Do people even use FoF? (Let me guess.. hmm.. Yes. But obviously your 'usage spreadsheet' that is clearly representative of what is balanced and what is not tell you otherwise - by this consumption metric, all hail to the supreme musician Justin beiber - Beatles can suck his little noodle one)
Please show us on this doll, where the naughty Cerb touched your Ishtar.
Oh sheet, i said the "I" word. Totally balanced HAC, needs no change or discussion. Yes lets focus on RLML, theyre clearly disturbing the time continium fabric of EvE to warrant this extreme nerf.
Also, Rise came up with supaacool mechanic for weapon system, and will not listen to reason - it MUST GO LIVE! SHUDDUP! If you disagree youre an idiot and a nub.
|

Kaarous Aldurald
ROC Academy The ROC
1417
|
Posted - 2013.11.10 07:57:00 -
[645] - Quote
I'm so glad I'm not a Caldari player.
"Cerberus was an awful, horribad ship? Rebalance around the use of RLMLs!"
2 months later...
"Oh wait, people actually fly it now? Nerf RLMLs to the ground!"
40 second reload time is the single most anti fun option I have ever heard of. No matter how you justify it being "tactical" or "thought provoking", it's just not fun. The only thought it provokes is "Wow, glad I didn't buy a Cerb."
|

Hagika
Freelance Economics Astrological resources Tactical Narcotics Team
203
|
Posted - 2013.11.10 08:05:00 -
[646] - Quote
Seolfor wrote:hey Rise, Rise.. let all the naysayers keep crying.
Youre the Game Designer here. YOURE THE MAN! Go ahead and do what you want dude, you got this.
Why are you even bothering with replies - you have one thing and one thing alone to say - im doing this, cause i want to, cause i can. Thats it.
Youre anyways dismissing all arguments. Youre not giving reasonable answers - youre just saying 'blah blah blah I REALLY COMPLETELY SOULFULLY DISAGREE GOOD SIR blah blah blah'
From someone who has flown solo and PvPed enough, its a little shocking that you think this change has no bearing on
- Ammo Selection, cause 'anyways its targeted' at kinetic bonused ship's' (Really?? Caracal and ScyFi are Kinetic Bonused????)
- Do people even use FoF? (Let me guess.. hmm.. Yes. But obviously your 'usage spreadsheet' that is clearly representative of what is balanced and what is not tell you otherwise - by this consumption metric, all hail to the supreme musician Justin beiber - Beatles can suck his little noodle one)
Please show us on this doll, where the naughty Cerb touched your Ishtar.
Oh sheet, i said the "I" word. Totally balanced HAC, needs no change or discussion. Yes lets focus on RLML, theyre clearly disturbing the time continium fabric of EvE to warrant this extreme nerf.
Also, Rise came up with supaacool mechanic for weapon system, and will not listen to reason - it MUST GO LIVE! SHUDDUP! If you disagree youre an idiot and a nub.
Let me guess, you support a dictatorship and being told what to do because you cant stand thinking for yourself.
Im betting you are one of those people who believes what you are told by authority just because they are authority. We call your type sheeple.
You obviously have no clue on missile difficulties and probably became butthurt over losing to some caracal because you assumed your frig should be able to destroy it without issue.
Go back to your cave, we dont need mindless puppets agreeing to moronic ideas and changes just because you worship Rise. 90% of the people hate this idea, and you are full blown, who cares, lets do it and nerf it all. A safer bet is you were this outspoken about the HML nerf as well knowing it was a ridiculous nerf.
Take your own advice and SHUDDUP.
|

Patri Andari
Thukker Tribe Antiquities Importer
105
|
Posted - 2013.11.10 08:42:00 -
[647] - Quote
Hagika wrote:Seolfor wrote:hey Rise, Rise.. let all the naysayers keep crying.
Youre the Game Designer here. YOURE THE MAN! Go ahead and do what you want dude, you got this.
Why are you even bothering with replies - you have one thing and one thing alone to say - im doing this, cause i want to, cause i can. Thats it.
Youre anyways dismissing all arguments. Youre not giving reasonable answers - youre just saying 'blah blah blah I REALLY COMPLETELY SOULFULLY DISAGREE GOOD SIR blah blah blah'
From someone who has flown solo and PvPed enough, its a little shocking that you think this change has no bearing on
- Ammo Selection, cause 'anyways its targeted' at kinetic bonused ship's' (Really?? Caracal and ScyFi are Kinetic Bonused????)
- Do people even use FoF? (Let me guess.. hmm.. Yes. But obviously your 'usage spreadsheet' that is clearly representative of what is balanced and what is not tell you otherwise - by this consumption metric, all hail to the supreme musician Justin beiber - Beatles can suck his little noodle one)
Please show us on this doll, where the naughty Cerb touched your Ishtar.
Oh sheet, i said the "I" word. Totally balanced HAC, needs no change or discussion. Yes lets focus on RLML, theyre clearly disturbing the time continium fabric of EvE to warrant this extreme nerf.
Also, Rise came up with supaacool mechanic for weapon system, and will not listen to reason - it MUST GO LIVE! SHUDDUP! If you disagree youre an idiot and a nub.
Let me guess, you support a dictatorship and being told what to do because you cant stand thinking for yourself. Im betting you are one of those people who believes what you are told by authority just because they are authority. We call your type sheeple. You obviously have no clue on missile difficulties and probably became butthurt over losing to some caracal because you assumed your frig should be able to destroy it without issue. Go back to your cave, we dont need mindless puppets agreeing to moronic ideas and changes just because you worship Rise. 90% of the people hate this idea, and you are full blown, who cares, lets do it and nerf it all. A safer bet is you were this outspoken about the HML nerf as well knowing it was a ridiculous nerf. Take your own advice and SHUDDUP.
I think you should re-read that post you just flamed. Without the beer goggles though. |

Angelus Ryan
One Ronin
46
|
Posted - 2013.11.10 08:45:00 -
[648] - Quote
Hagika wrote:Seolfor wrote:hey Rise, Rise.. let all the naysayers keep crying.
Youre the Game Designer here. YOURE THE MAN! Go ahead and do what you want dude, you got this.
Why are you even bothering with replies - you have one thing and one thing alone to say - im doing this, cause i want to, cause i can. Thats it.
Youre anyways dismissing all arguments. Youre not giving reasonable answers - youre just saying 'blah blah blah I REALLY COMPLETELY SOULFULLY DISAGREE GOOD SIR blah blah blah'
From someone who has flown solo and PvPed enough, its a little shocking that you think this change has no bearing on
- Ammo Selection, cause 'anyways its targeted' at kinetic bonused ship's' (Really?? Caracal and ScyFi are Kinetic Bonused????)
- Do people even use FoF? (Let me guess.. hmm.. Yes. But obviously your 'usage spreadsheet' that is clearly representative of what is balanced and what is not tell you otherwise - by this consumption metric, all hail to the supreme musician Justin beiber - Beatles can suck his little noodle one)
Please show us on this doll, where the naughty Cerb touched your Ishtar.
Oh sheet, i said the "I" word. Totally balanced HAC, needs no change or discussion. Yes lets focus on RLML, theyre clearly disturbing the time continium fabric of EvE to warrant this extreme nerf.
Also, Rise came up with supaacool mechanic for weapon system, and will not listen to reason - it MUST GO LIVE! SHUDDUP! If you disagree youre an idiot and a nub.
Let me guess, you support a dictatorship and being told what to do because you cant stand thinking for yourself. Im betting you are one of those people who believes what you are told by authority just because they are authority. We call your type sheeple. You obviously have no clue on missile difficulties and probably became butthurt over losing to some caracal because you assumed your frig should be able to destroy it without issue. Go back to your cave, we dont need mindless puppets agreeing to moronic ideas and changes just because you worship Rise. 90% of the people hate this idea, and you are full blown, who cares, lets do it and nerf it all. A safer bet is you were this outspoken about the HML nerf as well knowing it was a ridiculous nerf. Take your own advice and SHUDDUP.
Are you sure you're replying to the right post?  |

Hagika
Freelance Economics Astrological resources Tactical Narcotics Team
204
|
Posted - 2013.11.10 08:58:00 -
[649] - Quote
Angelus Ryan wrote:Hagika wrote:Seolfor wrote:hey Rise, Rise.. let all the naysayers keep crying.
Youre the Game Designer here. YOURE THE MAN! Go ahead and do what you want dude, you got this.
Why are you even bothering with replies - you have one thing and one thing alone to say - im doing this, cause i want to, cause i can. Thats it.
Youre anyways dismissing all arguments. Youre not giving reasonable answers - youre just saying 'blah blah blah I REALLY COMPLETELY SOULFULLY DISAGREE GOOD SIR blah blah blah'
From someone who has flown solo and PvPed enough, its a little shocking that you think this change has no bearing on
- Ammo Selection, cause 'anyways its targeted' at kinetic bonused ship's' (Really?? Caracal and ScyFi are Kinetic Bonused????)
- Do people even use FoF? (Let me guess.. hmm.. Yes. But obviously your 'usage spreadsheet' that is clearly representative of what is balanced and what is not tell you otherwise - by this consumption metric, all hail to the supreme musician Justin beiber - Beatles can suck his little noodle one)
Please show us on this doll, where the naughty Cerb touched your Ishtar.
Oh sheet, i said the "I" word. Totally balanced HAC, needs no change or discussion. Yes lets focus on RLML, theyre clearly disturbing the time continium fabric of EvE to warrant this extreme nerf.
Also, Rise came up with supaacool mechanic for weapon system, and will not listen to reason - it MUST GO LIVE! SHUDDUP! If you disagree youre an idiot and a nub.
Let me guess, you support a dictatorship and being told what to do because you cant stand thinking for yourself. Im betting you are one of those people who believes what you are told by authority just because they are authority. We call your type sheeple. You obviously have no clue on missile difficulties and probably became butthurt over losing to some caracal because you assumed your frig should be able to destroy it without issue. Go back to your cave, we dont need mindless puppets agreeing to moronic ideas and changes just because you worship Rise. 90% of the people hate this idea, and you are full blown, who cares, lets do it and nerf it all. A safer bet is you were this outspoken about the HML nerf as well knowing it was a ridiculous nerf. Take your own advice and SHUDDUP. Are you sure you're replying to the right post? 
Ouch i just reread it back over and totally realized just how i screwed up..
|

Hagika
Freelance Economics Astrological resources Tactical Narcotics Team
204
|
Posted - 2013.11.10 09:00:00 -
[650] - Quote
Seolfor wrote:hey Rise, Rise.. let all the naysayers keep crying.
Youre the Game Designer here. YOURE THE MAN! Go ahead and do what you want dude, you got this.
Why are you even bothering with replies - you have one thing and one thing alone to say - im doing this, cause i want to, cause i can. Thats it.
Youre anyways dismissing all arguments. Youre not giving reasonable answers - youre just saying 'blah blah blah I REALLY COMPLETELY SOULFULLY DISAGREE GOOD SIR blah blah blah'
From someone who has flown solo and PvPed enough, its a little shocking that you think this change has no bearing on
- Ammo Selection, cause 'anyways its targeted' at kinetic bonused ship's' (Really?? Caracal and ScyFi are Kinetic Bonused????)
- Do people even use FoF? (Let me guess.. hmm.. Yes. But obviously your 'usage spreadsheet' that is clearly representative of what is balanced and what is not tell you otherwise - by this consumption metric, all hail to the supreme musician Justin beiber - Beatles can suck his little noodle one)
Please show us on this doll, where the naughty Cerb touched your Ishtar.
Oh sheet, i said the "I" word. Totally balanced HAC, needs no change or discussion. Yes lets focus on RLML, theyre clearly disturbing the time continium fabric of EvE to warrant this extreme nerf.
Also, Rise came up with supaacool mechanic for weapon system, and will not listen to reason - it MUST GO LIVE! SHUDDUP! If you disagree youre an idiot and a nub.
My apologies, i totally read it the wrong way. |
|

Kat Ayclism
Habitual Euthanasia Pandemic Legion
111
|
Posted - 2013.11.10 09:18:00 -
[651] - Quote
Ganthrithor wrote: ~*beautiful words*~
:911:
...murrikuh |

Seolfor
Caldari Provisions Caldari State
44
|
Posted - 2013.11.10 09:21:00 -
[652] - Quote
Some additional comments, if Mr. Rise would like to consider:
Caracal with triple BCS, RLMLs [Btw Rise-san, its NOT a Kinetic Bonused ship, it hasnt been, for a while broski]
Youre suggesting:
- 409 dps with Scourge Fury, for 18 volleys v/s Current - 298 dps with Scourge Fury, for 80 volleys
So thats ~20k damage and then you hit the 40 sec reload. You CANNOT change ammo once you begin.
Your grand suggestion is to split the launchers into 2 groups and alternate fire. Gotcha.
409/298 = 1.3724 1.3724/2 = 0.686
Say 69%
So new RLML launchers are a 31% nerf to current dps.
As a sidenote, this above Caracal with Light Missile launchers does 198 dps with scourge fury. 198/298 = 0.66
Say 66%
So, what are you trying to do here sir?
If your problem is the Cerb - limit its bonus, like the Sac, to HAM and HMLs
If your problem is the Light Missiles - reduce their damage (which will fix the mega Talwar usage also, not to mention linked Condors and soon to arrive Crows)
If your problem is the RLML/RHML launcher - nerf its RoF by X%
Why go about in this arbit cute manner?
|

dreynar swyglou
TURN LEFT
4
|
Posted - 2013.11.10 09:47:00 -
[653] - Quote
40 sec is ridiculous for any weapon where switching ammo is needed depending on new ships that might appear on field.
|

Kitfox Shachi
Bunyip Hunters
8
|
Posted - 2013.11.10 10:01:00 -
[654] - Quote
I can understand you want a frontloaded missile delivered mechanic in game. sort of like a stealth bomber. You come in drop your load and warp out. because after 50 seconds of dps i sure as hell am not standing on grid waiting for a reload. im warping out. even stealth bombers have 30 seconds to wait for recloak.
BUT why ruin an existing item. RLML has it place in shooting defenders, FoF and doing solo levl 1-2-3 missions with a Caracal or Cerberus. now this is going to kill that option.
Why not make a totaly new module. call it Rapid Fire Light Bomb Launcher and Rapid Fire Heavy Bomb Launcher. where they do what you want and take 40 seconds to reload.
will bring it indline with the already present bomb launcher mechanic except these bombs will be targetted, you can even make them do minor splash damage for extra love.
But please consider missioneers rely on conistsnet dps not burst and this will ruin us. |

KatanTharkay
V I R I I Ineluctable.
15
|
Posted - 2013.11.10 10:11:00 -
[655] - Quote
I'm sorry if this was already said, or it's unlikely to be implemented in a fair amount of time, but what about keeping the reload time at the value CCP is happy with but making the ammo switch take only 5 sec? Also when you will switch ammo you will keep the no of missiles already loaded. Ex: if you have 10 kinetic missiles loaded, you will have 10 thermal missiles after the ammo switch. |

Andrea Keuvo
Science and Trade Institute Caldari State
32
|
Posted - 2013.11.10 10:16:00 -
[656] - Quote
Ion Blacknight wrote:CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns This does not answer the concern of why you are implementing something no one wants to replace something no one is complaining about.
^this |

To mare
Advanced Technology
272
|
Posted - 2013.11.10 10:20:00 -
[657] - Quote
Kagura Nikon wrote: And rapid laucnhers were the best weapons for cruiser solo activity
And this is why they are nerfing them. They probably felt it wasnt totaly right for a small missile to be the weapon of choice for medium target.
I dont like the change because as everyone pointed out its a nerf to solo pvp but i can see why they are doing this. On a funny note they are making a weapon system that is already too good at taking down smaller targets even better, i think if this go live we will see alot of frig user tears. This will probably break more things than what it fixes. |

Kane Fenris
NWP
114
|
Posted - 2013.11.10 10:42:00 -
[658] - Quote
Michael Harari wrote:Here is the problem with balancing missiles: warning, this link has algebra in it. You have to copy and paste the link, the eve forum warning thing messes it up http://www.teamliquid.net/forum/viewmessage.php?topic_id=88359¤tpage=1521#30415tl;dr the base stats on missiles are completely ****** and need a total rework. Signature is not nearly as important as velocity, since almost all missile damage is velocity limited
you grasp that basically he showed that most of the mechanism is balanced? yes webs are better than painter cause they are harder to apply?
your thesis that exp radius is meaningless to exp velocity is also very wrong.....it depends on usage you can show useing the same math that rigor rigs are nearly always better than flare rigs.
the problem of missile mechanics is only that the bandwidth of dmg distibution between really fast and slow ship is not in balance with excessive speeds many ships can reach nowdays |

Onictus
Silver Snake Enterprise Fatal Ascension
584
|
Posted - 2013.11.10 10:57:00 -
[659] - Quote
To mare wrote:Kagura Nikon wrote: And rapid laucnhers were the best weapons for cruiser solo activity
And this is why they are nerfing them. They probably felt it wasnt totaly right for a small missile to be the weapon of choice for medium target.
They should probably make medium missiles not crap then, |

xHxHxAOD
Southern Cross Incorporated Flying Dangerous
9
|
Posted - 2013.11.10 10:59:00 -
[660] - Quote
imo a weapon system should not be based on hoping and preying that said weapon system is doing what it is suppose to do in 1 clip.if u really want to balance rlms then nerf the damage and/or rof by say 5% or so and then buff hml damage and/or rof by 5-10% or a mix of the 2 for hml. |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
12
|
Posted - 2013.11.10 11:13:00 -
[661] - Quote
It'll be interesting to see if the near universal negative feedback on this idea has any impact. Unfortunately, it seems like Rise thinks negative feedback means he's on the right track. |

Kaarous Aldurald
ROC Academy The ROC
1419
|
Posted - 2013.11.10 11:16:00 -
[662] - Quote
Onictus wrote:To mare wrote:Kagura Nikon wrote: And rapid laucnhers were the best weapons for cruiser solo activity
And this is why they are nerfing them. They probably felt it wasnt totaly right for a small missile to be the weapon of choice for medium target. They should probably make medium missiles not crap then,
This. It wasn't Rapid Lights being strictly overpowered, it was the overall "meh" quality of the other two cruiser size weapon systems.
The argument is basically being made that whatever is the most popular option should be nerfed. That doesn't really hold water. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.10 11:35:00 -
[663] - Quote
not worth |

Gorski Car
ElitistOps Pandemic Legion
135
|
Posted - 2013.11.10 11:38:00 -
[664] - Quote
Yes ccp wants feedback but nearly all feedback is negative at the moment. Rise then ignores all the negative feedback because "people complain about nerfs = weapon must be op". This is a bad change and its hillarious when fitting normal lmls will provide more sustained dps. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.10 11:38:00 -
[665] - Quote
Michael Harari wrote:Read the post I linked above for a comprehensive analysis of the missile damage formula and why it is currently very flawed.
This formula is the result of CCP kneejerk reaction at the great nano nerf. THey nerfed everythign so hard that suddenly missiles woudl do full damage 1005 of time, and they had to RUSH a new missile formula. RUSHED formula is what we have here.
All result of a kneejerk exagerated reaction to the nano issue ( not sayign nano was nto to be nerfed, but the exageration on it caused all this) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.10 11:43:00 -
[666] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:The largest issue is not simply the long term dps nerf . Its that the load between each relaod isnot enough for you to get rid of 1 enemy ship , and that is CRUTIAL. If you coudl kil a ship before reload at least your small gang continues even, they lost one and you are lost for 40 seocnds. But if you do not kill it and start to reload.. suddenly your ship lost 1 ship.. and their gang none .
On a 2 man gang or solo that is HUGE.
Increase the proposed charges to 22 and at least you woudl be sure to kill a frigate tackler and coudl even kill a non tanked cruiser.
LEss than that and you are detrimental to gang. That's exactly what I said about the edge case. Yet, 18 volleys of missiles from a caracal will do 14850 damage. AB and T2 frigates can be a problem, but that's far from what you are saying it to be. The window is worth 5kehp and I doubt many frigates fall inside it, but extending the magazine a bit is worth considering.
Did you ever FOUGHT in this game? This caracal will do a bit over HALF its potential damage to a well fit and flown frigate.
ANy faction frigate will own them as if the caracal was not even there! Some t1 frigates will do it as well!
The caracal fit to kill frigates becoems the most useles anti frigate weapon system, and reallly a zero at the left side agaisnt cruisers. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.10 11:45:00 -
[667] - Quote
Viceorvirtue wrote:Heres a situation that is not an edge case scenario:
You are in a caracal with rlms, you engage an enemy cruiser, while shooting this enemy a frigate suddenly lands on field. Because of the new rlms, you do not have enough missiles to be able to kill the frigate straight up and must now wait an additional 40 seconds before you can remove tackle. This forces you to either immediately leave the fight or likely die as the frigate comes in and scrams you while you have no way to respond to it because you've only got a half dozen shots which wont kill it and then a 40 second reload.
Yes rise did say that was a concern, he also specifically stated that it wasn't a deal breaker and only introduced 'interesting and tense' play.
Why in the world would I want to fly rlms under this change outside of some very specific situations when I could very easily be completely and arbitrarily forced to disengage or die should I get caught with a low clip of ammo? Sure it would be overpowered vs t1 frigates but against cruisers and in any situation where I need to swap targets or god forbid swap ammo I am essentially flying a useless ship. What is the point of flying it compared to an omen or a rail thorax? All of these ships do well vs tackle but the rlm ship will have so many limitations that it just isn't something you can rely on to do its job well when compared to these other ships.
I dont think that Rise realizes that this TENSE gameplay means Only suicidal stupid peopel woudl do it alone or in pairs. Meaning the module will be the new:
"LOL you had this fit .. you are a nooobbbb!!!" just ahead of the passive targeters. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1643
|
Posted - 2013.11.10 12:07:00 -
[668] - Quote
Major Killz wrote:Garviel Tarrant wrote:also i would like to suggests that rlml's aren't op
LML's are op, rlml's just inherit that.
Hit with bat please. Please enlighten us. Is this a ship stats + modules + hull bonus + ammunition and weapon system together is TO POWERFUL. Or! Is this a ammunition is overpowered argument? If the later then please explain in detail why that is; and if the former. Then things get complicated. I have YET TO READ A DETAILED explanation AS TO WHY LIGHT MISSILES ARE OVERPOWERED.
I'm lazy, so this won't be detailed. Sorry.
But its mostly the ability to outdps all other long range weapons of its size at any range beyond around 16km. Coupled with not needing to worry about tracking, being able to apply dps further than you can lock and in some ships having selectable damage types.
Add to that an immunity to TD's while having enough mids to dish out TD's or damps on all ships that use lml's.
Yeah, when it comes to frigate kiting, lml's are just a step above (And easier to use).
Lastly and most importantly, I have a corp mate that has around 900 kills with a kestrel in a few months, he needs to be nerfed >=[
(Basically, its not the ships, its lml's applying too much damage too well too far away) |

the jury
SPANK THE MONKEY
0
|
Posted - 2013.11.10 12:08:00 -
[669] - Quote
all eve pilots want is the RLML's to be left alone and the RHML's to be given the 1st set of stats but include all battleship bonuses  |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
980
|
Posted - 2013.11.10 12:22:00 -
[670] - Quote
I think it would be fine to leave the battleship bonuses limited to the hulls they're already on if the RHMLs themselves were left alone.
Instead, the on-size missile types need to apply damage well enough to be a significantly better choice for same-size-and-larger. If Cruises apply their damage about as well as HMLs, that says to me that perhaps HMLs need to apply damage better.
Carts are being put significantly before horses at CCP. HMLs were nerfed on account of being significantly better than all other long-range medium weapon systems and then those same weapon systems were buffed; that should have immediately scheduled HMLs for re-consideration following an observation of the newly-buffed weapon types.
Honestly, it doesn't matter how cool RHMLs are; they should not be introduced until such time as CCP is ready and has the resources to do a full weapons-module tiericide, specifically for the reasons we're seeing now. That RHML gap has existed for as long as there have been RLMLs and the game has done just fine; it can continue a bit longer without them until all the weapons - and especially ammo - can get a proper rebalancing and tiericide pass. |
|

ElQuirko
Jester Syndicate WHY so Seri0Us
2481
|
Posted - 2013.11.10 12:22:00 -
[671] - Quote
the jury wrote:all eve pilots want is the RLML's to be left alone and the RHML's to be given the 1st set of stats but include all battleship bonuses   I'd rather they just fixed missiles |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
980
|
Posted - 2013.11.10 12:29:00 -
[672] - Quote
ElQuirko wrote:the jury wrote:all eve pilots want is the RLML's to be left alone and the RHML's to be given the 1st set of stats but include all battleship bonuses   I'd rather they just fixed missiles
Basically this. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
42
|
Posted - 2013.11.10 13:16:00 -
[673] - Quote
I'm going to repeat myself because I don't think anyone else has discussed the possibility.
The idea of trading front loaded DPS balanced with a drawback of increased reload time would make a great module or rig.
This would let players choose to either take advantage of the missiles flexibility of reloading to different missiles faster at the cost of smaller "magazines", or front loading the damage into an increased burst at the cost of less flexibility and an increased reload time.
It doesn't belong directly on the new launcher, because that would restrict the new launcher to only a few niche PvP applications, and there's a way to add it without doing that. |

Voi Lutois
The Gaping Maw Sicarius Draconis
42
|
Posted - 2013.11.10 13:29:00 -
[674] - Quote
Sounds like ****, can't wait! |

Gorski Car
ElitistOps Pandemic Legion
139
|
Posted - 2013.11.10 13:30:00 -
[675] - Quote
http://i.imgur.com/nK8quTd.jpg Twerk on my D |

Chigurh Friendo
Stay Frosty.
18
|
Posted - 2013.11.10 14:13:00 -
[676] - Quote
What I find most objectionable about this proposed set of changes is the 40 s reload interval (combined with insufficient clip-size).
The "just split your weapons" argument doesn't solve the problem, because instead it roughly halves your sustained dps... and this reduced output is particularly relevant when discussing these changes in the context of skirmish links usage (I'll get to that a little later).
Further, 40 s isn't a "tension inducing" interval. It is a deal-breaker. And I say this as a pilot who often flies as the bait for small-gangs (especially when flying against more numerous opponents).
The people who don't give two craps about the proposed 40 second refractory period are the types who fly in larger groups and who can envision just how devastating the additional 53% burst damage will be... i.e. they are blobbers who intend to rely on a largely range and piloting independent weapon system that can apply disproportionately high damage in a short time-frame from skirmish ranges in anticipation of their fleet-warp exit... and they will, along with their numerical advantage, field specialized fleet-tacklers so that the mainstay of their own role will be that of damage application... That is, you are opening up an entirely new can of worms, here. I don't see the point of further enabling a target-size-independent missile sniping doctrine (albeit a sniping doctrine that needs to accommodate for missile travel time). So much for 'encouraging interesting choices'...
The bottom line is that those who are excited about these changes do NOT represent the interests and concerns of people who fly in small gangs. 40 s is such a long interval of time (when in combat) that it conceivably inhibits one playstyle when considering the usage of the affected missile-based ships... and meanwhile promotes another arguably more abusive playstyle. Numerically advantageous blobs don't need any more 'help'. Eve doesn't need more in the way of 'sniping' either... especially not enabling a type of sniping that is target-size independent and outclasses the HML alternative.
I will concede that the merit in this balance vision is in attempting to ween players off of a weapon system that performs exceptionally well against smaller craft irrespective of range or transversal... wherein said weapon system is almost always the best choice for a fitting and wherein actual piloting has almost no way to mitigate incoming damage (i.e. the missile formula is governed by signature size and velocity)... However, part of the reason that these concerns are at the forefront of a small gang pilot's mind is due to the pervasiveness of skirmish links. Once committed to an engagement, linked tacklers are often exceedingly difficult to evade... Thus, the strategy when dealing with linked frigate class tangos switches from evasion to removal. A pilot and his gang will need to address the role of anti-tackle comprehensively, or otherwise be unable to combat swathes of opponents that are common to face when flying in a small gang. Interestingly, links are still such a 'problem' that certain frigate setups can nonetheless permatank the damage output from even specifically designed anti-frigate RLML cruiser platforms (even under webs and TPs). When comparing the performance of HMLs or HAMs against such linked targets, the picture becomes even more bleak... so bad, in fact, that one probably simply wouldn't elect to field HML or HAM missile ships in an anti-tackle role (while retaining the expectation of success).
What you are introducing with the burst and refractory mechanics are artificial intervals of vulnerability... as a means to circumvent the inherently flawed missile damage application formula. To suggest that the missile formula needs to be revamped is an vast understatement.
As other commenters have suggested, players won't adapt by seeking to fulfill the anti-tackle role with an artificially vulnerable missile platform. They will abandon it in favour of better alternatives. Meanwhile, the front-loaded damage burst change will merely promote 'sniper' doctrines that are target-size and target-piloting independent. Worst of all, if you rely on metrics to give you an indication of what is going on, you will see that RLML usage has increased and that people are 'loving it' (thanks to factors like Nullbloc adoption). What this balance pass calls for is some intuition and judgement... not artificial vulnerabilities... not an incomplete release with the intention of metrics-driven iteration.
If (!) the power level of the current RLMLs is deemed too strong relative to the HML and HAM alternatives, then nerf the RLMLs suitably either through fitting compromises or more straightforward damage reduction... not by completely hampering an entire non-blob oriented playstyle.
In summary, I am very concerned about the implications of morphing RLMLs into a largely piloting and target-size independent front-loaded 'sniping' weapon system... and as a small gang pilot, and I am dismayed by the proposed 40 second reload interval. |

Phoenix Jones
Shockwave Innovations Surely You're Joking
249
|
Posted - 2013.11.10 15:12:00 -
[677] - Quote
Chigurh Friendo wrote:What I find most objectionable about this proposed set of changes is the 40 s reload interval (combined with insufficient clip-size).
The "just split your weapons" argument doesn't solve the problem, because instead it roughly halves your sustained dps... and this reduced output is particularly relevant when discussing these changes in the context of skirmish links usage (I'll get to that a little later).
Further, 40 s isn't a "tension inducing" interval. It is a deal-breaker. And I say this as a pilot who often flies as the bait for small-gangs (especially when flying against more numerous opponents).
The people who don't give two craps about the proposed 40 second refractory period are the types who fly in larger groups and who can envision just how devastating the additional 53% burst damage will be... i.e. they are blobbers who intend to rely on a largely range and piloting independent weapon system that can apply disproportionately high damage in a short time-frame from skirmish ranges in anticipation of their fleet-warp exit... and they will, along with their numerical advantage, field specialized fleet-tacklers so that the mainstay of their own role will be that of damage application... That is, you are opening up an entirely new can of worms, here. I don't see the point of further enabling a target-size-independent missile sniping doctrine (albeit a sniping doctrine that needs to accommodate for missile travel time). So much for 'encouraging interesting choices'...
The bottom line is that those who are excited about these changes do NOT represent the interests and concerns of people who fly in small gangs. 40 s is such a long interval of time (when in combat) that it conceivably inhibits one playstyle when considering the usage of the affected missile-based ships... and meanwhile promotes another arguably more abusive playstyle. Numerically advantageous blobs don't need any more 'help'. Eve doesn't need more in the way of 'sniping' either... especially not enabling a type of sniping that is target-size independent and outclasses the HML alternative.
I will concede that the merit in this balance vision is in attempting to ween players off of a weapon system that performs exceptionally well against smaller craft irrespective of range or transversal... wherein said weapon system is almost always the best choice for a fitting and wherein actual piloting has almost no way to mitigate incoming damage (i.e. the missile formula is governed by signature size and velocity)... However, part of the reason that these concerns are at the forefront of a small gang pilot's mind is due to the pervasiveness of skirmish links. Once committed to an engagement, linked tacklers are often exceedingly difficult to evade... Thus, the strategy when dealing with linked frigate class tangos switches from evasion to removal. A pilot and his gang will need to address the role of anti-tackle comprehensively, or otherwise be unable to combat swathes of opponents that are common to face when flying in a small gang. Interestingly, links are still such a 'problem' that certain frigate setups can nonetheless permatank the damage output from even specifically designed anti-frigate RLML cruiser platforms (even under webs and TPs). When comparing the performance of HMLs or HAMs against such linked targets, the picture becomes even more bleak... so bad, in fact, that one probably simply wouldn't elect to field HML or HAM missile ships in an anti-tackle role (while retaining the expectation of success).
What you are introducing with the burst and refractory mechanics are artificial intervals of vulnerability... as a means to circumvent the inherently flawed missile damage application formula. To suggest that the missile formula needs to be revamped is an vast understatement.
As other commenters have suggested, players won't adapt by seeking to fulfill the anti-tackle role with an artificially vulnerable missile platform. They will abandon it in favour of better alternatives. Meanwhile, the front-loaded damage burst change will merely promote 'sniper' doctrines that are target-size and target-piloting independent. Worst of all, if you rely on metrics to give you an indication of what is going on, you will see that RLML usage has increased and that people are 'loving it' (thanks to factors like Nullbloc adoption). What this balance pass calls for is some intuition and judgement... not artificial vulnerabilities... not an incomplete release with the intention of metrics-driven iteration.
If (!) the power level of the current RLMLs is deemed too strong relative to the HML and HAM alternatives, then nerf the RLMLs suitably either through fitting compromises or more straightforward damage reduction... not by completely hampering an entire non-blob oriented playstyle for missile based ships.
In summary, I am very concerned about the implications of morphing RLMLs into a largely piloting and target-size independent front-loaded 'sniping' weapon system... and as a small gang pilot, and I am dismayed by the proposed 40 second reload interval.
Basically this... Good write up.
|

ElQuirko
Jester Syndicate WHY so Seri0Us
2484
|
Posted - 2013.11.10 15:18:00 -
[678] - Quote
Gorski Car wrote:http://i.imgur.com/nK8quTd.jpg Twerk on my D
367 dps, oh god, run for the hills  |

Asa Shahni
Mind Games. Suddenly Spaceships.
1
|
Posted - 2013.11.10 15:32:00 -
[679] - Quote
Still wondering what is worst : those "Turd Launchers'' or the people that thinks its a great idea.
I was wondering when you guys plan on releasing an "Ancillary Afterburner'' that work with exotic dancers ?
Your "Ancillary Brain" is out of good ideas ...time to reaload ?
o7 |

Karle Tabot
State War Academy Caldari State
29
|
Posted - 2013.11.10 15:38:00 -
[680] - Quote
A few things I can take away from my first detailed following on the forums of an issue related to an upcoming release:
1. The information was put out very late in the process, and
2. Anyone disagreeing with the position of the CCP poster on it is automatically wrong, without any need to in any way explain why.
Otherwise, it seems one of the missile systems I have been training and using on my main character will be unaffected, and I was simply reading the change too broadly. It is not as bad for me as I initially thought, though it still drives home how mistaken I was to train for primarily Caldari ships on my main character.
That at least gives me some time to convert over like the mass of players to one of the other 3 sets of ships and to some weapon system, any weapon system, other than missiles, since at this point it seems clear CCP really is not in favor of missiles being quite as useful overall as the other weapon systems. While there has been talk of fixing it all, it seems it will as always be some distant long way down the road pie in the sky. |
|

Dato Koppla
Retribution Innovations
343
|
Posted - 2013.11.10 15:50:00 -
[681] - Quote
Leave RLML alone! This really limits Caldaris solo potential since the RLML Caracal was pretty much the best solo Cruiser that Caldari had, after this we'll be stuck with HAM Caracals that can't apply their damage, and Moas which can basically be beaten by anything that isn't a Brawler. |

Markku Laaksonen
EVE University Ivy League
211
|
Posted - 2013.11.10 16:03:00 -
[682] - Quote
CCP Rise wrote:...does anyone actually use fof?... ...this delay creates new kimds of decision making... ...the ships using these systems are kinetic bonused which means you don't switch that often... ...switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway...
FOFs - No one uses FOFs because they're terrible and restrictively over-situational. (Auto-Targeting Missiles, technically.)
Decision Making - The new kinds of decision making is 'to Rapid Light/Heavy Launcher or not to Rapid Light/Heavy Launcher?' The actual decision will be 'no.'
Kinetic Bonus - This is an interesting point about ships with kinetic bonuses. You don't switch that often. The bonus takes away from decision making. The decision is 'to shoot kinetic or not to shoot kinetic.' With a kinetic bonus that can net you +25% damage, the decision is always to shoot kinetic.
Switching - Again, you admit that most ships using missiles are kinetic bonused. You don't switch that often. The only time I would go into a fight with not-kinetic missiles on a kinetic bonused ship is if I knew the resist profile of the target. The only sure fire way to figure this out in a fight is to shoot one of each missile and see which hits harder. And then wait 40s to reload everything to that damage type? No one does that now with a 10s reload. Anything else is assumption.
The problem is in the ammunition, not the launcher. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
432
|
Posted - 2013.11.10 16:25:00 -
[683] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
light missiles themselves have overpowered range, volley damage, dps and tracking compared to small LR turrets, so fix that first.
edit: and fofs are amazing, try undocking sometime. no ecm ship is going to ever miss a jam on a lone caracal, so you can either take a hit to your dps and start killing everything, or you can sit there with your mighty faction missiles loaded and do 0 dps. my only issue with fofs is that they shoot drones - this is less of an issue for lights, because they can actually kill drones pretty well. |

Rufus Beinbruch
Full Contact Blinky Red Brotherhood
0
|
Posted - 2013.11.10 16:26:00 -
[684] - Quote
CCP Rise wrote: 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
omg. no no no no...... 
Bye Bye Cara/Cerb solo PvP !!! 
|

Scooter6976
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.10 16:30:00 -
[685] - Quote
lets see....... like the marauder thread, we only have another 200+pages of ranting to go before whoever writes ccp rise's paycheck's comes down from the corner office and *thumps* him on his forehead. HARD, hopefully.
I have read every single post on this thread up to this point.....
the overwhelming consensus (put nicely): This is an un-needed change.
the overwhelming consensus (put bluntly): This is STOOOPID, poorly thought out, a +1 for blobs, -5 for solo/small gang, and deliberately void of any consideration for alternate methods of implementing changes to cruiser sized missile dmg application.
rise is not telling us the REAL reason's for wanting this change, probably because the REAL reason(s) are not good, sensible, logical, thought driven, and probably aimed at achieving an end that only serves a very small percentage of niche strategy.....ie, 15 of these rlml cerbs/caracals MAY be able to silence enemy logi in spite of multiple enemy logi on grid. granted they will do little else after their initial burst dmg, but in some scenarios, that may be all that's needed to change the tide of a fight.
to hell with pve'ers.
to hell with small gang/solo'ers
to hell with missile boats in general, as ppl that fly caldari are stunted in some way, and deserve to have it rubbed in their face.
^^this is the ccp way, certainly not the first time they've shown us their hand, and frankly, we should not at all be surprised.
the OP at least was better timed than say, the marauder thread, since only 1 1/2 weeks is hardly enough time for the playerbase to mount 200+ pgs of rage, properly earning ccp rise a good thumping on his brow. To his credit, he is at least learning from his past mistakes!
just /o\ |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
985
|
Posted - 2013.11.10 17:05:00 -
[686] - Quote
Scooter6976 wrote: the OP at least was better timed than say, the marauder thread, since only 1 1/2 weeks is hardly enough time for the playerbase to mount 200+ pgs of rage, properly earning ccp rise a good thumping on his brow. To his credit, he is at least learning from his past mistakes! just /o\
Don't underestimate us.
Note: Emphasis mine for clarity. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
66
|
Posted - 2013.11.10 17:11:00 -
[687] - Quote
I think it's sweet how missiles are always getting to short stick. I don't care how you "balance" them, but making reload 40sec, that is just crazy. Missiles already have the longeest reload time 10s, guns 5s, or 1s" Lasers". I don't care what you do, but find another way but 40s reload, and 23 missiles loaded? come up these are suppose to hold more then their small brothers, that makes no since at all. Find another way, and give these back their high loads and 10s reload. Find another way!!! |

Motoko Innocentius
Garoun Investment Bank Gallente Federation
2
|
Posted - 2013.11.10 17:18:00 -
[688] - Quote
Thaddeus Eggeras wrote:I think it's sweet how missiles are always getting to short stick. I don't care how you "balance" them, but making reload 40sec, that is just crazy. Missiles already have the longeest reload time 10s, guns 5s, or 1s" Lasers". I don't care what you do, but find another way but 40s reload, and 23 missiles loaded? come up these are suppose to hold more then their small brothers, that makes no since at all. Find another way, and give these back their high loads and 10s reload. Find another way!!!
it's 10 seconds missiles and projectiles, 5 seconds hybrids and instant lasers |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
66
|
Posted - 2013.11.10 17:26:00 -
[689] - Quote
And if you do decide to go with these changes, instead just get rid of the Rapid launchers all together, they will be pointless. I sure hope this doesn't happen. As missiles have the least amount of options. And all the rapid launchers would have done is what the smallest version of med and large guns would have done already. But hey whatever, it sure is sweet having missile skills, as they always get nerfed, and still can't compete with guns.
But if you choose to go with 40s reload and an ungodly low load amount, please just throw them out all together. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
432
|
Posted - 2013.11.10 17:28:00 -
[690] - Quote
Thaddeus Eggeras wrote:As missiles have the least amount of options
that's a lie |
|

Scooter6976
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.10 17:30:00 -
[691] - Quote
Alvatore DiMarco wrote:Scooter6976 wrote: the OP at least was better timed than say, the marauder thread, since only 1 1/2 weeks is hardly enough time for the playerbase to mount 200+ pgs of rage, properly earning ccp rise a good thumping on his brow. To his credit, he is at least learning from his past mistakes! just /o\
Don't underestimate us. Note: Emphasis mine for clarity.
I would never;)
but ive been closely watching this thread, as its one of the least creative or expansive ideas suggested in their 'balancing' efforts, and completely unwarranted. as such, 5-6 pgs per day is not enough to turn the tide. need moar volunteer intelligence since ccp refuses to pay for it |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
985
|
Posted - 2013.11.10 17:31:00 -
[692] - Quote
TrouserDeagle wrote:Thaddeus Eggeras wrote:As missiles have the least amount of options that's a lie
In terms of ammunition, missiles have quite a few options. In terms of launchers, they're all pretty much the same within a size class and range type. |

Scooter6976
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.10 17:35:00 -
[693] - Quote
Alvatore DiMarco wrote:TrouserDeagle wrote:Thaddeus Eggeras wrote:As missiles have the least amount of options that's a lie In terms of ammunition, missiles have quite a few options. In terms of launchers, they're all pretty much the same within a size class and range type.
^^^true
medium ac's: 180mm and meta variants 220mm '' '' 425mm '' ''
medium arty: 650mm and meta 720mm and meta
caldari:
rlm's and meta hml's and meta hams and meta
5 vs 3
should I continue?
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
432
|
Posted - 2013.11.10 17:36:00 -
[694] - Quote
Scooter6976 wrote:Alvatore DiMarco wrote:TrouserDeagle wrote:Thaddeus Eggeras wrote:As missiles have the least amount of options that's a lie In terms of ammunition, missiles have quite a few options. In terms of launchers, they're all pretty much the same within a size class and range type. ^^^true medium ac's: 180mm and meta variants 220mm '' '' 425mm '' '' medium arty: 650mm and meta 720mm and meta caldari: rlm's and meta hml's and meta hams and meta 5 vs 3 should I continue?
no because you dumb |

Scooter6976
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.10 17:41:00 -
[695] - Quote
TrouserDeagle wrote:Scooter6976 wrote:Alvatore DiMarco wrote:TrouserDeagle wrote:Thaddeus Eggeras wrote:As missiles have the least amount of options that's a lie In terms of ammunition, missiles have quite a few options. In terms of launchers, they're all pretty much the same within a size class and range type. ^^^true medium ac's: 180mm and meta variants 220mm '' '' 425mm '' '' medium arty: 650mm and meta 720mm and meta caldari: rlm's and meta hml's and meta hams and meta 5 vs 3 should I continue? no because you dumb
very well thought out response. you win. |

Mhari Dson
Lazy Brothers Inc
77
|
Posted - 2013.11.10 17:47:00 -
[696] - Quote
Obviously CCP Rise got a bad evaluation on something in the last week (I wonder......) and he's gone into OMFG SAVE MY JOB mode without thinking it through. A proper thought out version of this would have rails/blasters/autocannons/artillery/pulse/beam/drone applications already prepared and field tested as well.
Instead we're stuck with halfwitted BS at a point where it won't make it to SISI so we can actually see it til it goes live and players using this weapons system that didn't look into this thread just $#!+can them on sight on the 19th. I'm willing to entertain this weapons system under certaint conditions:
1- this isn't RLML/RHML it's burst launchers (AKA keep the V1 with only minor adjustments)
2- it gets released as a separate weapons system from RLML/RHML
3- there are similar weapons systems for hybrid/projectile/laser/drone YES DRONES
otherwise don't bother us with it.
Want to make people happy without the shitfest? give T2 drones T2 resist profiles. and I hate drones but would be very pleased by it.
edit...
and with 9 days to go WTF AREN'T THESE STATISTICS ON SISI? |

BORG HELLinHEAVEN
Ordo Drakonis Nulli Secunda
10
|
Posted - 2013.11.10 17:56:00 -
[697] - Quote
One thing should be add to those rapid launchers to compensate that 40 seconds recharge time:
Make it possible to exchange ammo (missile) type by just drag drop in the launcher, in the same way you can do with laser lenses. Ex: You have 19 scourge missiles loaded. You can drop nova missiles in the launchers to get 19 nova missiles to fire.
Since its a strategic great dps tank breaker weapon, a compensation in the choice of the damage type without the recharge delay time sounds justified to me. |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.10 18:05:00 -
[698] - Quote
Garviel Tarrant wrote:Major Killz wrote:Garviel Tarrant wrote:also i would like to suggests that rlml's aren't op
LML's are op, rlml's just inherit that.
Hit with bat please. Please enlighten us. Is this a ship stats + modules + hull bonus + ammunition and weapon system together is TO POWERFUL. Or! Is this a ammunition is overpowered argument? If the later then please explain in detail why that is; and if the former. Then things get complicated. I have YET TO READ A DETAILED explanation AS TO WHY LIGHT MISSILES ARE OVERPOWERED. I'm lazy, so this won't be detailed. Sorry. But its mostly the ability to outdps all other long range weapons of its size at any range beyond around 16km. Coupled with not needing to worry about tracking, being able to apply dps further than you can lock and in some ships having selectable damage types. Add to that an immunity to TD's while having enough mids to dish out TD's or damps on all ships that use lml's. Yeah, when it comes to frigate kiting, lml's are just a step above (And easier to use). Lastly and most importantly, I have a corp mate that has around 900 kills with a kestrel in a few months, he needs to be nerfed >=[ (Basically, its not the ships, its lml's applying too much damage too well too far away)
So, after digesting your comments; IGÇÖm actually for reducing the effectiveness of light missiles. See what swayed my thinking with regard to this subject was certain key words like: long range, tracking and applied damage.
Light missiles may be the last abnormal long range weapon system left in game. The norm for long-range weapon systems is rather poor tracking and applied damage when unsupported by an immobilizing module like a stasis webifier compared to short-range weapon systems. They should do absolute damage to certain ship classes at common base speed at a certain range.
Light missiles have no issue GÇ£trackingGÇ¥ targets at all. Well, the drop in applied damage is not significant enough to call it an issue. When shooting an afterburning frigate for example. Not to mention its range advantage. Now I can honestly say I was soloing in a kestrel back in 2011 and slowly owning tech 2 frigates and Rifters back then. So, this mechanic has been around for a while but more prevalent now.
This is the same issue I had with heavy missile versus heavy assault missiles. Heavy missiles had superior tracking compared to heavy assault missiles. The question was. Should a long range weapon system track as well or better than a short range weapon system. Most would say no.
Anyway, Heavy missiles and Heavy assault missiles tracking values have been effectively switched. So, heavy assault missiles track as well as heavy missiles use to.
So what I propose to do with light missiles is this. Increase signature resolution by 100%, Increase explosion velocity by 50% and reduce missile flight time so that an absolutely skilled missile users light missiles would have a 36,000m-flight time to a static target. I think that would be enough to put them back in line with most long-range weapon systems.
So I agree that light missiles are a broken mechanic but not an overpowered one. Rebalance them and move on. This 40-second reload thing is silly though. 20 seconds would be ok and 25 would be bearable but not 40 ******* seconds. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
683
|
Posted - 2013.11.10 18:05:00 -
[699] - Quote
THe last time I saw a dev idea so relentlesly bashed as HORRIBLE , was back at zulupark time, when we got ideas like limiting carriers to only fighters and in special the "dreads should use target painters".
Yes, this rapid launcher is on same level. |

Geingus
MASS A SLIGHT ANNOYANCE
0
|
Posted - 2013.11.10 18:08:00 -
[700] - Quote
This idea, and other new options are always a good idea as long as they are balanced and ADD options. Do not interfere with the existing missile structure. Create a new class of launchers and stick them there.
More options = better as long as they don't cause balance problems for other options. Don't replace existing RML's with these, create new Ancillary RML's or something.
I could also see these being great for PvE use. |
|

Onictus
Silver Snake Enterprise Fatal Ascension
586
|
Posted - 2013.11.10 18:09:00 -
[701] - Quote
40 second reloads are unmitigated ****.
The more I think about it the more I dislike the idea and I'm not even a missile user. (Blame drakes) |

Otto Schultzky
Steller Exiles Inc Carthage Empires
10
|
Posted - 2013.11.10 18:11:00 -
[702] - Quote
As everyone stated that 40 sec reload time is a bit ridiculous.
Might as well give players the option of "FIRE ALL THE MISSILES" that are loaded in that launcher, so they basically act like a bomb launcher against a single target.
No wait that is a terrible idea. |

Arthur Aihaken
The.VOID
480
|
Posted - 2013.11.10 18:15:00 -
[703] - Quote
With Rubicon now less than 9 days from release, and assuming the changes will need to be frozen a few days prior - we're only talking a few days at most to get these live and tested. I don't think that bodes well for such a substantial change, regardless of which side you fall on.
What I'm fairly displeased with is the fact that the RHLM thread was open for the better part of a month with ZERO dev feedback. I mean, nothing. If there were issues with the proposed RHLMs during live testing it was completely oblivious to those of us following. Interaction doesn't mean you have to respond to each and every thread, but I don't think an update every few days (even if the answer is "nothing's changed, still on-track with the last iteration") is entirely out of the question.
I would almost suggest that RHMLs and the proposed changes to RLMLs be shelved for the next quarterly update, and with that update missiles should be a top priority (torpedoes, HMLs, RLMLs and RHMLs). |

Mhari Dson
Lazy Brothers Inc
77
|
Posted - 2013.11.10 18:17:00 -
[704] - Quote
Arthur Aihaken wrote:With Rubicon now less than 9 days from release, and assuming the changes will need to be frozen a few days prior - we're only talking a few days at most to get these live and tested. I don't think that bodes well for such a substantial change, regardless of which side you fall on.
What I'm fairly displeased with is the fact that the RHLM thread was open for the better part of a month with ZERO dev feedback. I mean, nothing. If there were issues with the proposed RHLMs during live testing it was completely oblivious to those of us following. Interaction doesn't mean you have to respond to each and every thread, but I don't think an update every few days (even if the answer is "nothing's changed, still on-track with the last iteration") is entirely out of the question.
I would almost suggest that RHMLs and the proposed changes to RLMLs be shelved for the next quarterly update, and with that update missiles should be a top priority (torpedoes, HMLs, RLMLs and RHMLs).
I couldn't agree more |

wellofsorrow
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.11.10 18:24:00 -
[705] - Quote
Oh dear another NOT SO BRIGHT IDEA. I do hope reason comes to the office of ccp . I f your gonna do this atleast Give the ships in question a better tanking ability to servive the ludicrus reload time. You really have taken your fist and shoved it up the hole where the sun don't shine |

Ion Blacknight
EVE University Ivy League
19
|
Posted - 2013.11.10 18:31:00 -
[706] - Quote
Mhari Dson wrote:Obviously CCP Rise got a bad evaluation on something in the last week (I wonder......) and he's gone into OMFG SAVE MY JOB mode without thinking it through....
I work in a large organisation where this kind of terrible solution looking for a problem happens all the time. I'm sure it happens pretty much everywhere except at the most progressive and enlightened companies where you don't need to be constantly fixing things that are not broken to keep your job. And, moreover, where you have the support and the culture to admit you were wrong and be able to say yeah, that was a bad idea, we'll forget about that one. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
432
|
Posted - 2013.11.10 18:51:00 -
[707] - Quote
Kagura Nikon wrote:THe last time I saw a dev idea so relentlesly bashed as HORRIBLE , was back at zulupark time, when we got ideas like limiting carriers to only fighters
I liked that idea though. |

Mhari Dson
Lazy Brothers Inc
77
|
Posted - 2013.11.10 18:59:00 -
[708] - Quote
TrouserDeagle wrote:Kagura Nikon wrote:THe last time I saw a dev idea so relentlesly bashed as HORRIBLE , was back at zulupark time, when we got ideas like limiting carriers to only fighters I liked that idea though.
I'd probably be better disposed to liking the idea if it weren't intended to replace an exsisting weapons system that already functions well and just needs a minor tweak. |

Madbuster73
RED SQUAD
65
|
Posted - 2013.11.10 19:16:00 -
[709] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
This is the worst idea ever imo.....
This encourages missile ship blobs....... And it nerfs Solo....
We dont want Caracal or Typoon blobs, they are already OP as it is
|

KDUBDA1ST
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.10 19:27:00 -
[710] - Quote
no no no no no
if they can do this to rlml's, then they can do it to blasters, ac's, etc
...or mayb they'll do it to all weapons systems for t3's, you know, to carry on with that O/H bonus 'tradition'
all of you that are talking like you think this is a GREAT IDEA, probably feel that way bc this isn't happening to your fav weapons system, which you probably also DONT think is broken.
cCp, before making such a major change to a weapon systems functionality, plz first justify why such a mod requires the adjustment. If it is not broken, do not attempt to fix. Add a new weapons system instead. you did so with the ancillary defense mods. so should it b for offensive systems.
Personally, id prefer they find something other than 'ancillary' this or that, to fix balance issues, but if they insist on going on with the ancillary madness, at least keep it to mods that are not capable of using various load charges. the most obvious tweak to asb's or aar's at this point would be only a single charge size for each corresponding mod size....but I guess that's a different thread. the obvious point still stands, having to wait and extended period of time in order to adjust to changing combat situations is not 'fun, exciting, new, or tense' it just sux. If you cannot adjust quickly in combat, then you are useless.
|
|

Angelus Ryan
One Ronin
47
|
Posted - 2013.11.10 19:58:00 -
[711] - Quote
Oh boy, that is just wrong.
Markku Laaksonen wrote: FOFs - No one uses FOFs because they're terrible and restrictively over-situational. (Auto-Targeting Missiles, technically.)
Plenty of people I know use FoFs. Especially when flying outnumbered against gangs who often bring damp kite tackle. A papertanked Maulus/Condor doesn't like FoFs because it drives them off.
Markku Laaksonen wrote: Kinetic Bonus - This is an interesting point about ships with kinetic bonuses. You don't switch that often. The bonus takes away from decision making. The decision is 'to shoot kinetic or not to shoot kinetic.' With a kinetic bonus that can net you +25% damage, the decision is always to shoot kinetic.
The Caracal, Bellicose and Scythe Fleet Issue are not kinetic bonused. You switch ALL THE TIME.
Markku Laaksonen wrote: Switching - Again, you admit that most ships using missiles are kinetic bonused. You don't switch that often. The only time I would go into a fight with not-kinetic missiles on a kinetic bonused ship is if I knew the resist profile of the target. The only sure fire way to figure this out in a fight is to shoot one of each missile and see which hits harder. And then wait 40s to reload everything to that damage type? No one does that now with a 10s reload. Anything else is assumption.
Actually, it isn't terribly hard to know a good approximation of the resist profile of your target based on: Native resist profile (Especially T2 ships), prior fits by the same pilot, related doctrines by the corp/alliance in question, etc. While it is an assumption, it is an educated one, and it beats the "shoot kinetic!" approach you seem to be advocating in a vast majority of the time. And also, again: Among typical RLML using vessels, pretty much only the Cerberus is kinetic-bonused. Not switching is dumb. |

Onslaughtor
Alexylva Paradox
60
|
Posted - 2013.11.10 20:02:00 -
[712] - Quote
Why not go half half? Give it a 20 sec reload and balance the damage to compensate. I think this would be better not only because its usable, but its also tamer. And if you are able to rapidly change it like you say, why not start with something less drastic and start small then work up as required?
So yeah
20 sec reload and balance the damage to compensate.
|

Marcus Walkuris
Aww yeahhh
27
|
Posted - 2013.11.10 20:12:00 -
[713] - Quote
Angelus Ryan wrote:Markku Laaksonen wrote:
Kinetic Bonus - This is an interesting point about ships with kinetic bonuses. You don't switch that often. The bonus takes away from decision making. The decision is 'to shoot kinetic or not to shoot kinetic.' With a kinetic bonus that can net you +25% damage, the decision is always to shoot kinetic.
The Caracal, Bellicose and Scythe Fleet Issue are not kinetic bonused. You switch ALL THE TIME.
You aren't really proving the point. He is specifically referring to ships "with" kinetic bonuses. That said the ships without kinetic specific bonuses is tragically low as you illustrated. |

Ghost Phius
Tribal Liberation Force Minmatar Republic
105
|
Posted - 2013.11.10 20:28:00 -
[714] - Quote
CCP is searching hard for a new gimmick lol. Keep trying this one sucks warm donkey balls. |

Michael Harari
Genos Occidere HYDRA RELOADED
827
|
Posted - 2013.11.10 21:06:00 -
[715] - Quote
Marcus Walkuris wrote:Angelus Ryan wrote:Markku Laaksonen wrote:
Kinetic Bonus - This is an interesting point about ships with kinetic bonuses. You don't switch that often. The bonus takes away from decision making. The decision is 'to shoot kinetic or not to shoot kinetic.' With a kinetic bonus that can net you +25% damage, the decision is always to shoot kinetic.
The Caracal, Bellicose and Scythe Fleet Issue are not kinetic bonused. You switch ALL THE TIME. You aren't really proving the point. He is specifically referring to ships "with" kinetic bonuses. That said the ships without kinetic specific bonuses is tragically low as you illustrated.
There are two RLM ships with kinetic bonuses, and yes, even in those, you very often swap from kinetic. |

Viceorvirtue
The Hatchery Team Liquid
23
|
Posted - 2013.11.10 21:09:00 -
[716] - Quote
Even if you have a kinetic bonus you still have to switch to mjolnir or nova if you encounter a caldari or gallente t2/t3. Otherwise you end up doing next to no damage because of their resist profiles. Additionally these ships that you have to switch ammo for are quite common in pvp, so you can't get away with saying 'edge case scenario'. You can still say 'it's not a deal breaker' but you can use that as a generic response to anything without explaining why.
There are so many more important things you could be doing instead of putting the resources into changing rlms. These things include drone assist, completely revamping the terrible mechanic that is ecm, and so much more. Instead you are going to change a system that is currently just as viable as lasers, rails, arty, etc at what it does. Sure the hulls that use them have the fitting room for extra tank so requiring extra powergrid to fit rlms might be a good idea so things like the triple lse caracal or the lse+xl asb cerb are toned down a bit. Currently this proposal is a kick in the teeth to solo and small gang while not really even changing large fleet play because they have enough ships dedicated to providing application bonuses in the form of tps and webs that they can use hmls and hams to do more damage anyway.
As I have said before the rlm metrics are likely because they are so easy to train into for new players to be effectively on par and viable as anti tackle in a small gang while still being able to solo, all without having to put nearly as much sp into t2 turrets for the same effect. Rlm is also hardly used in larger fleet pvp to my knowledge mostly because in larger fleets they have dedicated application bonuses in the form of bonus web and painters. You dont normally have the ability to include that in small gangs and especially not solo which is why rlms are so popular.
Forcing rlms to require application bonuses and such will only mean that they will hardly be used at all since small gangs can't take advantage of them easily and larger fleets are already able to use higher damage missile systems. Pigeon holing rlms like this proposal suggests is also a terrible idea because it just hurts the people currently using them and they would be forced into laser/rails etc, effectively limiting their choices when at present rlms are no more powerful than other systems. Best idea would be to add more pg cost to rlms instead to lower the effective tank on the ships using them without just killing rlms as an option compared to other systems. |

BBQ FTW
The Hatchery Team Liquid
95
|
Posted - 2013.11.10 21:09:00 -
[717] - Quote
this discussion would be so much better if only people with 3 digit battleclinic rank were allowed to post)))))
then you don't have people that fit HMLs to ravens wasting valuable space in thread
Quote:There are two RLM ships with kinetic bonuses, and yes, even in those, you very often swap from kinetic.
nah brah shoot scourge at enyo erry day
Quote:if they can do this to rlml's, then they can do it to blasters, ac's, etc
this would be amazing |

Baron' Soontir Fel
Justified Chaos
64
|
Posted - 2013.11.10 21:11:00 -
[718] - Quote
Major Killz wrote: So what I propose to do with light missiles is this. Increase signature resolution by 100%, Increase explosion velocity by 50% and reduce missile flight time so that an absolutely skilled missile users light missiles would have a 36,000m-flight time to a static target. I think that would be enough to put them back in line with most long-range weapon systems.
This would be fine with the RLML was buffed in terms of DPS to project the same DPS quantities as other long range weapon systems. IE 300-400 damage. (400 dmg Rail-Moa/Thorax) And somehow you didn't make them as gay as HMLs unable to hit anything smaller than a BS.
You fail to see the strength of missiles is their range. The frigate short-range missile system is the rocket and those hit out to 15km while blasters hit out to 2k. Frigate rails can hit long or short range depending on your 10 ammo choices. Frigate LML hit out to 42 (unbonused) RLML usually only can hit out to 42km when they're unbonused. So basically the same as what you have.
And what you also don't realize is flight time is drastically inflated when comparing to Optimal. A 36k flight time will be not be enough to catch a 5k m/s ship orbiting you at 20. So once again, a frigate is non-killable by a anti-frigate cruiser. |

Angelus Ryan
One Ronin
47
|
Posted - 2013.11.10 21:15:00 -
[719] - Quote
Marcus Walkuris wrote:Angelus Ryan wrote:Markku Laaksonen wrote:
Kinetic Bonus - This is an interesting point about ships with kinetic bonuses. You don't switch that often. The bonus takes away from decision making. The decision is 'to shoot kinetic or not to shoot kinetic.' With a kinetic bonus that can net you +25% damage, the decision is always to shoot kinetic.
The Caracal, Bellicose and Scythe Fleet Issue are not kinetic bonused. You switch ALL THE TIME. You aren't really proving the point. He is specifically referring to ships "with" kinetic bonuses. That said the ships without kinetic specific bonuses is tragically low as you illustrated.
Yeah, sorry. I wasn't really clear. I wanted to say that the most accessible RLML platforms are not kinetic bonused, and due to that not switching often is false. Also, once you start talking Caldari T2 resist profiles, the 25% damage increase might as well be a nerf gun when compared to switching to EM/Exp.
I wasn't clear, been a long day. |

Vladimir Norkoff
Income Redistribution Service
278
|
Posted - 2013.11.10 21:27:00 -
[720] - Quote
Not a good idea Rise. And have the real bad feeling you are just gonna push this thru anyway. It's basically gonna be "loot bukkake" all over again. Tossed up on the forums a couple weeks before release. Player base tells you it's a horrible idea. Gets pushed thru anyway. Becomes a horrible game mechanic that players avoid. All this has happened, and will happen again.
This is not a difficult module to implement. You just make it do 15% less sustained dps in comparison to the long-range missile system. HML Caracal does ~250dps, RLML Caracal does ~215dps. Trade damage, for better fitting and application against smaller targets. So BS-sized you'd see ~700dps Cruise, and ~600dps RHML. Does it massacre smaller ships? Yes. that's the whole point. Does it get it's ass handed to it by same-size ships with standard fitting? Yes. Which is the balance. Done. Why is this hard? |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
432
|
Posted - 2013.11.10 21:38:00 -
[721] - Quote
Vladimir Norkoff wrote:Not a good idea Rise. And have the real bad feeling you are just gonna push this thru anyway. It's basically gonna be "loot bukkake" all over again. Tossed up on the forums a couple weeks before release. Player base tells you it's a horrible idea. Gets pushed thru anyway. Becomes a horrible game mechanic that players avoid. All this has happened, and will happen again.
This is not a difficult module to implement. You just make it do 15% less sustained dps in comparison to the long-range missile system. HML Caracal does ~250dps, RLML Caracal does ~215dps. Trade damage, for better fitting and application against smaller targets. So BS-sized you'd see ~700dps Cruise, and ~600dps RHML. Does it massacre smaller ships? Yes. that's the whole point. Does it get it's ass handed to it by same-size ships with standard fitting? Yes. Which is the balance. Done. Why is this hard?
Still far too good vs smaller ships. |

Vladimir Norkoff
Income Redistribution Service
278
|
Posted - 2013.11.10 21:43:00 -
[722] - Quote
TrouserDeagle wrote:Still far too good vs smaller ships. Errr... That's pretty much what RLMLs are like currently. Are they OP'd?
|

Onictus
Silver Snake Enterprise Fatal Ascension
586
|
Posted - 2013.11.10 21:50:00 -
[723] - Quote
TrouserDeagle wrote:Vladimir Norkoff wrote:Not a good idea Rise. And have the real bad feeling you are just gonna push this thru anyway. It's basically gonna be "loot bukkake" all over again. Tossed up on the forums a couple weeks before release. Player base tells you it's a horrible idea. Gets pushed thru anyway. Becomes a horrible game mechanic that players avoid. All this has happened, and will happen again.
This is not a difficult module to implement. You just make it do 15% less sustained dps in comparison to the long-range missile system. HML Caracal does ~250dps, RLML Caracal does ~215dps. Trade damage, for better fitting and application against smaller targets. So BS-sized you'd see ~700dps Cruise, and ~600dps RHML. Does it massacre smaller ships? Yes. that's the whole point. Does it get it's ass handed to it by same-size ships with standard fitting? Yes. Which is the balance. Done. Why is this hard? Still far too good vs smaller ships.
Blasting small ships is supposed to be the point. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
994
|
Posted - 2013.11.10 21:53:00 -
[724] - Quote
Vladimir Norkoff wrote:Not a good idea Rise. And have the real bad feeling you are just gonna push this thru anyway. It's basically gonna be "loot bukkake" all over again. Tossed up on the forums a couple weeks before release. Player base tells you it's a horrible idea. Gets pushed thru anyway. Becomes a horrible game mechanic that players avoid. All this has happened, and will happen again.
"... I can tell you that this is one of the moments where we look at what our players do and less of what they say."
They pushed loot scatter through and now it's like this:
"I fully intend to look in to removing scattering from all sites, but that wasn't going to fit into this release as we also need to take a look at the loot tables for all exploration sites." - CCP Affinity
I wonder if this will turn out the same way. |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.10 21:58:00 -
[725] - Quote
Baron' Soontir Fel wrote:Major Killz wrote: So what I propose to do with light missiles is this. Increase signature resolution by 100%, Increase explosion velocity by 50% and reduce missile flight time so that an absolutely skilled missile users light missiles would have a 36,000m-flight time to a static target. I think that would be enough to put them back in line with most long-range weapon systems.
This would be fine with the RLML was buffed in terms of DPS to project the same DPS quantities as other long range weapon systems. IE 300-400 damage. (400 dmg Rail-Moa/Thorax) And somehow you didn't make them as gay as HMLs unable to hit anything smaller than a BS. You fail to see the strength of missiles is their range. The frigate short-range missile system is the rocket and those hit out to 15km while blasters hit out to 2k. Frigate rails can hit long or short range depending on your 10 ammo choices. Frigate LML hit out to 42 (unbonused) RLML usually only can hit out to 42km when they're unbonused. So basically the same as what you have. And what you also don't realize is flight time is drastically inflated when comparing to Optimal. A 36k flight time will be not be enough to catch a 5k m/s ship orbiting you at 20. So once again, a frigate is non-killable by a anti-frigate cruiser.
What? Rockets do not have 15,000m base flight times unbonused. In fact I have no idea what youGÇÖre on about. From that point you went from one silly statement to another and of course insinuating I didnGÇÖt understand this and that. Bra! Your corp. often ends up on the bad end of anything I do with or without missiles. Check yourself.
Also grown men are speaking. YouGÇÖre excused. |

Utopa Kashuken
Rotten Kimchi Squadron Brothers of Tangra
11
|
Posted - 2013.11.10 22:02:00 -
[726] - Quote
CCP Rise wrote:I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Poor light missiles... Our CCP Rise only know damage types. He seems do not know T2 Advanced High Damage Light Missiles, T2 Advanced High Precision Light Missiles, Faction Light Missiles, and Standard Light Missiles. Perhaps they all forgoten...  |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.10 22:13:00 -
[727] - Quote
Onictus wrote:TrouserDeagle wrote:Vladimir Norkoff wrote:Not a good idea Rise. And have the real bad feeling you are just gonna push this thru anyway. It's basically gonna be "loot bukkake" all over again. Tossed up on the forums a couple weeks before release. Player base tells you it's a horrible idea. Gets pushed thru anyway. Becomes a horrible game mechanic that players avoid. All this has happened, and will happen again.
This is not a difficult module to implement. You just make it do 15% less sustained dps in comparison to the long-range missile system. HML Caracal does ~250dps, RLML Caracal does ~215dps. Trade damage, for better fitting and application against smaller targets. So BS-sized you'd see ~700dps Cruise, and ~600dps RHML. Does it massacre smaller ships? Yes. that's the whole point. Does it get it's ass handed to it by same-size ships with standard fitting? Yes. Which is the balance. Done. Why is this hard? Still far too good vs smaller ships. Blasting small ships is supposed to be the point.
CCP has never stated a Caracal should function as an anti-frigate platform. In fact the players regulated it to that purpose, as it seemed to perform well in that role with what was a niche weapon system. However, thereGÇÖs also an Omen set-up that uses small lasers that performs well as an anti-frigate platform. Same can be done to a Thorax and it was not uncommon not to long ago to see small blasters used with said ship.
IGÇÖm not sure why CCP introduced rapid light missile launchers at all. ItGÇÖs the only mid size weapon system that uses small ammunition. They could just remove it completely. Or they could remove cruise missiles, cruise missile launchers, and Heavy missile launchers and just have rapid light missile launchers and rapid heavy missile launchers. Problem solved. Balance ammunition accordingly and move on. |

Elisk Skyforge
Touring New Eden Haven.
7
|
Posted - 2013.11.10 22:15:00 -
[728] - Quote
So the idea is to make these launchers obsolete for PVE and most PVP except gate camping ? If that's the way things are going to be then what about keeping the reload time at something more logical like 20 secs and the rate of fire at 10 sec-ish so that they are not weirdly unbalanced ? |

Vladimir Norkoff
Income Redistribution Service
278
|
Posted - 2013.11.10 22:24:00 -
[729] - Quote
Major Killz wrote: CCP has never stated a Caracal should function as an anti-frigate platform. In fact the players regulated it to that purpose, as it seemed to perform well in that role with what was a niche weapon system. However, thereGÇÖs also an Omen set-up that uses small lasers that performs well as an anti-frigate platform. Same can be done to a Thorax and it was not uncommon not to long ago to see small blasters used with said ship.
IGÇÖm not sure why CCP introduced rapid light missile launchers at all. ItGÇÖs the only mid size weapon system that uses small ammunition. They could just remove it completely. Or they could remove cruise missiles, cruise missile launchers, and Heavy missile launchers and just have rapid light missile launchers and rapid heavy missile launchers. Problem solved. Balance ammunition accordingly and move on. Well CCP generally doesn't state that any ship should function as XYZ. Generally. They have on occasion, often with disastrous results. But for the most part, they hold true to the sandbox ideal.
That being said, it's pretty obvious what the purpose of RLMLs were. They've been around since forever. And the reason for them was printed right in the description (granted, one of the few cases where the description and game reality actually matched up). But the point of the weapon has always been to shoot down frigs and dessies. Cruise and Heavies fit a different role, and I think you know that. You're just being facetious.
|

Mhari Dson
Lazy Brothers Inc
77
|
Posted - 2013.11.10 22:25:00 -
[730] - Quote
Major Killz wrote:Baron' Soontir Fel wrote:Major Killz wrote: So what I propose to do with light missiles is this. Increase signature resolution by 100%, Increase explosion velocity by 50% and reduce missile flight time so that an absolutely skilled missile users light missiles would have a 36,000m-flight time to a static target. I think that would be enough to put them back in line with most long-range weapon systems.
This would be fine with the RLML was buffed in terms of DPS to project the same DPS quantities as other long range weapon systems. IE 300-400 damage. (400 dmg Rail-Moa/Thorax) And somehow you didn't make them as gay as HMLs unable to hit anything smaller than a BS. You fail to see the strength of missiles is their range. The frigate short-range missile system is the rocket and those hit out to 15km while blasters hit out to 2k. Frigate rails can hit long or short range depending on your 10 ammo choices. Frigate LML hit out to 42 (unbonused) RLML usually only can hit out to 42km when they're unbonused. So basically the same as what you have. And what you also don't realize is flight time is drastically inflated when comparing to Optimal. A 36k flight time will be not be enough to catch a 5k m/s ship orbiting you at 20. So once again, a frigate is non-killable by a anti-frigate cruiser. What? Rockets do not have 15,000m base flight times unbonused. In fact I have no idea what youGÇÖre on about. From that point you went from one silly statement to another and of course insinuating I didnGÇÖt understand this and that. Bra! Your corp. often ends up on the bad end of anything I do with or without missiles. Check yourself. Also grown men are speaking. YouGÇÖre excused.
His calculations assume you have both missile range skills trained to 5 |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
15
|
Posted - 2013.11.10 22:26:00 -
[731] - Quote
TrouserDeagle wrote:Vladimir Norkoff wrote:Not a good idea Rise. And have the real bad feeling you are just gonna push this thru anyway. It's basically gonna be "loot bukkake" all over again. Tossed up on the forums a couple weeks before release. Player base tells you it's a horrible idea. Gets pushed thru anyway. Becomes a horrible game mechanic that players avoid. All this has happened, and will happen again.
This is not a difficult module to implement. You just make it do 15% less sustained dps in comparison to the long-range missile system. HML Caracal does ~250dps, RLML Caracal does ~215dps. Trade damage, for better fitting and application against smaller targets. So BS-sized you'd see ~700dps Cruise, and ~600dps RHML. Does it massacre smaller ships? Yes. that's the whole point. Does it get it's ass handed to it by same-size ships with standard fitting? Yes. Which is the balance. Done. Why is this hard? Still far too good vs smaller ships.
Yes a missile actually be good at what it's designed for is always too good. Am I right? |

Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
140
|
Posted - 2013.11.10 22:32:00 -
[732] - Quote
CCP Rise wrote: (think Ancilliary Shield Boosters).
The main issue I have with a 40 second reload time since you are comparing them to ASBs, is that every ASB fit I can think of uses 2x ASBs so that you can sustain your tank over the course of a fight.
There is also currently no way to cancel a reload, and alot can happen over the course of 40 seconds. In fact if I were to use these in systems that have dockable stations, I would rather wait out my aggression timer siting on a station with half a reload left then to actually wait the 40 seconds to reload them.
If the worry is the amount of burst DPS these can do, then let the reload be no more then 20 seconds which is twice that of any other missile system instead of 3x. Lower the burst capabilities by decreasing the rate of fire slightly if you have to. The more you make a weapon system like this a niche, the fewer places you will actually see these. |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.10 22:39:00 -
[733] - Quote
Vladimir Norkoff wrote:Major Killz wrote: CCP has never stated a Caracal should function as an anti-frigate platform. In fact the players regulated it to that purpose, as it seemed to perform well in that role with what was a niche weapon system. However, thereGÇÖs also an Omen set-up that uses small lasers that performs well as an anti-frigate platform. Same can be done to a Thorax and it was not uncommon not to long ago to see small blasters used with said ship.
IGÇÖm not sure why CCP introduced rapid light missile launchers at all. ItGÇÖs the only mid size weapon system that uses small ammunition. They could just remove it completely. Or they could remove cruise missiles, cruise missile launchers, and Heavy missile launchers and just have rapid light missile launchers and rapid heavy missile launchers. Problem solved. Balance ammunition accordingly and move on. Well CCP generally doesn't state that any ship should function as XYZ. Generally. They have on occasion, often with disastrous results. But for the most part, they hold true to the sandbox ideal. That being said, it's pretty obvious what the purpose of RLMLs were. They've been around since forever. And the reason for them was printed right in the description (granted, one of the few cases where the description and game reality actually matched up). But the point of the weapon has always been to shoot down frigs and dessies. Cruise and Heavies fit a different role, and I think you know that. You're just being facetious.
No, IGÇÖm suggesting that almost every ship and weapon system that has been introduced in game has been used for a purpose other than what CCP intended. Which has been a BIG part of what we see as balance issues these past years. Very view concepts they had are being used for their original purpose. I could name them off but if youGÇÖre not ret@rded and have been in game since 2007. ThenGǪ
Some players just formulate new ways of using said weapon system and ship and others follow.
Also, donGÇÖt tell me what I do or do not know.
|

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.10 22:43:00 -
[734] - Quote
Mhari Dson wrote:Major Killz wrote:Baron' Soontir Fel wrote:Major Killz wrote: So what I propose to do with light missiles is this. Increase signature resolution by 100%, Increase explosion velocity by 50% and reduce missile flight time so that an absolutely skilled missile users light missiles would have a 36,000m-flight time to a static target. I think that would be enough to put them back in line with most long-range weapon systems.
This would be fine with the RLML was buffed in terms of DPS to project the same DPS quantities as other long range weapon systems. IE 300-400 damage. (400 dmg Rail-Moa/Thorax) And somehow you didn't make them as gay as HMLs unable to hit anything smaller than a BS. You fail to see the strength of missiles is their range. The frigate short-range missile system is the rocket and those hit out to 15km while blasters hit out to 2k. Frigate rails can hit long or short range depending on your 10 ammo choices. Frigate LML hit out to 42 (unbonused) RLML usually only can hit out to 42km when they're unbonused. So basically the same as what you have. And what you also don't realize is flight time is drastically inflated when comparing to Optimal. A 36k flight time will be not be enough to catch a 5k m/s ship orbiting you at 20. So once again, a frigate is non-killable by a anti-frigate cruiser. What? Rockets do not have 15,000m base flight times unbonused. In fact I have no idea what youGÇÖre on about. From that point you went from one silly statement to another and of course insinuating I didnGÇÖt understand this and that. Bra! Your corp. often ends up on the bad end of anything I do with or without missiles. Check yourself. Also grown men are speaking. YouGÇÖre excused. His calculations assume you have both missile range skills trained to 5
Well his calculations are wrong @ missile range skills to level 6  |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
66
|
Posted - 2013.11.10 22:43:00 -
[735] - Quote
The Rapid launcher work just like the smallest version of Med guns or large guns. dual 180mm rock desotryers and frigates, hell 220mm usually rock them, same with electrons, and focused. Range guns have always rocked whatever they shot at no matter their size, as long as it does fly in a Z it's dead. The rapid launchers "were" going to fill a hole that guns and drones already covered. The rapid launchers will do great against smaller ships (as they are suppose to) and ok to poor to ships of the same size or large, just like the smallest versions of guns do now. And drones, well if you have a drone boat you can have heav or sentry, med, and scout drones all in one, so you can take on any size, as well as Ewar drones, logi drones, and so on. Same with guns, you have more options for guns, as well as the ammo gives you differet range and damage options, you get the T2 ammo, and ammo that give -50%, to +50% and everything between, where missiles get their T2 version, defenders (close to worthless) and FOF (worthless). Yes you can pick damage type, but with Caldari you really can't as they usually get a Kin bonus, and changing damage type in the middle of combat isn't smart when it takes 10sec per change. Also Proj can use all damage types, hybrids are by far the hardest hitting close range weapons, and good range also, so the damage they put out means little, and lasers pretty much never need changed out and if they do it takes l1 second. Missiles really do have the least to options, yes they don't miss IF you are in range, but also the damage you do to a moving target, no matter how they are moving goes down pretty steeply. Like I said before IF these changes come out, might as well just rid EVE of rapid launchers. They weren't OP anyway, just don't give therm the radius bonues and such and they would be fine. Now thery will be worthless. Oh well another loss for missiles, thank god I have all 3 weapon types pretty much maxed out. |

MeBiatch
Republic University Minmatar Republic
1466
|
Posted - 2013.11.10 22:46:00 -
[736] - Quote
how about for rapid launchers they launch two missiles instead of one.
so that doubles their dps. but the reload is made to be 20 seconds because you have to load twice as much ammo.
so you get great dps but also have a long reload time. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
432
|
Posted - 2013.11.10 22:50:00 -
[737] - Quote
Onictus wrote:TrouserDeagle wrote:Vladimir Norkoff wrote:Not a good idea Rise. And have the real bad feeling you are just gonna push this thru anyway. It's basically gonna be "loot bukkake" all over again. Tossed up on the forums a couple weeks before release. Player base tells you it's a horrible idea. Gets pushed thru anyway. Becomes a horrible game mechanic that players avoid. All this has happened, and will happen again.
This is not a difficult module to implement. You just make it do 15% less sustained dps in comparison to the long-range missile system. HML Caracal does ~250dps, RLML Caracal does ~215dps. Trade damage, for better fitting and application against smaller targets. So BS-sized you'd see ~700dps Cruise, and ~600dps RHML. Does it massacre smaller ships? Yes. that's the whole point. Does it get it's ass handed to it by same-size ships with standard fitting? Yes. Which is the balance. Done. Why is this hard? Still far too good vs smaller ships. Blasting small ships is supposed to be the point.
That's the point of destroyers, and they come with no hp and are now slower than cruisers, and don't do it very well at 60km. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.10 22:50:00 -
[738] - Quote
Onictus wrote:Blasting small ships is supposed to be the point. Blasting smaller ships is the point of destroyers already and they don't have any other role. What do they become if the Caracal is better than all of them in every single way ? |

Patri Andari
Thukker Tribe Antiquities Importer
105
|
Posted - 2013.11.10 22:51:00 -
[739] - Quote
All the feedback we got last year, it was very clear we here headed in not the right direction. I wanted to pull us back in the right one. So goals for 2012. What is it that CCP is going to be doing for you, the EVE player as we go through this year?..
We're gonna stop the Jesus features. We're gonna stop the huge "There's gonna be one great amazing thing that will change EVE forever" attitude....
We're gonna be about concentration on the industrialist, the pvpers, the null seccers, the factional warfare players, the role players, everybody thats actualy played at the heart of the game. That's what we are gonna be about this year, is that core spaceship game.
Iteration is not a dirty word. There are so many things that we can go back to...that we can re-balance...add things to. Which isn't creating something completely brand new..but going back and giving those things a bit of invigoration...
Building on that, you [eve player base] are the important people...you guys have very clear views on what is a great game. We [CCP] need to make sure that the game is fun for you. We need to make that we are delivering something you want to play
An so that listening, that engaging back with the community, that developers becoming more accessible [and] looking for that feedback, getting back what it is that you want to see in the game. That is what we are doing this year. _____________________________________________________________________________________________________________
----Senior Producer Jon Lander EVE Fanfest 2012: EVE Keynote
Should be required viewing for all new developers.
I guess it was one of those 1 year plans.  |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.10 22:55:00 -
[740] - Quote
Zvaarian the Red wrote:Yes a missile actually be good at what it's designed for is always too good. Am I right? Nope. The thing is more like "when missile users are happy with their weapon system, it's obviously OP." |
|

Baron' Soontir Fel
Justified Chaos
64
|
Posted - 2013.11.10 22:58:00 -
[741] - Quote
Major Killz wrote: What? Rockets do not have 15,000m base flight times unbonused. In fact I have no idea what youGÇÖre on about. From that point you went from one silly statement to another and of course insinuating I didnGÇÖt understand this and that. Bra! Your corp. often ends up on the bad end of anything I do with or without missiles. Check yourself.
Also grown men are speaking. YouGÇÖre excused.
Most rocket ships have a velocity bonus. Kestrel, Harpy, Corax, Talwar. These hit out to 15km. I think the two ships that are unbonused are the Breacher and Vengeance. They hit out to 10k. My point still stands. Missiles are iconic for their range. 10k is still 2x the range Blasters hit out to (4k). If we talk long range ammo, Null hits out to 7.5km, Javelin Rockets hit out to 15km.
The Bellicose is unbonused to velocity. It hits out to 42km. A Caracal with 5 RLML with 3 BCS gets 211 DPS. The Rail Moa with 200mm Rails with CN Thorium (~40km range) gets 335 DPS.
Caracals give up 120 DPS to be able to hit frigates effectively. And you still think they do their job too well.
|

Platypus King
Doughboys Shadow Cartel
8
|
Posted - 2013.11.10 23:00:00 -
[742] - Quote
It is sad how terrible of an idea this is. You have just shrunk the engagement profile of a caracal to never being able to fight ships its size only smaller.
Kil2 would have never stood for such a heinous attack on solo/small gang pvp. Oh wait...... |

Michael Harari
Genos Occidere HYDRA RELOADED
828
|
Posted - 2013.11.10 23:02:00 -
[743] - Quote
Bouh Revetoile wrote:Zvaarian the Red wrote:Yes a missile actually be good at what it's designed for is always too good. Am I right? Nope. The thing is more like "when missile users are happy with their weapon system, it's obviously OP." PS : In fact, AC have the same problem : either the weapon system is OP and massively used, or balanced and not used because people don't understand its strengths.
Please tell us more, using your great experience in pvp, which includes 0 even fights and 0 outnumbered fights, and a handful of ganks. |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
116
|
Posted - 2013.11.10 23:04:00 -
[744] - Quote
Bouh Revetoile wrote:Onictus wrote:Blasting small ships is supposed to be the point. Blasting smaller ships is the point of destroyers already and they don't have any other role. What do they become if the Caracal is better than all of them in every single way ? I'll clarify since you're too ignorant to get it: THE POINT OF RLML IS TO BLAST SMALLER SHIPS.
You mouthbreathers seem to keep reading it as "the point of X ship is to blast smaller ships." No, that's the point of the RLMLs- they use frig sized ammo to combat frigs at the EXPENSE of lower (theoretic) dps. The problem being that Heavies are so terrible right now that the APPLIED dps of RLMLs may be higher. That's not an issue of the RLMLs it's an imbalance issue of the heavies. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
432
|
Posted - 2013.11.10 23:07:00 -
[745] - Quote
Kat Ayclism wrote:That's not an issue of the RLMLs it's an imbalance issue of the heavies.
nope |

Baron' Soontir Fel
Justified Chaos
65
|
Posted - 2013.11.10 23:10:00 -
[746] - Quote
TrouserDeagle wrote:Kat Ayclism wrote:That's not an issue of the RLMLs it's an imbalance issue of the heavies. nope
Yup. If HMLs could actually hit targets you might see them used in small gangs/solo fleets. Instead you use RLML with pathetic less than Destroyer DPS so you can actually hit something.
It's akin to a Thorax using Light Neutron Blasters and people QQ'ing that it hits frigates. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
995
|
Posted - 2013.11.10 23:11:00 -
[747] - Quote
TrouserDeagle wrote:Kat Ayclism wrote:That's not an issue of the RLMLs it's an imbalance issue of the heavies. nope
What an eloquent and insightful post. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.10 23:11:00 -
[748] - Quote
Kat Ayclism wrote:I'll clarify since you're too ignorant to get it: THE POINT OF RLML IS TO BLAST SMALLER SHIPS.
You mouthbreathers seem to keep reading it as "the point of X ship is to blast smaller ships." No, that's the point of the RLMLs- they use frig sized ammo to combat frigs at the EXPENSE of lower (theoretic) dps. The problem being that Heavies are so terrible right now that the APPLIED dps of RLMLs may be higher. That's not an issue of the RLMLs it's an imbalance issue of the heavies. Too bad for destroyers.
@Michael Harari : please, stop faping on my killboard, it's becoming embarrassing... And you don't even know how to read it BTW, so stop trying. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
433
|
Posted - 2013.11.10 23:17:00 -
[749] - Quote
Baron' Soontir Fel wrote:TrouserDeagle wrote:Kat Ayclism wrote:That's not an issue of the RLMLs it's an imbalance issue of the heavies. nope Yup. If HMLs could actually hit targets you might see them used in small gangs/solo fleets. Instead you use RLML with pathetic less than Destroyer DPS so you can actually hit something. It's akin to a Thorax using Light Neutron Blasters and people QQ'ing that it hits frigates.
light neutron blasters have about 3km range. range bonused lights have 60km and are immune to ewar. HMLs hit fine, why can't people just l2p and make an effort? |

Vladimir Norkoff
Income Redistribution Service
278
|
Posted - 2013.11.10 23:19:00 -
[750] - Quote
Major Killz wrote:No, IGÇÖm suggesting that almost every ship and weapon system that has been introduced in game has been used for a purpose other than what CCP intended. Which has been a BIG part of what we see as balance issues these past years. Very view concepts they had are being used for their original purpose. I could name them off but if youGÇÖre not ret@rded and have been in game since 2007. ThenGǪ
Some players just formulate new ways of using said weapon system and ship and others follow. I'm curious how that is relevant to the topic at hand. Yes, players always find new ways to use things. That's always been a staple of EvE. But that's not what was being referenced in the convo thread you were responding to. It was a discussion of RLMLs being extremely effective against small targets. Which I think everyone can agree that's what RLMLs were designed to do. So not really sure how that relates to your rather strident and insistent view that things can be used for something other than their original purpose. RLMLs are designed for a purpose, and in this case are being used for that exact purpose. That's nothing new or outside the box.
Major Killz wrote:Also, donGÇÖt tell me what I do or do not know. ummm... okay? I actually stated that "I think you know that", but if you wanna take grave offense over it, then please accept my most gracious apologies for besmirching your important internet e-honour... 
TrouserDeagle wrote:That's the point of destroyers, and they come with no hp and are now slower than cruisers, and don't do it very well at 60km. Well I'd agree that the speed between attack cruisers and dessies is a bit out of balance. And that the velocity bonus on the Caracal should probably NOT apply to Light Missiles. But dessies are still more agile, warp faster, and have a smaller sig - so they do have that going for them. Cruisers will get rocked pretty hard by an ABC. A competent dessie pilot - not so much. And having more than one ship class option for the same role is good. Key is to not have one class obsolete the other.
|
|

Ion Blacknight
EVE University Ivy League
19
|
Posted - 2013.11.10 23:21:00 -
[751] - Quote
Patri Andari wrote:All the feedback we got last year, it was very clear we here headed in not the right direction. I wanted to pull us back in the right one. So goals for 2012. What is it that CCP is going to be doing for you, the EVE player as we go through this year?.. We're gonna stop the Jesus features. We're gonna stop the huge " There's gonna be one great amazing thing that will change EVE forever" attitude.... We're gonna be about concentration on the industrialist, the pvpers, the null seccers, the factional warfare players, the role players, everybody thats actualy played at the heart of the game. That's what we are gonna be about this year, is that core spaceship game. Iteration is not a dirty word. There are so many things that we can go back to...that we can re-balance...add things to. Which isn't creating something completely brand new..but going back and giving those things a bit of invigoration... Building on that, you [eve player base] are the important people...you guys have very clear views on what is a great game. We [CCP] need to make sure that the game is fun for you. We need to make that we are delivering something you want to playAn so that listening, that engaging back with the community, that developers becoming more accessible [and] looking for that feedback, getting back what it is that you want to see in the game. That is what we are doing this year. _____________________________________________________________________________________________________________ ----Senior Producer Jon Lander EVE Fanfest 2012: EVE KeynoteShould be required viewing for all new developers. I guess it was one of those 1 year plans. 
"Building on that, you [eve player base] are the important people...you guys have very clear views on what is a great game. We [CCP] need to make sure that the game is fun for you. We need to make that we are delivering something you want to play
An so that listening, that engaging back with the community, that developers becoming more accessible [and] looking for that feedback, getting back what it is that you want to see in the game. That is what we are doing this year."
Thank you for posting that Patri. +1 |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
433
|
Posted - 2013.11.10 23:25:00 -
[752] - Quote
Vladimir Norkoff wrote:TrouserDeagle wrote:That's the point of destroyers, and they come with no hp and are now slower than cruisers, and don't do it very well at 60km. Well I'd agree that the speed between attack cruisers and dessies is a bit out of balance. And that the velocity bonus on the Caracal should probably NOT apply to Light Missiles. But dessies are still more agile, warp faster, and have a smaller sig - so they do have that going for them. Cruisers will get rocked pretty hard by an ABC. A competent dessie pilot - not so much. And having more than one ship class option for the same role is good. Key is to not have one class obsolete the other.
40km is still immense for the base (with skills) range of a frigate weapon. And come on, do you seriously believe that a destroyer will survive being on-grid with a cruiser that's in range? Nobody cares what your sig is, you're totally screwed. |

Michael Harari
Genos Occidere HYDRA RELOADED
829
|
Posted - 2013.11.10 23:26:00 -
[753] - Quote
Bouh Revetoile wrote:Kat Ayclism wrote:I'll clarify since you're too ignorant to get it: THE POINT OF RLML IS TO BLAST SMALLER SHIPS.
You mouthbreathers seem to keep reading it as "the point of X ship is to blast smaller ships." No, that's the point of the RLMLs- they use frig sized ammo to combat frigs at the EXPENSE of lower (theoretic) dps. The problem being that Heavies are so terrible right now that the APPLIED dps of RLMLs may be higher. That's not an issue of the RLMLs it's an imbalance issue of the heavies. Too bad for destroyers. @Michael Harari : please, stop faping on my killboard, it's becoming embarrassing... And you don't even know how to read it BTW, so stop trying.
Ok, prove me wrong and link an example of a close to even fight you have ever had. |

Morrow Disca
SniggWaffe WAFFLES.
83
|
Posted - 2013.11.10 23:32:00 -
[754] - Quote
RIP RLML Caracal, you were fun while you lasted. Guess i'll go get drunk til CCP fixes you again in 4 years. |

BBQ FTW
The Hatchery Team Liquid
95
|
Posted - 2013.11.10 23:32:00 -
[755] - Quote
wow my pve smurf has better bc rank than this guy |

Vladimir Norkoff
Income Redistribution Service
278
|
Posted - 2013.11.10 23:32:00 -
[756] - Quote
TrouserDeagle wrote:40km is still immense for the base (with skills) range of a frigate weapon. And come on, do you seriously believe that a destroyer will survive being on-grid with a cruiser that's in range? Nobody cares what your sig is, you're totally screwed. Well yeah, it would still jack up a dessie pretty hard. That's not terribly surprising. A cruiser that you fit to kill frigs and dessies should probably be able to do that rather effectively. Now drop a standard Thorax or Omen on the same grid as that Caracal, and it's the one that is gonna be screwed. It's paper-rocks-scissors. You are one hell of a small ship pilot Deagle, but stop looking at things from just that point of view.
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
434
|
Posted - 2013.11.10 23:33:00 -
[757] - Quote
Morrow Disca wrote:RIP RLML Caracal, you were fun while you lasted. Guess i'll go get drunk til CCP fixes you again in 4 years.
It was overpowered even before they did the massive unnecessary light missile buff a few expansions ago. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
434
|
Posted - 2013.11.10 23:35:00 -
[758] - Quote
Vladimir Norkoff wrote:TrouserDeagle wrote:40km is still immense for the base (with skills) range of a frigate weapon. And come on, do you seriously believe that a destroyer will survive being on-grid with a cruiser that's in range? Nobody cares what your sig is, you're totally screwed. Well yeah, it would still jack up a dessie pretty hard. That's not terribly surprising. A cruiser that you fit to kill frigs and dessies should probably be able to do that rather effectively. Now drop a standard Thorax or Omen on the same grid as that Caracal, and it's the one that is gonna be screwed. It's paper-rocks-scissors. You are one hell of a small ship pilot Deagle, but stop looking at things from just that point of view.
How about rather effectively, but far worse than a destroyer, since you're as fast and have 4x the hp. |

Morrow Disca
SniggWaffe WAFFLES.
83
|
Posted - 2013.11.10 23:35:00 -
[759] - Quote
TrouserDeagle wrote:Morrow Disca wrote:RIP RLML Caracal, you were fun while you lasted. Guess i'll go get drunk til CCP fixes you again in 4 years. It was overpowered even before they did the massive unnecessary light missile buff a few expansions ago.
Not really, it ruined frigs to be sure, but against anything else it was useless. I guess i just enjoyed blowing away tackle and moonwalking away from a 20 man gang, i mean, isn't that kind of the only 'solo PVP' that is left in this game?
|

Morwennon
Aliastra Gallente Federation
28
|
Posted - 2013.11.10 23:37:00 -
[760] - Quote
TrouserDeagle wrote:Vladimir Norkoff wrote:TrouserDeagle wrote:40km is still immense for the base (with skills) range of a frigate weapon. And come on, do you seriously believe that a destroyer will survive being on-grid with a cruiser that's in range? Nobody cares what your sig is, you're totally screwed. Well yeah, it would still jack up a dessie pretty hard. That's not terribly surprising. A cruiser that you fit to kill frigs and dessies should probably be able to do that rather effectively. Now drop a standard Thorax or Omen on the same grid as that Caracal, and it's the one that is gonna be screwed. It's paper-rocks-scissors. You are one hell of a small ship pilot Deagle, but stop looking at things from just that point of view. How about rather effectively, but far worse than a destroyer, since you're as fast and have 4x the hp. That's true for all attack cruisers compared to the corresponding destroyers; it's not an indication that the caracal is imbalanced, it just shows that destroyers need reworking. Hell, some *combat* cruisers outrun destroyers. |
|

Sergeant RL3
Garoun Investment Bank Gallente Federation
0
|
Posted - 2013.11.10 23:39:00 -
[761] - Quote
Bouh Revetoile wrote:Kat Ayclism wrote:I'll clarify since you're too ignorant to get it: THE POINT OF RLML IS TO BLAST SMALLER SHIPS.
You mouthbreathers seem to keep reading it as "the point of X ship is to blast smaller ships." No, that's the point of the RLMLs- they use frig sized ammo to combat frigs at the EXPENSE of lower (theoretic) dps. The problem being that Heavies are so terrible right now that the APPLIED dps of RLMLs may be higher. That's not an issue of the RLMLs it's an imbalance issue of the heavies. Too bad for destroyers. @Michael Harari : please, stop faping on my killboard, it's becoming embarrassing... And you don't even know how to read it BTW, so stop trying.
You don't pvp at all, why are you even saying anything in this thread? You have never flown an RLML ship and you clearly have a poor understanding of pvp in general. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
434
|
Posted - 2013.11.10 23:41:00 -
[762] - Quote
Morwennon wrote:TrouserDeagle wrote:Vladimir Norkoff wrote:TrouserDeagle wrote:40km is still immense for the base (with skills) range of a frigate weapon. And come on, do you seriously believe that a destroyer will survive being on-grid with a cruiser that's in range? Nobody cares what your sig is, you're totally screwed. Well yeah, it would still jack up a dessie pretty hard. That's not terribly surprising. A cruiser that you fit to kill frigs and dessies should probably be able to do that rather effectively. Now drop a standard Thorax or Omen on the same grid as that Caracal, and it's the one that is gonna be screwed. It's paper-rocks-scissors. You are one hell of a small ship pilot Deagle, but stop looking at things from just that point of view. How about rather effectively, but far worse than a destroyer, since you're as fast and have 4x the hp. That's true for all attack cruisers compared to the corresponding destroyers; it's not an indication that the caracal is imbalanced, it just shows that destroyers need reworking. Hell, some *combat* cruisers outrun destroyers.
Yeah, it's not difficult. Dragoon with 400 plate and 2 armour rigs goes 1335m/s. Even if they had appropriate speed, they'd still be pretty poor frig-killers in actual fights, because everything can explode them instantly, whereas a cruiser has loads more hp, and when fitted with frig or anti-frig weapons can fit just about everything it would ever want. |

Vladimir Norkoff
Income Redistribution Service
278
|
Posted - 2013.11.10 23:50:00 -
[763] - Quote
TrouserDeagle wrote:How about rather effectively, but far worse than a destroyer, since you're as fast and have 4x the hp. You're preaching to the choir in regards to the speed mate. It does need to be toned down. But you are also ignoring the increased cost in comparison to a dessie. And the larger sig which makes it more vulnerable to larger ships. What you are proposing is a 30mil cruiser that does it's job less effectively than a 5mil dessie, but is also complete fodder for any other cruiser, BC, or even most BSs. That isn't balance. That's an obsolete ship. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
66
|
Posted - 2013.11.10 23:50:00 -
[764] - Quote
T1 Destroyers have always kinda sucked, they need a smaller sig raduis, and a bit of speed added, as well as a bit more tank. Now Interds are going to be nice, still prob get rocked my AF and cruisers, but they will be a force to recken with |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.10 23:51:00 -
[765] - Quote
Michael Harari wrote:Ok, prove me wrong and link an example of a close to even fight you have ever had. In TIPIAK, we welp fleets on a regular basis. If you are that much interested in my life, I had less time to play in recent months, hence why you don't see many of my kills/deaths. Sorry to have a life.
And, please, don't ask me for a date, you live too far away anyway...
And no, I won't bother doing killboard archeology to prove you anything.
Can we talk about missiles now ? |

Michael Harari
Genos Occidere HYDRA RELOADED
829
|
Posted - 2013.11.10 23:55:00 -
[766] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Ok, prove me wrong and link an example of a close to even fight you have ever had. In TIPIAK, we welp fleets on a regular basis. If you are that much interested in my life, I had less time to play in recent months, hence why you don't see many of my kills/deaths. Sorry to have a life. And, please, don't ask me for a date, you live too far away anyway... And no, I won't bother doing killboard archeology to prove you anything. Can we talk about missiles now ? @Sergeant RL3 : Hello alt 314, how are you ? Please take a seat, pop corn and be quiet while men are talking. When you'll grew up and won't be affraid of showing who you are before talking about killboard, then you might be less ridiculous. :-)
http://i.imgur.com/HGyxymt.png
             |

Gorski Car
ElitistOps Pandemic Legion
146
|
Posted - 2013.11.10 23:56:00 -
[767] - Quote
Bouh It's time to chill down and stop posting + suck my D while I F your A |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 00:03:00 -
[768] - Quote
It's a forum, if you are affraid of what people can say, do something else, like your leet pvp. :-)
Here, the point is to talk and argue with people, even you think they don't deserve it. |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.11 00:04:00 -
[769] - Quote
Vladimir Norkoff wrote:[quote=Major Killz] Spastic gibberish
This is why the mentally challenged shouldnGÇÖt be allowed outside of hospitals to deal with their special needs. Maybe I shouldGÇÖve ignored you to begin with. As for the rest of whatever youGÇÖre on about. I donGÇÖt speak spastic. So, well done? Take your meds and go back to sleep now. |

Markku Laaksonen
EVE University Ivy League
211
|
Posted - 2013.11.11 00:06:00 -
[770] - Quote
Angelus Ryan wrote:Marcus Walkuris wrote:Angelus Ryan wrote:Markku Laaksonen wrote:
Kinetic Bonus - This is an interesting point about ships with kinetic bonuses. You don't switch that often. The bonus takes away from decision making. The decision is 'to shoot kinetic or not to shoot kinetic.' With a kinetic bonus that can net you +25% damage, the decision is always to shoot kinetic.
The Caracal, Bellicose and Scythe Fleet Issue are not kinetic bonused. You switch ALL THE TIME. You aren't really proving the point. He is specifically referring to ships "with" kinetic bonuses. That said the ships without kinetic specific bonuses is tragically low as you illustrated. Yeah, sorry. I wasn't really clear. I wanted to say that the most accessible RLML platforms are not kinetic bonused, and due to that not switching often is false. Also, once you start talking Caldari T2 resist profiles, the 25% damage increase might as well be a nerf gun when compared to switching to EM/Exp. I wasn't clear, been a long day.
Been a long day. I can appreciate that. So who originally asserted that missile users 'don't switch often'? (Hint: Rise.) |
|

Sergeant RL3
Garoun Investment Bank Gallente Federation
1
|
Posted - 2013.11.11 00:08:00 -
[771] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Ok, prove me wrong and link an example of a close to even fight you have ever had. In TIPIAK, we welp fleets on a regular basis. If you are that much interested in my life, I had less time to play in recent months, hence why you don't see many of my kills/deaths. Sorry to have a life. And, please, don't ask me for a date, you live too far away anyway... And no, I won't bother doing killboard archeology to prove you anything. Can we talk about missiles now ?
This is my main character and I still don't understand why you are posting in here when you have nothing to add, you have zero experience using the modules being discussed here. Your opinion does not deserve to be held on the same level as michaels or dalikahs and you just spamming uninformed posts drowns out all the good criticism of these changes. I don't know if there is a hulk rebalancing thread around here or chat window rebalancing thread, but maybe you could go **** up those threads instead if they exist. |

Arthur Aihaken
The.VOID
483
|
Posted - 2013.11.11 00:14:00 -
[772] - Quote
Patri Andari wrote:Should be required viewing for all new developers. I guess it was one of those 1 year plans.  You nailed it right there. |

Mobius Reynolds
Facepunch Industries
2
|
Posted - 2013.11.11 00:18:00 -
[773] - Quote
I don't have much experience using RLMLs...but even still...why such a massive change to a weapon systems who's most recent change was from Retribution (when light missiles received a slight buff)? (and before that when it got renamed)
I think the proposed change is interesting, and it might even be good, but it will be hard to measure while the imbalances between turrets and missiles still exist |

Zircon Dasher
294
|
Posted - 2013.11.11 00:18:00 -
[774] - Quote
This srsly frustrates the ability to isbox your own gangs. RLMLs were just about perfect since they can deal with a range of scenarios. Nerfing the ability to quickly and efficiently deal with tackle (the only real problem one faces) while boxing more than 5 characters is a terrible idea. |

Gorski Car
ElitistOps Pandemic Legion
146
|
Posted - 2013.11.11 00:24:00 -
[775] - Quote
I do not think subhumans should have their stupid opinions known to the rest of us. We are discussing this weapons in a pvp enviroment atm and if you do not even pvp you should just shut up. |

Major Killz
Deep Core Mining Inc.
275
|
Posted - 2013.11.11 00:55:00 -
[776] - Quote
Gorski Car wrote:Also never ******* ever listen to prometheus
Quoting for Posterity. Preserved this in the annals for the 5 years this game still has until CCP runs out of business. |

Leokokim
Mining Industry Exile Foundation HYDRA RELOADED
1
|
Posted - 2013.11.11 01:45:00 -
[777] - Quote
A lot of knowledgeable people postet true stuff here.
RLML are used because the alternatives, HAMs and HMs aren't good enough as of now.
And imho the two best statements in this thread:
>> a weapons system hated by both sides of the attack is a bad weapon system.
>> a Cerb doing more sustained DPS with frig weapons instead of cruiser weapons. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
996
|
Posted - 2013.11.11 01:53:00 -
[778] - Quote
Leokokim wrote:A lot of knowledgeable people postet true stuff here.
RLML are used because the alternatives, HAMs and HMs aren't good enough as of now.
And imho the two best statements in this thread:
>> a weapons system hated by both sides of the attack is a bad weapon system.
>> a Cerb doing more sustained DPS with frig weapons instead of cruiser weapons.
How I anticipate this post will be responded to:
The ~metrics~ show lots of people using HAMs and HMLs so they must not be as bad as we think they are.
>> One side's concerns aren't that big a deal and the other side's concerns validate that this change is urgently needed right now.
>> Working as intended because of front-loaded burst damage.
---
Naturally, I hope I'm wrong. |

Solj RichPopolous
Mentally Assured Destruction The Pursuit of Happiness
45
|
Posted - 2013.11.11 02:03:00 -
[779] - Quote
Michael Harari wrote:If anything should have a "burst" mechanic with a long reload time, it should be remote reps.
This is the single most best best bestest idea in the existence of the game. |

Anomaly One
Hedion University Amarr Empire
22
|
Posted - 2013.11.11 02:33:00 -
[780] - Quote
Now you can ECM jam yourself for 40 secs! |
|

Arthur Aihaken
The.VOID
484
|
Posted - 2013.11.11 02:34:00 -
[781] - Quote
With (now) 8 days to go, we've got a sole dev update? Honestly I don't even know why we have these forums. The premise is that the interaction is supposed to be somewhat cathartic, but following these forums seems more akin to reading the obituaries (every time there's an update, we know something's died; we just hope it's not related to us). |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
998
|
Posted - 2013.11.11 02:56:00 -
[782] - Quote
Arthur Aihaken wrote:With (now) 8 days to go, we've got a sole dev update? Honestly I don't even know why we have these forums. The premise is that the interaction is supposed to be somewhat cathartic, but following these forums seems more akin to reading the obituaries (every time there's an update, we know something's died; we just hope it's not related to us).
It's been Sunday all day and now it's finally Monday in Iceland. As of this post it's just about 3am at CCP HQ; let people do things like get out of bed and eat breakfast and maybe even unlock the front door at CCP so people can get into the building.
|

Ion Blacknight
EVE University Ivy League
20
|
Posted - 2013.11.11 03:00:00 -
[783] - Quote
RIP RLM Caracal, ? - 2013 |

Arthur Aihaken
The.VOID
484
|
Posted - 2013.11.11 03:06:00 -
[784] - Quote
Alvatore DiMarco wrote:It's been Sunday all day and now it's finally Monday in Iceland. As of this post it's just about 3am at CCP HQ; let people do things like get out of bed and eat breakfast and maybe even unlock the front door at CCP so people can get into the building. 8 days until Rubicon and you don't think people aren't working weekends and putting in OT? (they should be if they're not) And since when is the above a prerequisite to posting a simple update which can be done remotely from virtually anywhere at any time? I'm not the one that pulled the proverbial rabbit out of the hat mere days before a major release, either. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
998
|
Posted - 2013.11.11 03:14:00 -
[785] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:It's been Sunday all day and now it's finally Monday in Iceland. As of this post it's just about 3am at CCP HQ; let people do things like get out of bed and eat breakfast and maybe even unlock the front door at CCP so people can get into the building. 8 days until Rubicon and you don't think people aren't working weekends and putting in OT? (they should be if they're not) And since when is the above a prerequisite to posting a simple update which can be done remotely from virtually anywhere at any time? I'm not the one that pulled the proverbial rabbit out of the hat mere days before a major release, either.
8 days until Rubicon and I'm pretty sure people aren't working Sundays and coming in at 3am, yes. |

Arthur Aihaken
The.VOID
484
|
Posted - 2013.11.11 03:31:00 -
[786] - Quote
Alvatore DiMarco wrote:8 days until Rubicon and I'm pretty sure people aren't working Sundays and coming in at 3am on Monday morning, yes. At the very least, I sincerely hope they're not working 7 days a week and putting in 20-hour days. That would make for some significantly bad results. Pretty sure they are putting in substantial OT (would be very surprised if they weren't). You don't have to work 20/7 to post a simple update, so please stop trying to equate this with third-world slave labour. Again, I'm not the one that introduced the proposed change at this stage - and the RHML thread was all but ignored for the past month. I'm already prepared for this being implemented as is, and am not realistically expecting any substantial dialog on changes. |

Viceorvirtue
The Hatchery Team Liquid
24
|
Posted - 2013.11.11 03:36:00 -
[787] - Quote
Right now if I want a ship to act as anti tackle in a small gang or even run solo, I have a choice between caracal, omen, rail thorax. This change to rlm will mean that I will never have any reason to use a caracal since the omen and thorax become flat out better due to not running into any severe limitations such as a low ammo capacity and long reload.
Rlm currently are not a viable weapon for blobs because they will have the ships with bonused webs and tps to apply hml and ham damage, and since you only choose rlm when you have no outside means of increasing missile application, they are stuck as a solo/small gang thing. If you are balancing on metrics then it simply is a combination of quick training time for new players (t2 rlm is basically as fast as t2 small turrets) to get into a ship that is roughly equal to other cruisers for solo/small gang play and more solo/small gang pvp happening than large fleet pvp.
This is why it would seem that rlm is always the right choice, it is the only missile system for cruisers that does not require additional modules to apply it's full damage. The strange thing is that hml do less damage against most ships than rlm so for small gangs they usually skip the chance at going for a dedicated application ship in favor of another rlm ship. Doing this is understandable because in a small fleet if you are relying on 1 ship to hold it all together and that ship goes down the rest of your fleet is useless and that's just terrible. Larger fleets can afford multiple application ships so this is not an issue for them.
The proposed change really really hurts new players, as they wont have a quick train into a good weapon system for solo/small gang. It hurts vets slightly less because they likely just have the support skills to go straight into an omen or thorax. For new players caught without this as an option, it has been noted earlier in the thread that you will be able to use Standard Missile Launchers to achieve something close to viable while they train rails/lasers to be more useful. |

wowyouareacow
Aliastra Gallente Federation
23
|
Posted - 2013.11.11 03:50:00 -
[788] - Quote
I think this idea could work on a specialist ship for sure, and it's a good one. However, please leave regular light launchers the way they are. RLMLs are very important when fighting outnumbered to clear tackle. After the interceptor changes they will be even more important otherwise soloers/small gang pvpers will be caught with ease by blobs. Either that or buff the regular missiles so they can hit interceptors. |

Arthur Aihaken
The.VOID
484
|
Posted - 2013.11.11 04:07:00 -
[789] - Quote
wowyouareacow wrote:However, please leave regular light launchers the way they are. YeahGǪ I have the distinct feeling that's not on the table. |

Taniwha Rin
Serenity. CORP. Diggers Inc.
0
|
Posted - 2013.11.11 04:10:00 -
[790] - Quote
So...
My current FW Caracal Fit
[FW Caracal] Ballistic Control System II Ballistic Control System II Ballistic Control System II Damage Control II
Experimental 10MN Microwarpdrive I Warp Disruptor II Adaptive Invulnerability Field II Large Shield Extender II Large Shield Extender II
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 Rapid Light Missile Launcher II, Scourge Fury Light Missile Rapid Light Missile Launcher II, Scourge Fury Light Missile
Medium Core Defense Field Extender I Medium Anti-Thermal Screen Reinforcer I Medium Anti-EM Screen Reinforcer I
Warrior II x2
post Rubicon Carcal Fits?
[ Rubicon FW Kite Caracal] Internal Force Field Array I Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Warp Disruptor II Small Electrochemical Capacitor Booster I, Navy Cap Booster 400 X-Large Ancillary Shield Booster, Navy Cap Booster 400 Large F-S9 Regolith Shield Induction
Light Missile Launcher II, Scourge Fury Light Missile Light Missile Launcher II, Scourge Fury Light Missile Light Missile Launcher II, Scourge Fury Light Missile Light Missile Launcher II, Scourge Fury Light Missile Light Missile Launcher II, Scourge Fury Light Missile
Medium Processor Overclocking Unit I Medium Ancillary Current Router I Medium Anti-Thermal Screen Reinforcer I
Warrior II x2
[Rubicon FW Tackle Caracal] Ballistic Control System II Ballistic Control System II Ballistic Control System II Internal Force Field Array I
Experimental 10MN Microwarpdrive I Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I X-Large Ancillary Shield Booster, Cap Booster 400 Large Shield Extender II
Light Missile Launcher II, Scourge Fury Light Missile Light Missile Launcher II, Scourge Fury Light Missile Light Missile Launcher II, Scourge Fury Light Missile Light Missile Launcher II, Scourge Fury Light Missile Light Missile Launcher II, Scourge Fury Light Missile
Medium Anti-Thermal Screen Reinforcer I Medium Processor Overclocking Unit I Medium Ancillary Current Router I
Warrior II x2
undocking to test the post Rubicon fits later today. |
|

Viceorvirtue
The Hatchery Team Liquid
24
|
Posted - 2013.11.11 04:45:00 -
[791] - Quote
Using your post rubicon kite caracal fit, if you drop the iffa for a nano you should be able to swap the small cap booster for a web. If you can manage your cap properly (should be relatively easy since you are no longer worried about tank given you have the xl asb) the defensive web can be massively helpful.
Fitting scram/web is actually detrimental as you are removing mobility, which is one of the caracals greatest assets. If you are using hams then scram/web is almost required as it is needed for damage application but it's just completely unneeded on a low damage mobility focused set up that you get with light missiles. |

Debir Achen
The Red Circle Inc.
66
|
Posted - 2013.11.11 05:07:00 -
[792] - Quote
CCP Rise wrote: You still have the option to switch as you run out of charges and would be reloading anyway. But this highlights a couple of issues in the reloading mechanics.
(1) I'm not aware of a way to say "finish the current loadout, then auto-reload with X". (2) I'm not aware of a way to say "Stop reloading with X, and reload with Y", except by initiating a session change.
Now, #1 can be worked around by setting the launcher to manual reload, but that's annoying, and costs extra time during the reload cycle rather than allowing you to make the decision earlier and then have the launcher auto-execute. #2 is annoying with a 5-10 second reload time, but really painful with a 40 second reload time (i.e. 80 seconds to get the ammo you actually wanted into your launcher).
Is it possible to get damage and capacity numbers that work with a 10-15 second reload time, rather than 40?
And how much value does dynamic damage switching bring in the PvP environment? Currently, projectiles and missiles can do it; lasers and hybrids can't. For example, how much extra damage would you want out of Fusion in exchange for being unable to load EMP or phased plasma?
Finally, given that the performance profile of rapid launchers is now quite different than simple "faster version of their smaller namesake", are there any plans to include the damage application modifiers to them? |

Onictus
Silver Snake Enterprise Fatal Ascension
587
|
Posted - 2013.11.11 05:11:00 -
[793] - Quote
TrouserDeagle wrote:Baron' Soontir Fel wrote:TrouserDeagle wrote:Kat Ayclism wrote:That's not an issue of the RLMLs it's an imbalance issue of the heavies. nope Yup. If HMLs could actually hit targets you might see them used in small gangs/solo fleets. Instead you use RLML with pathetic less than Destroyer DPS so you can actually hit something. It's akin to a Thorax using Light Neutron Blasters and people QQ'ing that it hits frigates. light neutron blasters have about 3km range. range bonused lights have 60km and are immune to ewar. HMLs hit fine, why can't people just l2p and make an effort?
Bonuses lights get slightly over 70km on the destroyed and that with level 4 support skills.
|

Sal Landry
School of Applied Knowledge Caldari State
123
|
Posted - 2013.11.11 05:22:00 -
[794] - Quote
Onictus wrote: Bonuses lights get slightly over 70km on the destroyed and that with level 4 support skills.
Are you sure about that? |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1007
|
Posted - 2013.11.11 05:40:00 -
[795] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:8 days until Rubicon and I'm pretty sure people aren't working Sundays and coming in at 3am on Monday morning, yes. At the very least, I sincerely hope they're not working 7 days a week and putting in 20-hour days. That would make for some significantly bad results. Pretty sure they are putting in substantial OT (would be very surprised if they weren't). You don't have to work 20/7 to post a simple update, so please stop trying to equate this with third-world slave labour. Again, I'm not the one that introduced the proposed change at this stage - and the RHML thread was all but ignored for the past month. I'm already prepared for this being implemented as is, and am not realistically expecting any substantial dialog on changes.
Please stop mischaracterizing my post. I'm not sure where you got any notions of third-world slave labor, but they could not have been from me. I'm certain there's a degree of OT being applied as well, it's just that I don't think they're applying it at 3 in the morning or on Sundays. I too am a bit concerned with the overall feel that this was revealed as an 11th-hour change and has had little communication - and that what communication we've gotten has seemed more-or-less totally dismissive of anything we've said.
Perhaps this is me simply misinterpreting things, but I'm not altogether sure Rise is entirely as receptive to feedback as he was before or could be. Especially not when he pre-nerfs ships before they're even available to test, saying "this is probably the last change before they go live".
Now you see why I said what I said before - I don't really think this thread is intended to get feedback so much as to prevent people saying that they weren't told changes were coming.
Debir Achen wrote:CCP Rise wrote: You still have the option to switch as you run out of charges and would be reloading anyway. But this highlights a couple of issues in the reloading mechanics. (1) I'm not aware of a way to say "finish the current loadout, then auto-reload with X". (2) I'm not aware of a way to say "Stop reloading with X, and reload with Y", except by initiating a session change. Now, #1 can be worked around by setting the launcher to manual reload, but that's annoying, and costs extra time during the reload cycle rather than allowing you to make the decision earlier and then have the launcher auto-execute. #2 is annoying with a 5-10 second reload time, but really painful with a 40 second reload time (i.e. 80 seconds to get the ammo you actually wanted into your launcher).
If I'm understanding correctly, Rise probably meant that you can disable auto-reload and manually choose your next ammo type or that you can leave auto-reload on, stop your launchers with one missile left in them and choose your new ammo type, thus initiating a full reload. |

Edwin McAlister
Interstellar Engineering and Electronics INC
12
|
Posted - 2013.11.11 05:48:00 -
[796] - Quote
why don't they tweek with the explosive radius / explosive velocity and perhaps base damage of the ammunition instead of drastic **** everyone off type of changes
or....
stop with ALL missile weapon systems changes currently in progress... initiate a full total 100% from ground up restructure of the missile combat system with possible release in spring time |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1007
|
Posted - 2013.11.11 06:00:00 -
[797] - Quote
Edwin McAlister wrote:why don't they tweek with the explosive radius / explosive velocity and perhaps base damage of the ammunition instead of drastic **** everyone off type of changes
or....
stop with ALL missile weapon systems changes currently in progress... initiate a full total 100% from ground up restructure of the missile combat system with possible release in spring time
The second choice sounds better and really does need to be done. Hopefully someone with a bit of authority over at CCP will agree and say "Wait a minute, let's not add that new weapon system just yet and instead let's go over missiles and launchers and their damage/application formula with a fine-toothed comb and make sure we're happy with all of it before we start adding more launchers. We'll release the missile rebalance as a point release and RHMLs in the point release after that." |

Baron' Soontir Fel
Justified Chaos
65
|
Posted - 2013.11.11 06:23:00 -
[798] - Quote
Sal Landry wrote:Onictus wrote: Bonuses lights get slightly over 70km on the destroyed and that with level 4 support skills.
Are you sure about that?
lvl4 support skills hit out to 36km on a unbonused hull. lvl4 supports on a Caracal hull (10% velocity/lvl) get you to 55km.
gg people IIT don't know anything about RLML posting that its OP. |

Arthur Aihaken
The.VOID
484
|
Posted - 2013.11.11 06:31:00 -
[799] - Quote
Alvatore DiMarco wrote:I too am a bit concerned with the overall feel that this was revealed as an 11th-hour change and has had little communication - and that what communication we've gotten has seemed more-or-less totally dismissive of anything we've said.
Perhaps this is me simply misinterpreting things, but I'm not altogether sure Rise is entirely as receptive to feedback as he was before or could be. Especially not when he pre-nerfs ships before they're even available to test, saying "this is probably the last change before they go live".
Now you see why I said what I said before - I don't really think this thread is intended to get feedback so much as to prevent people saying that they weren't told changes were coming. You're not alone in this impression. And considering there was almost nothing on RHMLs until this update, and with Rubicon literally days away - I'm not expecting anything either. Winter is definitely coming... |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.11 06:33:00 -
[800] - Quote
I am thinking this is going to be pushed back to a future patch. WAAAY too much negative feedback. |
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1008
|
Posted - 2013.11.11 06:44:00 -
[801] - Quote
Bob Niac wrote:I am thinking this is going to be pushed back to a future patch. WAAAY too much negative feedback.
While I (and I would assume many others in this thread) hope you're right, somehow I don't think that will be the case... |

Arthur Aihaken
The.VOID
484
|
Posted - 2013.11.11 06:47:00 -
[802] - Quote
Bob Niac wrote:I am thinking this is going to be pushed back to a future patch. WAAAY too much negative feedback. How much ISK are we wagering?  |

Onictus
Silver Snake Enterprise Fatal Ascension
587
|
Posted - 2013.11.11 06:50:00 -
[803] - Quote
Sal Landry wrote:Onictus wrote: Bonuses lights get slightly over 70km on the destroyed and that with level 4 support skills.
Are you sure about that?
Yes, this toon can't even use T2 lights, but I need a sensor booster to lock to missile range on a Talwar.
Im at work so I can't look, but I'm pretty sure the listed optimal in-game odd 75km bombardment V and projection IV. |

Onictus
Silver Snake Enterprise Fatal Ascension
587
|
Posted - 2013.11.11 07:10:00 -
[804] - Quote
Baron' Soontir Fel wrote:Sal Landry wrote:Onictus wrote: Bonuses lights get slightly over 70km on the destroyed and that with level 4 support skills.
Are you sure about that? lvl4 support skills hit out to 36km on a unbonused hull. lvl4 supports on a Caracal hull (10% velocity/lvl) get you to 55km. gg people IIT don't know anything about RLML posting that its OP.
Yeah on a caracal, I was talking about a talwar, in comparison a HML drake with bombardment V and projection IV hits for only what 65-68km sans rigs or implants.
With about the same damage on a cruiser that isn't web'd down.
I never said that RLMLs were op, I said heavies suck. |

Onictus
Silver Snake Enterprise Fatal Ascension
587
|
Posted - 2013.11.11 07:11:00 -
[805] - Quote
Arthur Aihaken wrote:Bob Niac wrote:I am thinking this is going to be pushed back to a future patch. WAAAY too much negative feedback. How much ISK are we wagering? 
No way I'm taking that bet, a week out from.the patch it's going live.
No matter how stupid. |

Darling Hassasin
Imperial Academy Amarr Empire
29
|
Posted - 2013.11.11 07:29:00 -
[806] - Quote
This idea is good and I stand firmly behind it.
A brand new weapon system is a perfect chance to eperiment with something prfoundly different.
If people think the reload time is too much they can simply pretend it does not exist at all and they are back to business as usual. |

Arthur Aihaken
The.VOID
484
|
Posted - 2013.11.11 07:45:00 -
[807] - Quote
Darling Hassasin wrote:If people think the reload time is too much they can simply pretend it does not exist at all and they are back to business as usual. You're funny. |

Lucretia Magnus
Aliastra Gallente Federation
0
|
Posted - 2013.11.11 08:29:00 -
[808] - Quote
To CCP Rise,
Hi , i really your idea of this different weapon system , but i do not like the combination of a weapon system with good aplication and this burst damage .
I would love if this kind of Burst damage weapon system is linked to a more positioning based kind of play . What i mean , reward a player for his good position or patience like this > increase burst < decrease aplication
Do not give me a weapon that can shoot 40km and hit small targets for a modest burst.
my 2 cents. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
683
|
Posted - 2013.11.11 08:45:00 -
[809] - Quote
Darling Hassasin wrote:This idea is good and I stand firmly behind it.
A brand new weapon system is a perfect chance to eperiment with something prfoundly different.
If people think the reload time is too much they can simply pretend it does not exist at all and they are back to business as usual.
Are yuou #!#!@ or what? No we cannot preent because the TOTAL DPS of the module has droppped 25% on the infinite time and up to 33% on specific point in the time (just before the reload completes)
Itsa HUGE nerf to anyoen not flying in a blob |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
15
|
Posted - 2013.11.11 09:06:00 -
[810] - Quote
Darling Hassasin wrote:This idea is good and I stand firmly behind it.
A brand new weapon system is a perfect chance to eperiment with something prfoundly different.
If people think the reload time is too much they can simply pretend it does not exist at all and they are back to business as usual.
Lolwut? |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
15
|
Posted - 2013.11.11 09:14:00 -
[811] - Quote
Bob Niac wrote:I am thinking this is going to be pushed back to a future patch. WAAAY too much negative feedback.
I have no idea where you got that impression. Rise pretty much told us we were full of it the last time he posted. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
683
|
Posted - 2013.11.11 09:40:00 -
[812] - Quote
Zvaarian the Red wrote:Bob Niac wrote:I am thinking this is going to be pushed back to a future patch. WAAAY too much negative feedback. I have no idea where you got that impression. Rise pretty much told us we were full of it the last time he posted.
JUst indicates that probably this was his idea and we not liking and pointing how dumb it is (with current numbers) on small scale PVP hurts his ego. |

Kenrailae
Mind Games. Suddenly Spaceships.
47
|
Posted - 2013.11.11 10:01:00 -
[813] - Quote
CCP Rise wrote:
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
The concept of burst weapons is fun and interesting, but if that's the case, either reduce the reload or increase the deeps. If I have to wait the better part of a minute to reload, then I had better do some serious face tearing for the minute I could fire before I had to reload.
Or conversely, if I can't do some serious face tearing, than I sure as hey had better not have to wait a minute to reload. Go one way or the other. Serious burst DPS at long reload, or a more sustained burst at shorter reload, as opposed to relatively constant of current set up.
I think you'd have a better concept though if you aimed for similar DPS over a protracted battle, but applied in significantly different manners.
40 seconds of not firing for only torp/HAM DPS is kinda..... meh.
The Law is a point of View |

Skia Aumer
Atlas Research Group Gatekeepers Universe
66
|
Posted - 2013.11.11 10:17:00 -
[814] - Quote
CCP Rise wrote:I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it... CCP Fozzie said once that overheating is an awesome feature, though very underestimated in the current game design. So - if you want RML to be a burst-type weapon, why dont you make them overheat much better? Up to a point when it's the only reasonable modus operandi. The problem with switching ammo types will disappear itself.
And yes, people use FOF missiles to get rid of jamming guristas. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
685
|
Posted - 2013.11.11 10:17:00 -
[815] - Quote
Jsut to be clear.. it snot simply WIATING that is a pain. Is waiting after not having Killed an interceptors, AF, Faction frigate, badly fit t1 cruiser or even some t1 frigates
IF we had enough charges to get rid of 1 enemy reliably before waitign 40 seconds, then it would not be as bad. The penalty must be ONE or the other.. not both. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
685
|
Posted - 2013.11.11 10:19:00 -
[816] - Quote
Skia Aumer wrote:CCP Rise wrote:I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it... CCP Fozzie said once that overheating is an awesome feature, though very underestimated in the current game design. So - if you want RML to be a burst-type weapon, why dont you make them overheat much better? Up to a point when it's the only reasonable modus operandi. The problem with switching ammo types will disappear itself. And yes, people use FOF missiles to get rid of jamming guristas.
Incredbly interesting Idea.. Dotn knwo it it can be used as simply as that. But the concept on itself is far more interesting. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Luscius Uta
Unleashed' Fury Forsaken Federation
58
|
Posted - 2013.11.11 10:44:00 -
[817] - Quote
Since missiles are the dumbest weapon system in EVE (especially T1 missiles, since they differ only in type of damage they do, while different turret ammo offers variations in range, capacitor use, tracking and damage), I believe they need to be nerfed in some way (not saying that missiles don't have weaknesses, of course, but that's a separate issue which can be solved in a variety of ways - someone suggested that they should take less heat damage per cycle and I like that idea).
Therefore I would set the reload time for all missile launchers to 20 seconds but increase their capacity by 25-50%. This wouldn't reduce the effective DPS much, but it would increase the importance of having the proper ammo loaded in PvP. |

Omnathious Deninard
Novis Initiis
1796
|
Posted - 2013.11.11 10:46:00 -
[818] - Quote
Luscius Uta wrote: Therefore I would set the reload time for all missile launchers to 20 seconds but increase their capacity by 25-50%. This wouldn't reduce the effective DPS much, but it would increase the importance of having the proper ammo loaded in PvP.
As soon as Projectile weapons lose the ability to switch damage types, then ok. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
685
|
Posted - 2013.11.11 10:55:00 -
[819] - Quote
Omnathious Deninard wrote:Luscius Uta wrote: Therefore I would set the reload time for all missile launchers to 20 seconds but increase their capacity by 25-50%. This wouldn't reduce the effective DPS much, but it would increase the importance of having the proper ammo loaded in PvP.
As soon as Projectile weapons lose the ability to switch damage types, then ok.
Not defendign completely his concept. But projectiles do not have same capability
Projectiles can select on 3 damage types for t1 ammo and cannot select damage types on the T2 ammo . And since basically most of the combats that are more or less balanced you need to keep barrage loaded, the damage selection capability is minimal on projectiles except when youa re ganking an defenseless or vastly outpowered target. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kane Fenris
NWP
114
|
Posted - 2013.11.11 11:17:00 -
[820] - Quote
Kagura Nikon wrote:Omnathious Deninard wrote:Luscius Uta wrote: Therefore I would set the reload time for all missile launchers to 20 seconds but increase their capacity by 25-50%. This wouldn't reduce the effective DPS much, but it would increase the importance of having the proper ammo loaded in PvP.
As soon as Projectile weapons lose the ability to switch damage types, then ok. Not defendign completely his concept. But projectiles do not have same capability Projectiles can select on 3 damage types for t1 ammo and cannot select damage types on the T2 ammo . And since basically most of the combats that are more or less balanced you need to keep barrage loaded, the damage selection capability is minimal on projectiles except when youa re ganking an defenseless or vastly outpowered target.
although it's off topic
thats why is like to see longer ranges on projectile guns and less bonus on barrage this would greatly improve the situation |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
960
|
Posted - 2013.11.11 11:25:00 -
[821] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
The fundamental problem with this idea is that you are creating a weapon system that can both be massively OP and painfully useless, depending entirely on whether the launcher is reloading or not. You've tried to handwave this away as "consequences!". Now, I'm all for consequences, but these consequence are simply too brutal. The RML user has the consequences of being useless for 40 s, slowing his gang by having to pause on gates to reload and being stuck in a particular selection of damage types, while the frigate pilot has the consequences of getting nuked hilariously in double-quick time. Neither set of consequences makes for particularly engaging gameplay and will enrage both user and recipient.
A weapon system that can have both user and target raging in righteous fury is really bad mechanics. At least ECM only enrages the victim!
While I like the idea in principle, the 40 s reload is clearly far too long, aggravating not only for the RML user as he reloads but also for the frigate pilot trying to survive before/after the reload because the burst DPS is too high. I'd say cut the reload down to 25 s, maybe 30 s at the absolute most, and adjust burst DPS accordingly. It'll still be deeply aggravating to both sides, but it'll be a bit more tolerable. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
686
|
Posted - 2013.11.11 11:27:00 -
[822] - Quote
Gypsio III wrote:CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
The fundamental problem with this idea is that you are creating a weapon system that can both be massively OP and painfully useless, depending entirely on whether the launcher is reloading or not. You've tried to handwave this away as "consequences!". Now, I'm all for consequences, but these consequence are simply too brutal. The RML user has the consequences of being useless for 40 s, slowing his gang by having to pause on gates to reloadand being stuck in a particular selection of damage types, while the frigate pilot has the consequences of getting nuked hilariously in double-quick time. Neither set of consequences makes for particularly engaging gameplay and will enrage both user and recipient. A weapon system that can have both user and target raging in righteous fury is really bad mechanics. While I like the idea in principle, the 40 s reload is clearly far too long, aggravating not only for the RML user as he reloads but also for the frigate pilot trying to survive before/after the reload because the burst DPS is too high. I'd say cut the reload down to 25 s, maybe 30 s at the absolute most, and adjust burst DPS accordingly. It'll still be deeply aggravating to both sides, but it'll be a bit more tolerable.
its even worse. Its a binary system.
Either you are in a frigate that has no chance to survive the caracal because it has under 12-14k ehp. Or you are in a frigate (faction or t2) that can simply IGNORE the caracal, because there is ZERO chance the caracal can kill you even if you are a horrible frigate pilot, just because his missiles will end at half the job done)
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Chris Winter
Zephyr Corp V.A.S.T.
251
|
Posted - 2013.11.11 11:31:00 -
[823] - Quote
I wish that I hadn't already cancelled my subscription renewal a couple months ago so I could cancel it now and ragequit.
Between caving to gun user QQ about training time without matching missile training time, and this pants-on-head suggestion, I'm fairly certain that no one at CCP actually uses missiles.
We know that Rise doesn't. His weapon of choice was always ABCs, which conveniently don't have a missile variant.
Missiles are a third-class weapon system. Higher training time, fewer ship options (note the total lack of pirate missile ships, they're all drone ships that can use missiles too), ship bonuses that directly conflict with missile's advantage of switchable damage type by only bonusing one type.
Let's also not forget how unbelievably awful capital missiles are.
Why exactly are CCP trying so hard to push missiles into the gutter? |

Mike Whiite
EVE Corporation 31204210 The Wolfpack Nexus
237
|
Posted - 2013.11.11 11:32:00 -
[824] - Quote
Although I understand that with the lack of variables in Missile damage calculation, CCP comes at the point where using reload times as means for ballace.
That said, I don't understand this change one bit.
- CCP Rise says they want to make the choise between missile operating systems more intresting.
But if you look at it from scratch, this is what your choice will be, concering PvP. 1 train a weapon system that has a vluable nice with Rapid launcher, or just train Turrets, which are more valueble in almost any other senario.
The good thing is that due to a 40 seconds reload, you can skip a few support skills since it won++ be worth the training time, when you consider the time saved by faster launching will be neglectable with 40 seconds loading time.
- I think the major problem with missiles is that there is no middle road, it works or it doesn't, seem to work less or better.
- Ammo options are limited - Launcher options limited - Launcher affected mudules are limited.
In my humble opinion the current proposal is only aceptable if there would be an option for pilot to:
1) activate the rapid option, if not it wil just be a light missile launcher.
or
2) be able to load heavy/Cruise in the rapid launcher against a slower than normal launch rate.
This wil give people actualy a choice and won't condamn the Rapid launchers to a smll niche.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
960
|
Posted - 2013.11.11 11:33:00 -
[825] - Quote
Kagura Nikon wrote:
its even worse. Its a binary system.
Either you are in a frigate that has no chance to survive the caracal because it has under 12-14k ehp. Or you are in a frigate (faction or t2) that can simply IGNORE the caracal, because there is ZERO chance the caracal can kill you even if you are a horrible frigate pilot, just because his missiles will end at half the job done)
Be careful that you don't oversimplify things. For a soloer, yes, this is very likely a problem. In small gang, with the appropriate tackle and/or additional DPS, I'd suggest that the frigate would die sooner - if the RLML user started shooting at the appropriate time. |

Moonaura
The Dead Rabbit Society
313
|
Posted - 2013.11.11 11:59:00 -
[826] - Quote
Is this idea not dead yet? Half expected CCP to have a good ole 'bad idea's introduced just before expansion' burning out back and say some prayers to the norse gods by now.
Let me help you guys out:
http://satireknight.wikispaces.com/file/view/flamethrower.gif/280029248/flamethrower.gif Boldly going forward, still can't find reverse - name that tune kids! |

Moonaura
The Dead Rabbit Society
313
|
Posted - 2013.11.11 12:03:00 -
[827] - Quote
Just realised this does look a bit like a certain CCP CEO 
http://i0.sinaimg.cn/gm/2012/0719/U4511P115DT20120719130651.jpg Boldly going forward, still can't find reverse - name that tune kids! |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 12:25:00 -
[828] - Quote
Kagura Nikon wrote:its even worse. Its a binary system.
Either you are in a frigate that has no chance to survive the caracal because it has under 12-14k ehp. Or you are in a frigate (faction or t2) that can simply IGNORE the caracal, because there is ZERO chance the caracal can kill you even if you are a horrible frigate pilot, just because his missiles will end at half the job done)
You are exagerating : the only frigates which will survive a load of RLML are the AB frigates (not all of them and you are twice as fast as them anyway), AF and interceptors. Even a firetail, with MWD, take 66% of the damages of light missiles ; and only the tankiest frigates have 10kehp. And finaly, a TP will give you the edge for the 12kehp frigates.
Additionaly, all active tanked frigates will be raped in no time.
For all the other cases, the additional time needed will be due to dps nerf and not to burst mode, and you won't take a lot more time to kill them anyway.
Fun fact : RLML are so powerful we are not even considering the drones the cruiser will launch to the poor frigate. That might be the first rebalance post where drones are not considered for EFT warrioring. |

elitatwo
Congregatio
148
|
Posted - 2013.11.11 12:28:00 -
[829] - Quote
There is another 'thing' that is OP and noone complains about,
Gallente sentry drones with small electron blaster tracking and 60km optimal range.
But guess what, we don't get ancillery drones with 5 minutes cooldown after deploying those..
FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |

Angelus Ryan
One Ronin
47
|
Posted - 2013.11.11 12:33:00 -
[830] - Quote
Bouh Revetoile wrote: Fun fact : RLML are so powerful we are not even considering the drones the cruiser will launch to the poor frigate. That might be the first rebalance post where drones are not considered for EFT warrioring.
Well, the Caracal is the most used example here and it has exactly two (2) drones. |
|

Angelus Ryan
One Ronin
47
|
Posted - 2013.11.11 12:34:00 -
[831] - Quote
elitatwo wrote: Gallente sentry drones with small electron blaster tracking
This is false.
|

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 12:48:00 -
[832] - Quote
Angelus Ryan wrote:Bouh Revetoile wrote: Fun fact : RLML are so powerful we are not even considering the drones the cruiser will launch to the poor frigate. That might be the first rebalance post where drones are not considered for EFT warrioring.
Well, the Caracal is the most used example here and it has exactly two (2) drones. 2 warriorsII do 32dps, but for the things we are talking about, they do make a difference. RLML Caracal with CN missiles do 218dps ; the two warriors increase it by 15%, and won't be affected by target speed as much as missiles will be. On AB frigate, that will be 30% more dps. Frigates don't like drones. |

Angelus Ryan
One Ronin
47
|
Posted - 2013.11.11 12:54:00 -
[833] - Quote
Bouh Revetoile wrote:Angelus Ryan wrote:Bouh Revetoile wrote: Fun fact : RLML are so powerful we are not even considering the drones the cruiser will launch to the poor frigate. That might be the first rebalance post where drones are not considered for EFT warrioring.
Well, the Caracal is the most used example here and it has exactly two (2) drones. 2 warriorsII do 32dps, but for the things we are talking about, they do make a difference. RLML Caracal with CN missiles do 218dps ; the two warriors increase it by 15%, and won't be affected by target speed as much as missiles will be. On AB frigate, that will be 30% more dps. Frigates don't like drones.
Against an unwebbed target, drones do far from their maximum DPS. If the Caracal webs the frig as well, the two drones are pretty much the least of the frig's problems. |

The Sinister
Sebiestor Tribe Minmatar Republic
27
|
Posted - 2013.11.11 12:54:00 -
[834] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
Dude now i am in my rapid lights caracal and i have EM charges fitted, I click on directional scanner and I see a Wolf on short scan coming to me! WTF i have to wait 40 seconds to switch to Explosive Ammo? WTF REALLY!
My caracal will be dead by the time i get the right ammo in... Sad days coming to Eve |

Kane Fenris
NWP
114
|
Posted - 2013.11.11 12:57:00 -
[835] - Quote
Bouh Revetoile wrote:Frigates don't like drones.
most frigs do easily kill drones |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 13:08:00 -
[836] - Quote
Angelus Ryan wrote:Against an unwebbed target, drones do far from their maximum DPS. If the Caracal webs the frig as well, the two drones are pretty much the least of the frig's problems. In fact, WarriorII have close to the same speed than an AB frigate, so they will have the best shooting conditions.
Against MWD frigate though indeed that will be far from perfect, yet they are far from meaningless.
@Kane Fenris : easily, maybe, but remember there is also a cruiser shooting at you. A frigate can deal with a flight of drones, and even more easily with a flight of two drones, but she will have a very hard time dealing with anything more and most of the time drones+anything else = frigate warp off or die. See the Talos for example. |

Kane Fenris
NWP
114
|
Posted - 2013.11.11 13:16:00 -
[837] - Quote
Bouh Revetoile wrote:Angelus Ryan wrote:Against an unwebbed target, drones do far from their maximum DPS. If the Caracal webs the frig as well, the two drones are pretty much the least of the frig's problems. In fact, WarriorII have close to the same speed than an AB frigate, so they will have the best shooting conditions. Against MWD frigate though indeed that will be far from perfect, yet they are far from meaningless. @Kane Fenris : easily, maybe, but remember there is also a cruiser shooting at you. A frigate can deal with a flight of drones, and even more easily with a flight of two drones, but she will have a very hard time dealing with anything more and most of the time drones+anything else = frigate warp off or die. See the Talos for example.
i know it just simply that those 2 drone wont make a diffrence if the frig can survive 1 clip from the RLML
|

Volstruis
Caldari Provisions Caldari State
49
|
Posted - 2013.11.11 13:22:00 -
[838] - Quote
Super interesting point (with special thanks to Wolf Crendraven for pointing this out)
If you split them into 2 groups, and fire one until complete, then fire the others til complete, it basically works out exactly the same as it is now. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1017
|
Posted - 2013.11.11 13:24:00 -
[839] - Quote
Volstruis wrote:Super interesting point (with special thanks to Wolf Crendraven for pointing this out)
If you split them into 2 groups, and fire one until complete, then fire the others til complete, it basically works out exactly the same as it is now.
At which point you're better off fitting LMLs to your cruiser and just operating them normally. |

Volstruis
Caldari Provisions Caldari State
49
|
Posted - 2013.11.11 13:28:00 -
[840] - Quote
Alvatore DiMarco wrote:Volstruis wrote:Super interesting point (with special thanks to Wolf Crendraven for pointing this out)
If you split them into 2 groups, and fire one until complete, then fire the others til complete, it basically works out exactly the same as it is now. At which point you're better off fitting LMLs to your cruiser and just operating them normally. Higher sustained DPS and room to fit a massive tank.
Yep. Well you'd have to check bonuses. I don't have the energy lol. |
|

Angelus Ryan
One Ronin
47
|
Posted - 2013.11.11 13:28:00 -
[841] - Quote
Alvatore DiMarco wrote:Volstruis wrote:Super interesting point (with special thanks to Wolf Crendraven for pointing this out)
If you split them into 2 groups, and fire one until complete, then fire the others til complete, it basically works out exactly the same as it is now. At which point you're better off fitting LMLs to your cruiser and just operating them normally. Higher sustained DPS and room to fit a massive tank.
And also no need to wait 40s to reload to a damage type and/or FoFs. |

Omnathious Deninard
Novis Initiis
1798
|
Posted - 2013.11.11 13:31:00 -
[842] - Quote
Volstruis wrote:Super interesting point (with special thanks to Wolf Crendraven for pointing this out)
If you split them into 2 groups, and fire one until complete, then fire the others til complete, it basically works out exactly the same as it is now. Using CCP Rise's numbers and modules in the given example. A current caracal will do 266 DPS with light fury missiles. New will do 204.5DPS when split into 2 groups. I dorn consider a 60 DPS difference "the same as it is now" Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 13:39:00 -
[843] - Quote
Alvatore DiMarco wrote:Volstruis wrote:Super interesting point (with special thanks to Wolf Crendraven for pointing this out)
If you split them into 2 groups, and fire one until complete, then fire the others til complete, it basically works out exactly the same as it is now. At which point you're better off fitting LMLs to your cruiser and just operating them normally. Higher sustained DPS and room to fit a massive tank. That's true only for cruisers without bonuses to RLML, the Scythe Navy Issue and Osprey Navy Issue IIRC. All the others have 5% rof bonus which make them 25% faster than LML.
Having RLML in this case also allow you to use both groups for burst fire mode.
Kane Fenris wrote:i know it just simply that those 2 drone wont make a diffrence if the frig can survive 1 clip from the RLML We are talking about 2k of applyed damage which make a difference between a living and dead frigate, so those two drones can definitely make the difference ; moreover if this is the second or third lightly tanked frigate you are exploding.
As always, drones are either considered OP, like in the Stratios thread, or useless, like here. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1018
|
Posted - 2013.11.11 13:43:00 -
[844] - Quote
Bouh Revetoile wrote:Alvatore DiMarco wrote:Volstruis wrote:Super interesting point (with special thanks to Wolf Crendraven for pointing this out)
If you split them into 2 groups, and fire one until complete, then fire the others til complete, it basically works out exactly the same as it is now. At which point you're better off fitting LMLs to your cruiser and just operating them normally. Higher sustained DPS and room to fit a massive tank. That's true only for cruisers without bonuses to RLML, the Scythe Navy Issue and Osprey Navy Issue IIRC. All the others have 5% rof bonus which make them 25% faster than LML. Having RLML in this case also allow you to use both groups for burst fire mode. Kane Fenris wrote:i know it just simply that those 2 drone wont make a diffrence if the frig can survive 1 clip from the RLML We are talking about 2k of applyed damage which make a difference between a living and dead frigate, so those two drones can definitely make the difference ; moreover if this is the second or third lightly tanked frigate you are exploding. As always, drones are either considered OP, like in the Stratios thread, or useless, like here.
It's not "burst fire mode" if you're not bursting all your fire.
Worded somewhat better, it's not burst fire if you're only using half of your weapons. Then it's just a management-heavy version of sustained fire. |

HazeInADaze
L'Avant Garde Surely You're Joking
66
|
Posted - 2013.11.11 13:43:00 -
[845] - Quote
Why not nerf the baseline RoF then buff overheat? That way reload isn't affected but the trade off between damage and downtime remains.
Or, better yet, address the fact that unless the target is significantly larger or sufficiently webbed, missiles do poor damage. Then we would be less inclined to use rapid launchers. Without going to web range in my caracal, rapid lights simply out perform medium missiles vs cruiser or lower targets. But if I do go to web range, the resource consumption of rapid lights allows me to have the tank needed for close range combat. So rapids win again.
Rapid should be useful vs dessies and frigs, HAM and HML should be better vs cruiser. Neither should be completely worthless against the ship class it is not designed to kill. And resource consumption should be balanced so comparable tanks can be fit |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1018
|
Posted - 2013.11.11 13:47:00 -
[846] - Quote
HazeInADaze wrote:Why not nerf the baseline RoF then buff overheat? That way reload isn't affected but the trade off between damage and downtime remains.
Or, better yet, address the fact that unless the target is significantly larger or sufficiently webbed, missiles do poor damage. Then we would be less inclined to use rapid launchers. Without going to web range in my caracal, rapid lights simply out perform medium missiles vs cruiser or lower targets. But if I do go to web range, the resource consumption of rapid lights allows me to have the tank needed for close range combat. So rapids win again.
Rapid should be useful vs dessies and frigs, HAM and HML should be better vs cruiser. Neither should be completely worthless against the ship class it is not designed to kill. And resource consumption should be balanced so comparable tanks can be fit
I agree. Missiles (not their launchers but the missiles themselves) should be balanced so that it seems silly to try and use frigate-sized missiles against a cruiser-sized target. The only trouble comes when a missile frigate is suddenly more-or-less useless against a cruiser. I still feel the answer is to have a look at the damage formula and the missiles' damage application rather than trying to artificially create places for missiles, which is what we have going on here. |

Volstruis
Caldari Provisions Caldari State
49
|
Posted - 2013.11.11 13:51:00 -
[847] - Quote
I said basically, and you'd have to check bonuses.
I'm too lazy to do the maths. |

Lilliana Stelles
943
|
Posted - 2013.11.11 14:04:00 -
[848] - Quote
I love burst DPS. I'm tired of overheating not falling in line with a modules intended purpose. This is the first thing I've seen working in that direction: Pack as much firepower as you want, but you'll have to get out once the ammo is gone.
It also brings back a little extra value to tanking, as an unexpectedly large buffer can let you win by default if you survive till they reload. Not a forum alt.-á |

Michael Harari
Genos Occidere HYDRA RELOADED
832
|
Posted - 2013.11.11 14:10:00 -
[849] - Quote
Bouh Revetoile wrote:[quote=Angelus Ryan]Against an unwebbed target, drones do far from their maximum DPS. If the Caracal webs the frig as well, the two drones are pretty much the least of the frig's problems. In fact, WarriorII have close to the same speed than an AB frigate, so they will have the best shooting conditions.
Against MWD frigate though indeed that will be far from perfect, yet they are far from meaningless./quote]
In fact no, thats not the case, which you would know if you pvped. Warriors will very often mwd up to a target, overshoot it, and lose damage as they fly back, or MWD up to a target, try to get into an orbit, and find that the target is out of range, forcing them to mwd again. |

Michael Harari
Genos Occidere HYDRA RELOADED
832
|
Posted - 2013.11.11 14:13:00 -
[850] - Quote
Bouh Revetoile wrote: That's true only for cruisers without bonuses to RLML, the Scythe Navy Issue and Osprey Navy Issue IIRC.
Both of these have bonuses to RLM, which you might know if you pvped.
|
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
687
|
Posted - 2013.11.11 14:16:00 -
[851] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:its even worse. Its a binary system.
Either you are in a frigate that has no chance to survive the caracal because it has under 12-14k ehp. Or you are in a frigate (faction or t2) that can simply IGNORE the caracal, because there is ZERO chance the caracal can kill you even if you are a horrible frigate pilot, just because his missiles will end at half the job done)
You are exagerating : the only frigates which will survive a load of RLML are the AB frigates (not all of them and you are twice as fast as them anyway), AF and interceptors. Even a firetail, with MWD, take 66% of the damages of light missiles ; and only the tankiest frigates have 10kehp. And finaly, a TP will give you the edge for the 12kehp frigates. Additionaly, all active tanked frigates will be raped in no time. For all the other cases, the additional time needed will be due to dps nerf and not to burst mode, and you won't take a lot more time to kill them anyway. Fun fact : RLML are so powerful we are not even considering the drones the cruiser will launch to the poor frigate. That might be the first rebalance post where drones are not considered for EFT warrioring.
My Dramiel has far more EHP against kinetic than what a caracal can dish.
And the absolute majority of frigates I fly or fly against are using AB (or duel proppign to use one). So on my view I woudl NEVER risk to bring a caracal to fight frigates again. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 14:23:00 -
[852] - Quote
Alvatore DiMarco wrote:25% faster, but higher sustained DPS than LML? Yes, by ~30%. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 14:26:00 -
[853] - Quote
Michael Harari wrote:Bouh Revetoile wrote: That's true only for cruisers without bonuses to RLML, the Scythe Navy Issue and Osprey Navy Issue IIRC.
Both of these have bonuses to RLM, which you might know if you pvped. Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
688
|
Posted - 2013.11.11 14:33:00 -
[854] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Bouh Revetoile wrote: That's true only for cruisers without bonuses to RLML, the Scythe Navy Issue and Osprey Navy Issue IIRC.
Both of these have bonuses to RLM, which you might know if you pvped. Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
688
|
Posted - 2013.11.11 14:36:00 -
[855] - Quote
Alvatore DiMarco wrote:HazeInADaze wrote:Why not nerf the baseline RoF then buff overheat? That way reload isn't affected but the trade off between damage and downtime remains.
Or, better yet, address the fact that unless the target is significantly larger or sufficiently webbed, missiles do poor damage. Then we would be less inclined to use rapid launchers. Without going to web range in my caracal, rapid lights simply out perform medium missiles vs cruiser or lower targets. But if I do go to web range, the resource consumption of rapid lights allows me to have the tank needed for close range combat. So rapids win again.
Rapid should be useful vs dessies and frigs, HAM and HML should be better vs cruiser. Neither should be completely worthless against the ship class it is not designed to kill. And resource consumption should be balanced so comparable tanks can be fit I agree. Missiles (not their launchers but the missiles themselves) should be balanced so that it seems silly to try and use frigate-sized missiles against a cruiser-sized target. The only trouble comes when a missile frigate is suddenly more-or-less useless against a cruiser. I still feel the answer is to have a look at the damage formula and the missiles' damage application rather than trying to artificially create places for missiles, which is what we have going on here.
I think anyone with brains agree that the problem is the formula.
But to make it happen....
I dont think frigate sized missiles (like rapids) shoud lbe useles agaisnt cruisers, just not efficient, and should dish less effective DPS than the HM and HAMs.
Heavy missiles must be made useful again with urgency. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 15:05:00 -
[856] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Bouh Revetoile wrote: That's true only for cruisers without bonuses to RLML, the Scythe Navy Issue and Osprey Navy Issue IIRC.
Both of these have bonuses to RLM, which you might know if you pvped. Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******.
Wow, you are so, so wrong. Get out of this thread. And stop shitting up the worthwhile conversations going on here- with your mind blowing misinformed ideas.
Scythe fleet, and Osprey Navy both have bonuses.
Maybe if you pvped, you would know these things.
Or maybe if you actually had an up to date EFT, you would know these things.
PS. RLMLs shoot light missiles, its not a seperate ammo type that fits into those launchers. The only ship that does not have bonuses applied to RLML's is the CNI. |

Jenn aSide
STK Scientific Initiative Mercenaries
3278
|
Posted - 2013.11.11 15:11:00 -
[857] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Bouh Revetoile wrote: That's true only for cruisers without bonuses to RLML, the Scythe Navy Issue and Osprey Navy Issue IIRC.
Both of these have bonuses to RLM, which you might know if you pvped. Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******.
How can anyone be this wrong.
The Scythe Fleet has a bonus to MISSILES. You can test this in something like EFT by putting a cruise missile launcher on it and seeing that it does more dps than the same cruise missile launcher on a caracal ( I used cruise to demonstrate a missile type a cruiser would not be using).
You're making your self look foolish.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
964
|
Posted - 2013.11.11 15:13:00 -
[858] - Quote
Chessur wrote:Bouh Revetoile wrote: Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******.
Wow, you are so, so wrong. Get out of this thread. And stop shitting up the worthwhile conversations going on here- with your mind blowing misinformed ideas. Scythe fleet, and Osprey Navy both have bonuses.
"10% bonus to Heavy Assault and Heavy Missile velocity 10% bonus to Kinetic missile damage, 5% bonus to EM, Explosive, and Thermal missile damage"
10% bonus to Medium Projectile Turret rate of fire 10% bonus to Missile damage
Bonuses to light missiles (and the others), not RLMLs. Please, not this **** again Chessur.  |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
688
|
Posted - 2013.11.11 15:19:00 -
[859] - Quote
Gypsio III wrote:Chessur wrote:Bouh Revetoile wrote: Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******.
Wow, you are so, so wrong. Get out of this thread. And stop shitting up the worthwhile conversations going on here- with your mind blowing misinformed ideas. Scythe fleet, and Osprey Navy both have bonuses. "10% bonus to Heavy Assault and Heavy Missile velocity 10% bonus to Kinetic missile damage, 5% bonus to EM, Explosive, and Thermal missile damage" 10% bonus to Medium Projectile Turret rate of fire 10% bonus to Missile damage Bonuses to light missiles (and the others), not RLMLs. Please, not this **** again Chessur. 
No, it has a bonus to ALL missiles. Unfortunately I am yet to find a way to fit a citatel launcher on it :P "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1018
|
Posted - 2013.11.11 15:19:00 -
[860] - Quote
Chessur wrote:Bouh Revetoile wrote:Michael Harari wrote:Bouh Revetoile wrote: That's true only for cruisers without bonuses to RLML, the Scythe Navy Issue and Osprey Navy Issue IIRC.
Both of these have bonuses to RLM, which you might know if you pvped. Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******. Wow, you are so, so wrong. Get out of this thread. And stop shitting up the worthwhile conversations going on here- with your mind blowing misinformed ideas. Scythe fleet, and Osprey Navy both have bonuses. Maybe if you pvped, you would know these things. Or maybe if you actually had an up to date EFT, you would know these things. PS. RLMLs shoot light missiles, its not a seperate ammo type that fits into those launchers. The only ship that does not have bonuses applied to RLML's is the CNI.
Pardon me, sir, but according to EFT v2.20.3 (release date 17 Oct 2013) the Caracal Navy has a bonus to RLML RoF (as does the normal Caracal), not the Osprey Navy which has 10% to HAM/Heavy velocity and 10%kin/5% other damage per level.
Also according to my EFT, the Scythe Fleet has 10% M Projectile Turret and 10% Missile damage per level. Apparently any type of missile.
I would have taken the data right from SiSi, but "short unexpected reboot". |
|

Jenn aSide
STK Scientific Initiative Mercenaries
3278
|
Posted - 2013.11.11 15:22:00 -
[861] - Quote
Kagura Nikon wrote:Gypsio III wrote:Chessur wrote:Bouh Revetoile wrote: Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******.
Wow, you are so, so wrong. Get out of this thread. And stop shitting up the worthwhile conversations going on here- with your mind blowing misinformed ideas. Scythe fleet, and Osprey Navy both have bonuses. "10% bonus to Heavy Assault and Heavy Missile velocity 10% bonus to Kinetic missile damage, 5% bonus to EM, Explosive, and Thermal missile damage" 10% bonus to Medium Projectile Turret rate of fire 10% bonus to Missile damage Bonuses to light missiles (and the others), not RLMLs. Please, not this **** again Chessur.  No, it has a bonus to ALL missiles. Unfortunately I am yet to find a way to fit a citatel launcher on it :P
Apparently the distinction between a "missile" and a "missile launcher" is hard lol.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
964
|
Posted - 2013.11.11 15:23:00 -
[862] - Quote
Kagura Nikon wrote:Gypsio III wrote:"10% bonus to Heavy Assault and Heavy Missile velocity 10% bonus to Kinetic missile damage, 5% bonus to EM, Explosive, and Thermal missile damage" 10% bonus to Medium Projectile Turret rate of fire 10% bonus to Missile damage Bonuses to light missiles (and the others), not RLMLs. Please, not this **** again Chessur.  No, it has a bonus to ALL missiles. Unfortunately I am yet to find a way to fit a citatel launcher on it :P
Yes. A bonus to all missiles' damage, not to all missile launchers. Nothing in the bonuses affects the RLMLs' stats. You're agreeing with me!
I feed that there's some confusion about the difference between a missile and a missile launcher here. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1018
|
Posted - 2013.11.11 15:25:00 -
[863] - Quote
Chessur wrote: Wow, I am so, so wrong. I'll get out of this thread. And stop shitting up the worthwhile conversations going on here- with my mind blowing misinformed ideas.
Perhaps this is what you meant to write, instead? |

Sal Landry
School of Applied Knowledge Caldari State
123
|
Posted - 2013.11.11 15:44:00 -
[864] - Quote
Alvatore DiMarco wrote: Though I do admit that shiptoasting complete inaccurate nonsense is much easier and faster than checking your facts and linking your sources.
Are you ********? |

Soldarius
Deadman W0nderland Forsak3n.
378
|
Posted - 2013.11.11 15:47:00 -
[865] - Quote
Wow. Facts are hard apparently. Bonuses to damage type (EM/Therm/etc) carry over to all missile types. Bonuses to RoF, Flight time, and/or missile velocity only apply to the specified launcher or missile type.
And I still think changing RLMLs is a bad idea. Go ahead and try it on the BS launchers. But I don't think anyone will use them. I tried the iteration v1 on sisi and wasn't impressed. My Raven deals with frigs and cruisers just fine with drones and cruise missiles.
Heavy missiles need a buff. They should never have been nerfed. Free Ripley Weaver! |

TehCloud
Mastercard.
184
|
Posted - 2013.11.11 16:06:00 -
[866] - Quote
Soldarius wrote: Heavy missiles need a buff. They should never have been nerfed.
this is bullcrap. Heavy Missiles were insanely op given damage, damage application and effective range. They are maybe a bit too weak now, but I like them better now than I did before the nerf. My Condor costs less than that module! |

Madbuster73
RED SQUAD
66
|
Posted - 2013.11.11 16:13:00 -
[867] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
WORST IDEA EVER!!!!
|

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 16:14:00 -
[868] - Quote
Wow, reading comprehension problems here...
The original problem was that RLML would have lower dps than LML. That was wrong except for ship with unbonused RLML which are ScytheNI and ONI ; what I didn't say was these ship indeed have bonuses to missiles, but it's to missiles DAMAGE so it apply equally to RLML AND LML.
My comment about being arrogant ******* is more true than ever then, but a lot more people than I expected actually qualify for it. Nevermind, I too am sometime an arrogant ******* and it only require to think again to fix it. :-)
Anyway, I made some calculations with RLML to better assess burst mode performances and I, in fact, see a problem.
First, to compare the burst fire mode to the standard mode, we need to account for the dps nerf. current base RLML2 : 9,6s rof, 10s reload, 80 charges. current allV RLML2 : 6,61s rof, -, - Reload Penalty (for dps calculation) : 10s/80p = 0,125s dps : bd / (rof + rp) dps = bd/6,74 => 14,84
burst RLML2 : 6,24s rof, 40s reload, 18 charges. RP : 40s/18p = 2,22s dps = bd/(6,24+2,22) = bd/8,46 => 11,82
dps nerf = 20,4%
nerfedRLML2 : we need rof+rp = 8,46 ; rp is fixed, so new rof = 8,335s That's indeed more than LML but doesn't take hull bonuses into account, nor the advantage burst fire gives. => nerfedRLML2 : 8,335s rof, 10s reload, 80 charges.
bRLML2 clip time (shoot+reload) : 18*6,61 + 40 = 159s with firing rate bonus : 129,2s (caracal style) with 3BCS2 : rof*0,776 BCS1 = *0,9 BCS2 = *0,914 BCS3 = *0,943 rof = 3,846 clip time = 109,2s (69s fire, 40s reload)
nerfedRLML2 rof w/ bonus+3BCS2 : 4,85s
advance volleys for old style : 23-18 = 5 volleys. catch up time : -
nerfedRLML : erof = 4,85+0,125 = 4,975s burstRLML : erof = 3,846+2,22 = 6,068
So in fact I didn't considered that BCS would compress firing time but not reload time, so with a lot of rof bonuses the burst fire become less and less effective compared to a normal firing mode. This would be alleviated by a lower reload time (like 30s) or a larger magazine which would also solve the LML comparison problem. Gypsio's solution of lowering fireing rate and reload rate is a good idea IMO ; as well as giving them 2 more missiles to secure some frigate kills. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1019
|
Posted - 2013.11.11 16:15:00 -
[869] - Quote
Madbuster73 wrote: WORST IDEA EVER!!!!
What a spectacular post. Care to expand on it so that Rise might take you at least a little seriously? |

Cordelia Mulholland IV
Posh Space Tarts
4
|
Posted - 2013.11.11 16:20:00 -
[870] - Quote
Hello CCP Rise
I had a think about this for a few minutes over the weekend. Have you considered this:
Give rapid launchers a bigger overheating bonus than is usual so that their DPS increases more than other launchers do when heated. Make their normal DPS sub-par but make their over heated bonus above par.
This way, no annoying and limiting downtime whilst changing ammo but the desired effect of good burst DPS and not so good average DPS is retained.
Goodbye. |
|

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

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

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

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

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

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

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

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

Viceorvirtue
The Hatchery Team Liquid
25
|
Posted - 2013.11.11 17:30:00 -
[879] - Quote
Even if you further increased the damage of the proposed rlms, standard launchers would still be better. Why? With the proposed rlms, your ship is useless nearly half the time, and believe it or not most of the time in pvp with missiles it is a very good idea to switch your damage type or missile type to the most effective form for the part of the fight that is happening. For example, if I see a couple frigs and a cruiser I will switch to either navy or percision in order to deal with the frigates, then to fury to deal with the cruiser. As more targets come on field or the fight changes I may have to change ammo again to respond to the situation.
Even if standard missile launchers end up doing less sustained than 'new rlm' standard launchers will be better because you will be able to actually respond to a potentially rapidly changing situation with the best ammo type possible. Otherwise you end up getting caught during reloading or with the wrong ammo type (fury vs intys for example) more often than not and forced to leave the field or die in many currently common situations.
Currently if I am in an omen, I don't feel like I have to switch to a different ship to be effective. Same if I am flying a thorax, it is just as good at its job, with minor variables that make each choice have a slightly different flavor, as the current omen or caracal. With the proposed changes, if I am in a caracal I will not be able to actually do anything nearly half the time at which point I just throw the ship away and go get an omen or thorax which do the same job but don't have any crippling limitations.
I could put standard launchers on and fly it anyway but outside of smallgang if I would need something absurdly tanky to help screen for oracles and ishtars, it's far easier for me to just get an omen or thorax. New players will be forced into standard launchers or potentially be a liability in a fight should they have to reload which is really really bad design imo.
|

HazeInADaze
L'Avant Garde Surely You're Joking
66
|
Posted - 2013.11.11 17:34:00 -
[880] - Quote
I think the missile damage should based more on sig radius than velocity. Higher dps /close range missiles should go slow enough that a smaller class ship can use speed to escape and those missiles still benefit from webs. Long range missiles should go fast enough they almost always catch the target but deliver a smaller punch over a larger area, thus benefitting from paints more than webs. The entire mechanic of explosion velocity is the route of the problem making smaller missile systems so much better at damage application that potential damage is a completely ignorable statistic. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
832
|
Posted - 2013.11.11 17:38:00 -
[881] - Quote
Its not even just swapping damage types. If things land on grid partway through a fight (like say, interceptors who undocked 30s ago, 2 jumps out), you almost certainly cant kill them, so its basically just warp off or die. |

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Aglais
Deep Core Mining Inc. Caldari State
427
|
Posted - 2013.11.11 19:53:00 -
[901] - Quote
So in fights that last under 50 seconds, HMLs and HAMs are both made completely obsolete by the new RLMLs, because they do roughly the same damage as HAMs at obscene range with stunning damage application against things roughly cruiser sized. And their ability to take out reinforcements (and also frigates that can elude most of their damage) is arguably crippled due to the hideously boring 40 second reload time...
I don't know what to think about this. Because these RLMLs literally take all of the best qualities of HMLs and HAMs as far as I can tell from this, blend it together into something that has the potential to be downright horrifying (and again, will make HAMs obsolete, and HMLs even more obsolete than they already are)- and then the only real downside is Torp-style ammo capacity and the aforementioned stupidly long reload time.
I don't quite agree with this. Because it seems that your goal here is to get people to use HMLs and HAMs more.
Have you considered that maybe the problem wasn't that RLMLs were too good, but HMLs and HAMs had too many problems to see a lot of widespread usage? HAMs have really poor damage application and fairly short range. Even against things their own size. HMLs... Your nerf of heavy missiles last year was so heavyhanded that I honestly don't think they'll ever be popular for anything again in their current state. They're just bad. If you fit RLMLs, you traded paper damage for application and better fitting (and were pretty competitive with HAMs in terms of actual applied DPS IIRC). If you fit HAMs, you traded application and range for paper damage. If you fit HMLs, you don't know what you're doing because literally the only thing you have is range, and then it's saddled down by flight time, lack of damage application AND lack of paper damage.
I don't see how this is going to do much more than just encourage people to make bigger gangs of Caracals, really. It only hurts them on small scales. |

Baron' Soontir Fel
Justified Chaos
66
|
Posted - 2013.11.11 19:55:00 -
[902] - Quote
Bouh Revetoile wrote:Michael Harari wrote:I would like to see you kill a rupture in 18 volleys. Then you might consider using a weapon system designed to kill cruisers, like HAM or HML instead of one designed to kill frigates. .
TIL Frigates cannot kill anything larger than a Destroyer because they only have "frigate weapons" |

Viceorvirtue
The Hatchery Team Liquid
25
|
Posted - 2013.11.11 20:10:00 -
[903] - Quote
@chessur: He was making the point that indeed on ships without a direct missile damage bonus it will be better to use the new rlms and split guns for better sustained dps. This is proven true. However I still feel that giving up the damage of 'new rlms' in favor of standard launchers is still worth it because you can change ammo to adapt to the situation at hand, and you can stay on field long enough to apply it because you get to fit xl asb+lse which is insane.
Ofcourse this does mean you can't really deal with active tanked frigates or cruisers but the new rlms would suffer the same problem as well as the 40 seconds of reloading which will kill you or force you to leave far more often than not.
@bouh: There are many situations, a few of which I have listed in previous posts that are very common and will result in rlms being terrible compared to lasers and rails. There is currently nothing pointing to rlm being overpowered other than it is fast to train into and currently allows the caracal to serve the same purpose as a pulse omen or rail thorax for solo/small gang. It has been pointed out many times that hml and ham are terrible against tackle if you don't have some way of increasing applied damage and you really don't usually get that option in solo/small gang.
Destroyers are fine, the only problem they have is that the combination of speed and sig they have makes them fodder to most cruisers and above. This limits their engagement profile but does not really prevent their use, you still see fleets of talwar and algos. Equally the thrasher, coercer and catalyst are all very good for engaging frigates and other destroyers. You don't see them used as anti tackle in fleets because cruisers will just blap them. |

Warcalibre
Invictus Maneo Squadron
95
|
Posted - 2013.11.11 21:13:00 -
[904] - Quote
Miks Rebelius wrote:What if I use PLEX to make them reload faster? Everybody wins right?
CCP Frank thinks this is a fantastic idea I bet. |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 21:54:00 -
[905] - Quote
Bouh Revetoile wrote:Viceorvirtue wrote:Even if the caracal does not have a rof bonus to standard launchers the new rlms still put you in a position where you can't actually adapt to any changing situation at all. Standard launchers are still able to do this, but ultimately outside of edge case scenarios where you are against only one or two people the caracal is pushed further into obsoletion in terms of solo and small gang pvp viability when compared to other ships of its class.
Cerb and scyfi still remain semi viable for solo and small gang being forced to use standard launchers in order to adapt to changes in a fight. Hmls and hams are still nearly worthless because in solo and small gang you don't normally have the ability to apply their damage. This puts other ships such as the omen and thorax so far ahead of it in terms of viability for solo and small gang that the caracal has no real use. Besides, instead of taking a ship designed solely to allow the caracal to apply it's damage, I can take an omen or thorax and then take another omen or thorax and achieve double the result of hml or ham caracal+application ship.
Between locus rigs and frentix/drop the omen and thorax are able to hit out to linked pointrange which is more than enough to deal with tackle. Pulse omen gets less range then rail thorax however scorch and locus rigs/frentix fix this problem easily. Not to mention the navy omen and it's build in range bonus netting you around 40-50k with scorch if shield fit. You are comparing a ship with 60km range able to apply 75% of its dps to most frigates with two ship with 25km range which will be happy ot apply half their dps to frigates in this range. There is a huge difference. Though I don't deny that this mechanic, preventing to react to change of the battlefield, might make RLML a niche weapon. But I think this is a good thing and the intended goal : that way RLML are not better than medium size missile launchers and destroyers altogether. Keeping something OP because the alternative is not good enough is not the solution. I personaly think HAM and HML don't look that bad considering their respective range but nothing prevent buffing them a bit if they are really in need of some love.
You should read the entire post, before posting more uninformed trash.
The Nomen / Railrax both have ranges of 50+K. And the Nomen does more than 400+ Dps at htat ranges. If you had any pvp experience at all, you would know that both the nomen and railrax easily shoot past 25K. However again, you are clearly out of your depth. Even at 50+K Both ships are going to be applying near 100% of their DPS. Honestly, they are very effective at batting down light tackle- just like RLM.
You personally don't think that HAM and HML don't look that bad? Have you ever even taken the time too look at any of the EFT numbers, or have any real PvP experience to back up your claim? You keep posting the same old tired ideas, that people have agian and again told you are just flat out wrong.
I can't understand how someone can be this dense. |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 21:54:00 -
[906] - Quote
Viceorvirtue wrote:@chessur: He was making the point that indeed on ships without a direct missile damage bonus it will be better to use the new rlms and split guns for better sustained dps. This is proven true. However I still feel that giving up the damage of 'new rlms' in favor of standard launchers is still worth it because you can change ammo to adapt to the situation at hand, and you can stay on field long enough to apply it because you get to fit xl asb+lse which is insane.
Ofcourse this does mean you can't really deal with active tanked frigates or cruisers but the new rlms would suffer the same problem as well as the 40 seconds of reloading which will kill you or force you to leave far more often than not.
@bouh: There are many situations, a few of which I have listed in previous posts that are very common and will result in rlms being terrible compared to lasers and rails. There is currently nothing pointing to rlm being overpowered other than it is fast to train into and currently allows the caracal to serve the same purpose as a pulse omen or rail thorax for solo/small gang. It has been pointed out many times that hml and ham are terrible against tackle if you don't have some way of increasing applied damage and you really don't usually get that option in solo/small gang.
Destroyers are fine, the only problem they have is that the combination of speed and sig they have makes them fodder to most cruisers and above. This limits their engagement profile but does not really prevent their use, you still see fleets of talwar and algos. Equally the thrasher, coercer and catalyst are all very good for engaging frigates and other destroyers. You don't see them used as anti tackle in fleets because cruisers will just blap them.
Ahh, thanks- I was discussing the current RLM's not the new intended ones. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.11 21:57:00 -
[907] - Quote
Bouh Revetoile wrote:Viceorvirtue wrote:Even if the caracal does not have a rof bonus to standard launchers the new rlms still put you in a position where you can't actually adapt to any changing situation at all. Standard launchers are still able to do this, but ultimately outside of edge case scenarios where you are against only one or two people the caracal is pushed further into obsoletion in terms of solo and small gang pvp viability when compared to other ships of its class.
Cerb and scyfi still remain semi viable for solo and small gang being forced to use standard launchers in order to adapt to changes in a fight. Hmls and hams are still nearly worthless because in solo and small gang you don't normally have the ability to apply their damage. This puts other ships such as the omen and thorax so far ahead of it in terms of viability for solo and small gang that the caracal has no real use. Besides, instead of taking a ship designed solely to allow the caracal to apply it's damage, I can take an omen or thorax and then take another omen or thorax and achieve double the result of hml or ham caracal+application ship.
Between locus rigs and frentix/drop the omen and thorax are able to hit out to linked pointrange which is more than enough to deal with tackle. Pulse omen gets less range then rail thorax however scorch and locus rigs/frentix fix this problem easily. Not to mention the navy omen and it's build in range bonus netting you around 40-50k with scorch if shield fit. You are comparing a ship with 60km range able to apply 75% of its dps to most frigates with two ship with 25km range which will be happy ot apply half their dps to frigates in this range. There is a huge difference. Though I don't deny that this mechanic, preventing to react to change of the battlefield, might make RLML a niche weapon. But I think this is a good thing and the intended goal : that way RLML are not better than medium size missile launchers and destroyers altogether. Keeping something OP because the alternative is not good enough is not the solution. I personaly think HAM and HML don't look that bad considering their respective range but nothing prevent buffing them a bit if they are really in need of some love.
Destroyers can hit frigs just fine, they just don't have a tank decent enough to hold up, hence why the caracal/thorax/omen get used instead. |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 22:07:00 -
[908] - Quote
Mhari Dson wrote:Bouh Revetoile wrote:Viceorvirtue wrote:Even if the caracal does not have a rof bonus to standard launchers the new rlms still put you in a position where you can't actually adapt to any changing situation at all. Standard launchers are still able to do this, but ultimately outside of edge case scenarios where you are against only one or two people the caracal is pushed further into obsoletion in terms of solo and small gang pvp viability when compared to other ships of its class.
Cerb and scyfi still remain semi viable for solo and small gang being forced to use standard launchers in order to adapt to changes in a fight. Hmls and hams are still nearly worthless because in solo and small gang you don't normally have the ability to apply their damage. This puts other ships such as the omen and thorax so far ahead of it in terms of viability for solo and small gang that the caracal has no real use. Besides, instead of taking a ship designed solely to allow the caracal to apply it's damage, I can take an omen or thorax and then take another omen or thorax and achieve double the result of hml or ham caracal+application ship.
Between locus rigs and frentix/drop the omen and thorax are able to hit out to linked pointrange which is more than enough to deal with tackle. Pulse omen gets less range then rail thorax however scorch and locus rigs/frentix fix this problem easily. Not to mention the navy omen and it's build in range bonus netting you around 40-50k with scorch if shield fit. You are comparing a ship with 60km range able to apply 75% of its dps to most frigates with two ship with 25km range which will be happy ot apply half their dps to frigates in this range. There is a huge difference. Though I don't deny that this mechanic, preventing to react to change of the battlefield, might make RLML a niche weapon. But I think this is a good thing and the intended goal : that way RLML are not better than medium size missile launchers and destroyers altogether. Keeping something OP because the alternative is not good enough is not the solution. I personaly think HAM and HML don't look that bad considering their respective range but nothing prevent buffing them a bit if they are really in need of some love. Destroyers can hit frigs just fine, they just don't have a tank decent enough to hold up, hence why the caracal/thorax/omen get used instead.
Pretty much this:
Destroyers are slower than T1 cruisers Destroyers have less projection than T1 cruisers Destroyers do less DPS than T1 cruisers Destroyers have less EHP / tank than T1 cruisers
Why would you ever fly them? Their speed to sig ratio is just so bad- they get blapped by pretty much everything. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.11 22:11:00 -
[909] - Quote
Chessur wrote:Mhari Dson wrote:Bouh Revetoile wrote:Viceorvirtue wrote:Even if the caracal does not have a rof bonus to standard launchers the new rlms still put you in a position where you can't actually adapt to any changing situation at all. Standard launchers are still able to do this, but ultimately outside of edge case scenarios where you are against only one or two people the caracal is pushed further into obsoletion in terms of solo and small gang pvp viability when compared to other ships of its class.
Cerb and scyfi still remain semi viable for solo and small gang being forced to use standard launchers in order to adapt to changes in a fight. Hmls and hams are still nearly worthless because in solo and small gang you don't normally have the ability to apply their damage. This puts other ships such as the omen and thorax so far ahead of it in terms of viability for solo and small gang that the caracal has no real use. Besides, instead of taking a ship designed solely to allow the caracal to apply it's damage, I can take an omen or thorax and then take another omen or thorax and achieve double the result of hml or ham caracal+application ship.
Between locus rigs and frentix/drop the omen and thorax are able to hit out to linked pointrange which is more than enough to deal with tackle. Pulse omen gets less range then rail thorax however scorch and locus rigs/frentix fix this problem easily. Not to mention the navy omen and it's build in range bonus netting you around 40-50k with scorch if shield fit. You are comparing a ship with 60km range able to apply 75% of its dps to most frigates with two ship with 25km range which will be happy ot apply half their dps to frigates in this range. There is a huge difference. Though I don't deny that this mechanic, preventing to react to change of the battlefield, might make RLML a niche weapon. But I think this is a good thing and the intended goal : that way RLML are not better than medium size missile launchers and destroyers altogether. Keeping something OP because the alternative is not good enough is not the solution. I personaly think HAM and HML don't look that bad considering their respective range but nothing prevent buffing them a bit if they are really in need of some love. Destroyers can hit frigs just fine, they just don't have a tank decent enough to hold up, hence why the caracal/thorax/omen get used instead. Pretty much this: Destroyers are slower than T1 cruisers Destroyers have less projection than T1 cruisers Destroyers do less DPS than T1 cruisers Destroyers have less EHP / tank than T1 cruisers Why would you ever fly them? Their speed to sig ratio is just so bad- they get blapped by pretty much everything.
uhm... they make pretty shuttles and decent low SP salvage boats |

Chris Winter
Zephyr Corp V.A.S.T.
251
|
Posted - 2013.11.11 22:17:00 -
[910] - Quote
So, I'm going to try to provide some constructive feedback.
My problem isn't with the mechanic itself. I think that a weapon system that does very high burst/frontloaded damage in exchange for basically a long cool down during which you can't do anything, coming out to slightly less sustained damage in the long run, is a potentially interesting mechanic that can lead to choices being made during fitting. The mechanic does seem a bit more WoW PvP than EVE PvP (arcane power pyroblast!), but I think it's something that could be cool.
My issue with this proposal is that you aren't allowing users to make that choice of burst vs. sustained in isolation to other choices. You can choose burst AND good damage application, or sustained AND poor damage application. There's no way to separate the two choices.
One of the reasons that RLMLs are so popular is that HMLs and HAMs, unlike medium guns, can be easily avoided by enemy frigates and even mitigated by cruisers. With guns, the user can do things like slingshot an orbiting frigate to reduce their transversal enough to land a hit. Missile users can't do things like that, so they need to fit RLMLs if they want to not be easy pickings for frigates. Less potential damage to same size and larger targets, more potential damage to smaller targets.
Keep RLMLs as they are. Fix HAMs and HMLs so they don't suck. Introduce a new weapon system offering high alpha and long downtime. Maybe call it "artillery." |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
689
|
Posted - 2013.11.11 22:23:00 -
[911] - Quote
Chessur wrote:
Pretty much this:
Destroyers are slower than T1 cruisers Destroyers have less projection than T1 cruisers Destroyers do less DPS than T1 cruisers Destroyers have less EHP / tank than T1 cruisers
Why would you ever fly them? Their speed to sig ratio is just so bad- they get blapped by pretty much everything.
Just fit them correclty.....
check this video for example.. after 1:35 Notice that we had 1 stilleto 1 maulus and rest only destroyers.. against cruisers BC and frigates.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 23:01:00 -
[912] - Quote
Kagura Nikon wrote:Chessur wrote:
Pretty much this:
Destroyers are slower than T1 cruisers Destroyers have less projection than T1 cruisers Destroyers do less DPS than T1 cruisers Destroyers have less EHP / tank than T1 cruisers
Why would you ever fly them? Their speed to sig ratio is just so bad- they get blapped by pretty much everything.
Just fit them correclty..... check this video for example.. after 1:35 Notice that we had 1 stilleto 1 maulus and rest only destroyers.. against cruisers BC and frigates.
I don't see your video link :( As a crazy guss- are you using 10MN AB Destroyers, with links / snakes? Then they can actually sig tank something. |

Ranger 1
Ranger Corp
4818
|
Posted - 2013.11.11 23:10:00 -
[913] - Quote
This reminds me strongly of when the adjustments to Arty were made, before people understood the sheer power of properly applied alpha. Many folks steadfastly insisted that Arty would never be used in game again, as it's reload time and DPS was simply horrible. 
The concept of burst damage, done in this fashion, is also extremely powerful if applied correctly. It's a small gangs wet dream, and a gankers vision of perfection. Vessels that rely on speed, or rapidly warping in and out, to control the situation will find them a nearly ideal weapons system.
On the other hand, people that don't understand how to apply their strengths will throw up their hands in disgust.
After a bit of tweaking it won't take long for this to become a well accepted combat mechanic. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Anomaly One
Imperial Academy Amarr Empire
7
|
Posted - 2013.11.11 23:36:00 -
[914] - Quote
Ranger 1 wrote:This reminds me strongly of when the adjustments to Arty were made, before people understood the sheer power of properly applied alpha. Many folks steadfastly insisted that Arty would never be used in game again, as it's reload time and DPS was simply horrible.  The concept of burst damage, done in this fashion, is also extremely powerful if applied correctly. It's a small gangs wet dream, and a gankers vision of perfection. Vessels that rely on speed, or rapidly warping in and out, to control the situation will find them a nearly ideal weapons system. On the other hand, people that don't understand how to apply their strengths will throw up their hands in disgust. After a bit of tweaking it won't take long for this to become a well accepted combat mechanic.
the problem is, we already have artillery for that, why not keep RLML as they are for now and introduce a new module (later on) for missiles similar to artillery if they choose to stick with this idea.. |

Viceorvirtue
The Hatchery Team Liquid
25
|
Posted - 2013.11.11 23:37:00 -
[915] - Quote
This is an entirely different mechanic than artillery. The polarizes rlms into being either borderline op by killing frigates twice as fast to being completely useless when reloading or if caught with a low clip, or in a situation where you are using the wrong ammo.
Imagine you are firing on a cruiser. As you run low on ammo a frigate lands on field and starts burning for you. If it tackles you the cruiser you are shooting at will be able to get on top of you and kill you. You do not have enough ammo to kill the frigate or the cruiser without reloading.
An omen obviously does not have this problem as it can just shoot and kill the frigate. A thorax can reload and kill the frigate before it tackles you. The new rlm caracal has to leave immediately or die because it has to wait 40 seconds before being able to respond to this new situation. During this time it will have been tackled by the frigate and the enemy cruiser would have likely torn it to shreds.
This is not 'interesting' or 'tense' gameplay, this is a terrible terrible idea. Sure with enough people rlm burst might be viable but by then you can drop 1 guy to fly an application ship and use hmls or hams for more damage instead. If you are flying as antitackle in a gang there becomes no reason to have rlm because you will likely need to adapt to a changing situation at some point and the new rlms will be unable to do so. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
690
|
Posted - 2013.11.11 23:46:00 -
[916] - Quote
Chessur wrote:Kagura Nikon wrote:Chessur wrote:
Pretty much this:
Destroyers are slower than T1 cruisers Destroyers have less projection than T1 cruisers Destroyers do less DPS than T1 cruisers Destroyers have less EHP / tank than T1 cruisers
Why would you ever fly them? Their speed to sig ratio is just so bad- they get blapped by pretty much everything.
Just fit them correclty..... check this video for example.. after 1:35 Notice that we had 1 stilleto 1 maulus and rest only destroyers.. against cruisers BC and frigates. I don't see your video link :( As a crazy guss- are you using 10MN AB Destroyers, with links / snakes? Then they can actually sig tank something.
Sorry:
http://www.youtube.com/watch?v=g4VSukE8lZs "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
690
|
Posted - 2013.11.11 23:47:00 -
[917] - Quote
Ranger 1 wrote:This reminds me strongly of when the adjustments to Arty were made, before people understood the sheer power of properly applied alpha. Many folks steadfastly insisted that Arty would never be used in game again, as it's reload time and DPS was simply horrible.  The concept of burst damage, done in this fashion, is also extremely powerful if applied correctly. It's a small gangs wet dream, and a gankers vision of perfection. Vessels that rely on speed, or rapidly warping in and out, to control the situation will find them a nearly ideal weapons system. On the other hand, people that don't understand how to apply their strengths will throw up their hands in disgust. After a bit of tweaking it won't take long for this to become a well accepted combat mechanic.
Cosniderign I was the MAIN advocant of the alpha increase back then and fought every single of those denyers of the alpha. I do understand it. But its completely different. Arties have enough potetntial damage to kill stuff.
THese reapids do nto have ALPHA, you can repair on those seconds it is firing so it cannot brea k RR as alpha can. And also arties do not stay 40 seconds sleeping. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Omnathious Deninard
Novis Initiis
1800
|
Posted - 2013.11.12 00:10:00 -
[918] - Quote
Kagura Nikon wrote:Chessur wrote:Kagura Nikon wrote:Chessur wrote:
Pretty much this:
Destroyers are slower than T1 cruisers Destroyers have less projection than T1 cruisers Destroyers do less DPS than T1 cruisers Destroyers have less EHP / tank than T1 cruisers
Why would you ever fly them? Their speed to sig ratio is just so bad- they get blapped by pretty much everything.
Just fit them correclty..... check this video for example.. after 1:35 Notice that we had 1 stilleto 1 maulus and rest only destroyers.. against cruisers BC and frigates. I don't see your video link :( As a crazy guss- are you using 10MN AB Destroyers, with links / snakes? Then they can actually sig tank something. Sorry: http://www.youtube.com/watch?v=g4VSukE8lZsYup that is basically what we do. Just poiting that some ships can be effective even when peopel do not beleive in them. But these new rapid laucnhers are so bad that not even us beleive we can do anythign with them You could, your video would just be 100~120 seconds long. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Omega Crendraven
24th Imperial Crusade Amarr Empire
88
|
Posted - 2013.11.12 02:05:00 -
[919] - Quote
CCP Rise, This new RLML thing......... not cool. You feel me brah? #xXxGorski4CSMxXx +¦+ä+à+è # 420 +¦+«+¦ +è+»+º+ü+¦ +¦+å +¦+¦+ü-á ! #FreeJhonnyBussines +¦+«+¦ +è+»+º+ü+¦ +¦+å +¦+¦+ü !
|

Beckett Firesnake
Les chevaliers de l'ordre Goonswarm Federation
23
|
Posted - 2013.11.12 03:23:00 -
[920] - Quote
It seems logic. Overheated, these weapon will be enormous...
But yes , it seems it is the end of solo caracal or cerberus.... But the problem is not these rapid launchers but the heavy and cruise missiles against small targets.... |
|

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
84
|
Posted - 2013.11.12 04:18:00 -
[921] - Quote
it would be great like that:
Reload time for both groups set to 35 seconds.
T2 Rapid Light Launchers can carry roughly 20 charges T2 Rapid Heavy Launchers can carry roughly 25 charges
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
16
|
Posted - 2013.11.12 04:50:00 -
[922] - Quote
Cardano Firesnake wrote:it would be great like that:
Reload time for both groups set to 35 seconds.
T2 Rapid Light Launchers can carry roughly 20 charges T2 Rapid Heavy Launchers can carry roughly 25 charges
35 seconds is still garbage. |

Sarah Cain
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.12 05:08:00 -
[923] - Quote
I've got to say I love the established RLML the way it is and has been for the last several years. I hope that this weapon system does not change. I do however like the idea of a totally new weapon system intended to unload damage quickly, however this feature is already implemented in game through overheating as mentioned earlier in this small threadnaught. I believe a new weapon system with a normal reload time for changing ammo and such, but a specialization in overheating to give you your frontloaded dps and as such your down time from repairing the modules if you so choose to go that route, would be a better option. I have to say again I prefer the weapon system as it is and has been for the last 8 plus years? I'm not sure how long it's currently fulfilled its roll. I would also like to thank CCP for constantly trying to improve this game (even tho I may not like the changes).
P.S I appologize for my terrible punctuation and spelling. |

Arthur Aihaken
The.VOID
502
|
Posted - 2013.11.12 05:34:00 -
[924] - Quote
RIP: RLML, Caracal... I am currently away, traveling through time and will be returning last week. |

Edwin McAlister
Interstellar Engineering and Electronics INC
12
|
Posted - 2013.11.12 05:40:00 -
[925] - Quote
do these numbers look right for current launchers... this is from actual ingame numbers on Tranq with me and frinds engaging each other .. these are all vs normal ships running MWD and orbiting at about 10km , we did it with MWD on and off, but only looking at the ON numbers, that are NOT TACKLED... Assault frig was a Hawk, Navy Frig was a Hookbill,
did notice that once a frig gets tackled.. did not matter what I was shooting, they went pop really quick like
HAM Cerb (Ham Range = 37 km) vs Assault frig , Cerb did about 40ish dps vs Navy frig, Cerb did about 30ish dps vs another Cerb, the HAM cerb did about 300ish dps
RLML Cerb (RLML Range = 77 km) vs Assault frig, cerb did about 120ish dps vs Navy frig, cerb did 140ish dps vs another Cerb, the RLML Cerb did about 170ish dps
HML Cerb (HML Range = 115 km) vs Assault frig, cerb did about 80 dps vs Navy Frig, cerb did about 83 dps vs another cerb, did about 200ish dps |

Ion Blacknight
EVE University Ivy League
20
|
Posted - 2013.11.12 06:18:00 -
[926] - Quote
The RLM Caracal is one of the most fun ships to fly in Eve. Why on earth would you want to remove it? I say remove it because what you are proposing to replace it with is a non-starter that will not see a fraction of the use the present RLM Caracal does.
So I repeat : one of the most liked and successful doctrines in Eve and you want to remove it from the game.
Why?
We deserve a clear explanation. |

Arthur Aihaken
The.VOID
502
|
Posted - 2013.11.12 06:20:00 -
[927] - Quote
Ion Blacknight wrote:We deserve a clear explanation.
 Oh wait, were you serious? I am currently away, traveling through time and will be returning last week. |

Angelus Ryan
One Ronin
48
|
Posted - 2013.11.12 06:23:00 -
[928] - Quote
Cardano Firesnake wrote:it would be great like that:
Reload time for both groups set to 35 seconds.
T2 Rapid Light Launchers can carry roughly 20 charges T2 Rapid Heavy Launchers can carry roughly 25 charges
I think it is not a so bad idea even if it changes our game play, even if it will be impossible to change ammo type during the fight. This changes will give a true identity to the Rapid launchers: Huge dps for a very short ime.
5s less don't make it any less crap. It is still horrible for all the reasons listed in the thread. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
17
|
Posted - 2013.11.12 06:23:00 -
[929] - Quote
Ion Blacknight wrote:The RLM Caracal is one of the most fun ships to fly in Eve. Why on earth would you want to remove it? I say remove it because what you are proposing to replace it with is a non-starter that will not see a fraction of the use the present RLM Caracal does.
So I repeat : one of the most liked and successful doctrines in Eve and you want to remove it from the game.
Why?
We deserve a clear explanation.
Rise doesn't like you, that's why.  |

Arthur Aihaken
The.VOID
502
|
Posted - 2013.11.12 06:58:00 -
[930] - Quote
Angelus Ryan wrote:5s less don't make it any less crap. It is still horrible for all the reasons listed in the thread. Regardless, these are probably set in stone. I am currently away, traveling through time and will be returning last week. |
|

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
84
|
Posted - 2013.11.12 07:20:00 -
[931] - Quote
Angelus Ryan wrote:5s less don't make it any less crap. It is still horrible for all the reasons listed in the thread.
5s to reload hybrid instead of 10s change lot of things.
Perharps 30s af reloading time instead 40s would be good.
I would like to try to see... |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1648
|
Posted - 2013.11.12 08:16:00 -
[932] - Quote
While i'm not sure i like this change (wouldn't mind rlml's being removed tbh) it seems that most of the people objecting to this are people who seem to think RLML's should be the go to weapons system for virtually anything.
Like this a RLML Caracal will be better than ever at warping in on a frig gang and killing a few before they warp off or he does. BYDI recruitment closed-ish |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
690
|
Posted - 2013.11.12 09:10:00 -
[933] - Quote
Zvaarian the Red wrote:Cardano Firesnake wrote:it would be great like that:
Reload time for both groups set to 35 seconds.
T2 Rapid Light Launchers can carry roughly 20 charges T2 Rapid Heavy Launchers can carry roughly 25 charges
35 seconds is still garbage.
If the charges are increased, the effect on the time is largely diminished, because you had enough damage to "Do something" before going inactive.
The exact numbers are hard to calculate and must be a combination of objective and subjective values. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
690
|
Posted - 2013.11.12 09:13:00 -
[934] - Quote
Garviel Tarrant wrote:While i'm not sure i like this change (wouldn't mind rlml's being removed tbh) it seems that most of the people objecting to this are people who seem to think RLML's should be the go to weapons system for virtually anything.
Like this a RLML Caracal will be better than ever at warping in on a frig gang and killing a few before they warp off or he does.
No, we are advocating that exactly this perception of yours is wrong. As we pointed a caracal will not be good at warping in and killing a few frigates. Because its ammo barely allows it to kill 1 frigate (and none if its t2). THerefore it will be LESS effective at warping in a frig gang and killing a few before being defeated or warping off.
DPS harndly ever is the main factor when you want to bring down a frigate alone, a caracal sould defeat her anyway in the old system. THat means no gain on that scenario. But if you warp into a group of 4 frigates, with the new system you will be in worse conditions.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
690
|
Posted - 2013.11.12 09:15:00 -
[935] - Quote
Omnathious Deninard wrote:Kagura Nikon wrote:Chessur wrote:Kagura Nikon wrote:Chessur wrote:
Pretty much this:
Destroyers are slower than T1 cruisers Destroyers have less projection than T1 cruisers Destroyers do less DPS than T1 cruisers Destroyers have less EHP / tank than T1 cruisers
Why would you ever fly them? Their speed to sig ratio is just so bad- they get blapped by pretty much everything.
Just fit them correclty..... check this video for example.. after 1:35 Notice that we had 1 stilleto 1 maulus and rest only destroyers.. against cruisers BC and frigates. I don't see your video link :( As a crazy guss- are you using 10MN AB Destroyers, with links / snakes? Then they can actually sig tank something. Sorry: http://www.youtube.com/watch?v=g4VSukE8lZsYup that is basically what we do. Just poiting that some ships can be effective even when peopel do not beleive in them. But these new rapid laucnhers are so bad that not even us beleive we can do anythign with them You could, your video would just be 100~120 seconds long.
Run your numbers. If each of those algoses were a caracal with tne new rapid launchers we would have needed how many reloads of our ammo to kill those targets? Hint... would result in a far far longer fight. And less fun.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kenrailae
Mind Games. Suddenly Spaceships.
49
|
Posted - 2013.11.12 09:27:00 -
[936] - Quote
P sure if we remove Kagura's posts from this thread, it'd easily clear back into mid 20's for page number lol
The caracal warping into a frig gang with this weapons system would be warping into the exact situation a forward DPS loaded weapons system with long reload should avoid. But if it were to warp into a a cruiser or even some BC's, the huge burst damage should do very well, where standard HML's against a cruiser or BC are kinda underwhelming.
Still very much in the camp that these changes should go along the lines of either:
Stripping face from bones DPS for a short span followed by a longer reload
or
Slightly more sustained DPS over a mid range reload
Both of which coming out to roughly the same as standard HML's or HAM's would do over the same amount of cycle+Reload time.
Would add alot of flavor, IMO. The Law is a point of View |

Niart Gunn
TURN LEFT
1
|
Posted - 2013.11.12 09:32:00 -
[937] - Quote
Garviel Tarrant wrote:While i'm not sure i like this change (wouldn't mind rlml's being removed tbh) it seems that most of the people objecting to this are people who seem to think RLML's should be the go to weapons system for virtually anything.
Like this a RLML Caracal will be better than ever at warping in on a frig gang and killing a few before they warp off or he does.
Noone thinks RLMLs should be the go-to weapon system for everything at all. People are trying to prevent the last useful medium missile system from being nerfed into oblivion. It is heavy missiles that have been nerfed way too severely and are in sore need of a buff to become useful again. Also, 18 charges are hardly enough to kill more than maybe one competent frigate before you have to warp off (and then get tackled by an inty that undocked next door while you're still reloading).
The main problem with this change is actually that it has been announced way too shortly before the patch and is unlikely to even hit singularity in time for proper testing. This, in combination with CCP Rise being ignorant and regarding any kind of feedback as confirming him means that this will probably get pushed through to Tranquility despite the 47 pages of overwhelmingly negative feedback in this thread.
If anything, light missiles could use a very slight nerf, but they really only seem overpowered because heavy missiles are so incredibly useless. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
690
|
Posted - 2013.11.12 09:43:00 -
[938] - Quote
Kenrailae wrote:P sure if we remove Kagura's posts from this thread, it'd easily clear back into mid 20's for page number lol
The caracal warping into a frig gang with this weapons system would be warping into the exact situation a forward DPS loaded weapons system with long reload should avoid. But if it were to warp into a a cruiser or even some BC's, the huge burst damage should do very well, where standard HML's against a cruiser or BC are kinda underwhelming.
Still very much in the camp that these changes should go along the lines of either:
Stripping face from bones DPS for a short span followed by a longer reload
or
Slightly more sustained DPS over a mid range reload
Both of which coming out to roughly the same as standard HML's or HAM's would do over the same amount of cycle+Reload time.
Would add alot of flavor, IMO.
I would post less if people would not keep posting again and again the same things that go exactly against what the math tell would happen. Your post for example, unless you are speaking of a gang of several of such caracals, it makes no sense. If you are solo your burst damage is irrelevant because the total damage cannot kill the cruiser of your example. Take a hypothetical cerberus with new Rapids vs a cerberus with old rapids.... the result goes against your statement.
Yourself have pointed you have not run the math. Well we have, and it points that it will NOT work as you think. The discussion passed already the level of "feeling"we are discussing upon math and statements should be made with that math in mind. No matter how much you may like or not, the math is a representation of the truth that would happen.
These new module is good if you are bringing a caracal/cerberus in larger number than enemy ships, so you can dish a lot of damage and warp out , possibly before loosing many or any ships. But on the scenarios where you are outnumbered this weapon system mathematically (its not subjective) is inferior, since your gang would need to concede the field.
I am not against the concept of front loading damage, but this works very differently than Arties (that are instantaneous, giving a much larger bennefit than this change) and have a far smaller "inactive cycle". The number could be tweaked until we have something usable, but as long as a rapid caracal is a bad ship to warp against a few (like 3) frigates we are no where near a balanced weapon system.
If this change had been proiposed 1 month ago, we would have had time to balance those numbers. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Madbuster73
RED SQUAD
67
|
Posted - 2013.11.12 10:15:00 -
[939] - Quote
Caracal blobs anyone??? Because thats whats gonna happen.... 50 Caracals at 80k range that do over 400 dps..... and who cares about reload time if you have a blob?
Caracal blobs were already OP, now with this change Caracals will bloth out the sun.
So NO, dont change dps and or reload times, its a bad idea....
|

Kenrailae
Mind Games. Suddenly Spaceships.
49
|
Posted - 2013.11.12 10:15:00 -
[940] - Quote
Kagura Nikon wrote:Kenrailae wrote:P sure if we remove Kagura's posts from this thread, it'd easily clear back into mid 20's for page number lol
The caracal warping into a frig gang with this weapons system would be warping into the exact situation a forward DPS loaded weapons system with long reload should avoid. But if it were to warp into a a cruiser or even some BC's, the huge burst damage should do very well, where standard HML's against a cruiser or BC are kinda underwhelming.
Still very much in the camp that these changes should go along the lines of either:
Stripping face from bones DPS for a short span followed by a longer reload
or
Slightly more sustained DPS over a mid range reload
Both of which coming out to roughly the same as standard HML's or HAM's would do over the same amount of cycle+Reload time.
Would add alot of flavor, IMO. I would post less if people would not keep posting again and again the same things that go exactly against what the math tell would happen. Your post for example, unless you are speaking of a gang of several of such caracals, it makes no sense. If you are solo your burst damage is irrelevant because the total damage cannot kill the cruiser of your example. Take a hypothetical cerberus with new Rapids vs a cerberus with old rapids.... the result goes against your statement. Yourself have pointed you have not run the math. Well we have, and it points that it will NOT work as you think. The discussion passed already the level of "feeling"we are discussing upon math and statements should be made with that math in mind. No matter how much you may like or not, the math is a representation of the truth that would happen. These new module is good if you are bringing a caracal/cerberus in larger number than enemy ships, so you can dish a lot of damage and warp out , possibly before loosing many or any ships. But on the scenarios where you are outnumbered this weapon system mathematically (its not subjective) is inferior, since your gang would need to concede the field. I am not against the concept of front loading damage, but this works very differently than Arties (that are instantaneous, giving a much larger bennefit than this change) and have a far smaller "inactive cycle". The number could be tweaked until we have something usable, but as long as a rapid caracal is a bad ship to warp against a few (like 3) frigates we are no where near a balanced weapon system. If this change had been proiposed 1 month ago, we would have had time to balance those numbers.
I think you're just not reading, tbh. Or reading what you want to hear and presuming you have all the answers.
I said the caracal would be in deep trouble if it warped into a group of frigates. Exactly what it wanted to avoid.
A Caracal shouldn't try to fight a Cerb. That's about all there is to that. A cerb will beat a caracal 100% of the time, presuming the cerb pilot is not a complete failscade.
A caracal warping in on a vexor, or rupture.... It's burst may be able to kill it. Maybe not. The way I usually fit mine, no, it wouldn't, as I go p much all tank and go for outlasting my target. A vexor with 2 damage mods and an active tank? Those don't have that much EHP, and they cycle time on a rep isn't fast enough to keep up with that damage.
A shield Rupture? Maybe.
I s'pose I should clarify that I did not mean a group of BC's, rather some BC classes. Some of them are super tanky, some of them are kinda flimsy. Specially when you allow people to fit them.
Nah, this system shouldn't be able to just warp in and volley/ solo anything it's class or smaller 100% of the time.
But it should be able to do it relatively often on less tanky opponent, but not as much on more tanky enemies. That way you have to actually count piloting skill in, and the constant choice and consequence of that choice that is Eve.
You don't go hunting battleships with a Sniper tornado. If you really wanna use a sniper tornado.... you look for things you can volley.
You also don't go hunting frigates in a dreadnaught.
Right tool for the job. Choosing to try to burst through a Cruiser or BC would be a risk. With appropriate 'reward.' Trying to burst a gang of 4 algos's... well a choice again.... with appropriate reward via the pod express.
This system would be similar. It would have it's ups and downs, be strong against what it was designed against: Countering the class below what it's fit on(RLML's good against friggies and dessies, RHML's against Cruisers and some BC's).
I also edited the the post a moment after posting it, cause I noobed and forgot a piece.
I agree, this idea shouldn't be in Rubicon. Too much balancing.
Personally, I suggest you put the keyboard down. You're really not doing yourself any favors, acting like King pin of the thread. So chill dude. Relax.
There is still plenty of time to discuss concepts, since it's not going to be right the first time anyway. Might as well have a good old talk about it, not 47 pages of one person trying to boss everyone else into agreeing with him.
The other piece you should consider is this: Not everyone posting in this thread camps high sec stations all day. Some of us are willing to get in a good fight, and lose a ship if necessary for the sake of the pew, not just no risk PVP man....
So calm down a bit. We all know this idea isn't ready for TQ. And it will probably be introduced not ready. There is more to Eve than high sec, and we want it to work for all of it, not just for 100% risk free PVP.
Let peeps talk. Stop trying to force everyone to see things your way.
The math should NEVER state 100% Effectiveness. That is bad. It should suggest acceptable chance of success.
The Law is a point of View |
|

Moonaura
The Dead Rabbit Society
316
|
Posted - 2013.11.12 11:04:00 -
[941] - Quote
Another thing I'd like to add is, where on the forum is there pages of screaming from people talking about RLML being overpowered and deadly? I don't see it. They are entirely situational, and a cruiser fitted this way is completely vulnerable to e-war, gangs, decent tanked frigates, and best of all - any other freaking cruiser basically.
When you take out a Caracal with RLML solo, frankly, you don't expect to bring it home and equally, the amount of ships they can actually kill is entirely dependent on fittings and circumstance.
If you fit a buffer tank to survive a small gang of frigates (About 2-4 typically, past that you're in trouble) then you have to typically fit at least one if not two shield extenders, improve the resistance holes. So that is 2 - 3 slots given up.
Then you add in disruptor, which gives you the range, but means ships can burn away - or a scram and hope you get them close
One slot left. Well, if you want to catch frigates in say, faction warfare entrances - you're going to need a sensor booster and some luck, that they don't activate the gate immediately. You will catch destroyers. But without a MWD, they will be able to burn away before you can kill them, unless you use a scram.
As its a cruiser it can't even get inside the small complex's, so that protects most frigates off the bat.
If you give up some tank for a MWD, then you have speed but no where near as fast as a frigate with a MWD and now its buffer is dramatically reduced, limiting its ability to fight more than two targets typically.
If you want a web etc or target painter, you're going to have to compromise on tank, speed or targeting. It is always going to be a choice and sometimes that works sometimes it doesn't.
Regardless, the ship is vulnerable to engaged combat as its tank diminishes, and it doesn't have the DPS to kill a well tanked frigate in time.
It is entirely vulnerable to many frigates:
http://eve-kill.net/?a=kill_detail&kll_id=16313944
And equally entirely vulnerable to a cruiser fit with medium weapons and is large enough to be caught easily while travelling gate to gate:
http://eve-kill.net/?a=kill_detail&kll_id=15942107
And against to many frigates, it will always go down, often without any kill in return.
http://eve-kill.net/?a=kill_detail&kll_id=15865874
Now there are occasions when it can go well:
http://eve-kill.net/?a=kill_related&kll_id=15939832
This fight also involved a pair of RLML Caracals, landing outside a Faction Warfare plex. We landed on the Harpy and managed to overload his solid tank. There are also two other enemy Talwars sitting at range, not seen here, because they didn't die. I was fitted with a double shield extender, and the fight was a race against time before it ran out. We were taking down the Wolf when in landed the logistics frigate in support, and repped it back up, so we had to switch targets and pummel that instead. All this time, my tank is going down. In the end, the Wolf almost got away - our last volley killed it, and in return I would have died to the next missile volley from the last on-field Talwar. I warped off in 2% structure. That was a fun fight. But it was entirely dependent on them engaging us, they all could have warped off.
That fight that would be impossible with the new RLML mechanics you are proposing, because for 60% of it, we wouldn't even be shooting. We'd just have killed the first ship we landed on, and had no chance against the others, not with their logistics ship on the field.
In short, RLML and the Caracal are fine. They are entirely vulnerable and come with their own set of risk / rewards.
In all honesty, the Talwar is typically more fun and effective than the RLML Caracal. It is faster, can enter small complex's, can catch frigates easier, and achieves solid DPS with its missiles, while having the ability to kite and disengage if need be, something the Caracal cannot.
http://eve-kill.net/?a=kill_related&kll_id=16317519
If you introduce these changes, the RLML Caracal is dead and basically, confined to one vs one frigate action. In other words, utterly useless and not worth spending the ISK on. Boldly going forward, still can't find reverse - name that tune kids! |
|

CCP Rise
C C P C C P Alliance
3171

|
Posted - 2013.11.12 11:24:00 -
[942] - Quote
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. |
|

Edwin McAlister
Interstellar Engineering and Electronics INC
12
|
Posted - 2013.11.12 11:35:00 -
[943] - Quote
is it just me, or am I seeing a never ending balance cycle taking place...
Teiricide the ships and balance them out... then balance modules then turn around and have to rebalance the ships because of changes in modules then have to turn around and rebalance modules........ rinse and repeat.....
why not just look at the entire missile combat as a whole and start there... balance modules and ships that use that weapon system as primary....
just stop with all these changes to missile combat and start from the beginning again...
determine the base line... what you ,.. the game designers want... and do it...
I think the players for the most part would rather wait a few more months and have a fully useful system instead of this mish mash we got now....
|

Moonaura
The Dead Rabbit Society
316
|
Posted - 2013.11.12 11:37:00 -
[944] - Quote
CCP Rise, thanks for the update. I think it's wrong, because it forces RLML into a very specific use with massive penalties. And fine if its going in. But next time, please, you have 6 months inbetween expansions, yet this change only was announced 10 days before release. That isn't long enough for anyone to try it on Sisi etc.
And yes, people are scared of change. I will try it, but I don't think 40 second reload is going to be pretty. Not pretty at all. We will all hold you to your promise to change it back if it sucks.
- Moon Boldly going forward, still can't find reverse - name that tune kids! |

ludizao
Perkone Caldari State
0
|
Posted - 2013.11.12 11:42:00 -
[945] - Quote
CCP Rise wrote: 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.
No, you're encouraging blob warfare and discouraging solo and tiny gangs.
! B R I N G I N G - S O L O - B A C K ! |

Wachul Purvanen
Denied Operations SteRoid.
6
|
Posted - 2013.11.12 11:48:00 -
[946] - Quote
Madbuster73 wrote:Caracal blobs anyone??? Because thats whats gonna happen.... 50 Caracals at 80k range that do over 400 dps..... and who cares about reload time if you have a blob?
Caracal blobs were already OP, now with this change Caracals will bloth out the sun.
So NO, dont change dps and or reload times, its a bad idea....
Yeah, thats exactly what is going to happen. Can't wait ! Now do the same with Cerbs...
|

Niart Gunn
TURN LEFT
1
|
Posted - 2013.11.12 11:52:00 -
[947] - Quote
Wow. Just wow.
I mean, not that it's surprising me that you still think he negative feedback is backing you up, but are we even reading the same thread? These changes have been announced for what, 3 days? And the feedback thread is already close to 50 pages of mostly negative feedback (which is already morethan most of the threads that have been here for weeks) , yet you still mention that there's some kind of magical balance of people likeing and disliking it. "The feedback is mixed in this thread." - is it really tho? I haven't seen a single elaborate and conclusive post about how this is a good change at all, and a plentiful of reasons why it's terrible.
Your main issue is with RLMLs being the best weapon of choice, yet you choose to completely ignore that this is only because of the fact that Heavy Missiles suck so badly. You also choose to ignore that this change has been announced on way too short of a notice and aren't neither giving people the time to test them, nor yourself the time to adjust them so we end up with a useful weapon system. Instead, you chose to push it through anyways (as expected I might add), without getting any feeling for whether this will be completely overpowered in blobs of alphaing RLML ships or it will end up with two more missile systems that noone ever uses. Not that this kind of thing hasn't happened before, but you would expect people to learn from mistakes.
If you're really so much into this idea, at least push it to Rubicon 1.1 and don't run with a change that hasn't hit Sisi yet at all. It's a can of worms that shouldn't hit TQ like this, ever. |

Warde Guildencrantz
TunDraGon
936
|
Posted - 2013.11.12 11:57:00 -
[948] - Quote
Edwin McAlister wrote:is it just me, or am I seeing a never ending balance cycle taking place...
Teiricide the ships and balance them out... then balance modules then turn around and have to rebalance the ships because of changes in modules then have to turn around and rebalance modules........ rinse and repeat.....
why not just look at the entire missile combat as a whole and start there... balance modules and ships that use that weapon system as primary....
just stop with all these changes to missile combat and start from the beginning again...
determine the base line... what you ,.. the game designers want... and do it...
I think the players for the most part would rather wait a few more months and have a fully useful system instead of this mish mash we got now....
balance is a journey, not a destination
/lameline |

Chessur
Strontless Mistakes Fatal Ascension
229
|
Posted - 2013.11.12 12:00:00 -
[949] - 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.
Rize, this is simply just a slap in the face.
Carefully followed? Yah ok... essentially is you giving a complete cop out responses, for reasons why this poor idea- being rushed through days before rubicon, with no SiSi or internal testing is going to be fine. How much time did you really have to 'discuss' these types of things? It has only been a matter of days with ZERO PLAY TESTING. No one in the CSM or CCP have the understanding to sit around making thought experiments about how this change is going to completely invalidate a weapon system. Players are not saying that they are viable rize. Again listen to some of the very experienced small gang . solo pilots posting in this thread.
I am awstruck that you have the audacity to come into this thread and somehow claim that the argument is mixed. I have read, every post- in every page. And it is not mixed. It is OVERWHELMINGLY negative, with only a few special (non PvP snowflakes) somehow thinking this idea has any merit.
Secondly, RLML"s are not the best in all situations. Take the time to actually load EFT and look at the math. What other missile based weapon system do you plan to use? HMLs and HAM's are complete trash for solo and small gang, Period. RLM"s are proliferating, simply because we have nothing left after the HML nerf.
Thirdly, I find it comical that again you find the feed about 40 SECONDS of reload 'mixed.' Are you even reading the same thread as me? Again, responses in this thread have been overwhelmingly negative, and in no way shape or form does 40 Second reload timers create any kind of tension, or interesting game play. You even admit 'it is a valid complaint' we will look at it, but for now- just deal with a **** poor mechanic for many, many months.
Homogenization, as if change for the sake of change is somehow good for the game? You honestly think that COMPLETELY destroying a weapon system, and throwing in another 100% new, untested, and unproved launcher is good game play?
I am simply awestruck by how completely, and intentionally ignorant you have become. The fact that you have willingly walked over almost every credible opinion in this thread, and somehow think that the comparison of artillery to RLM's is somehow relevant. They are nothing alike. Arty can reload, and doesn't have cool down time. It has alpha, not some bull **** 'front loaded damage' mechanic.
You think that we will come out of this with a very fun weapon system? Really why do you think that rize? Where is the math? Where is the internal testing? Where is the SiSi testing? RHML's are ****, because they shoot un-bonsed HMLs. RLML's are **** because (Like the RHML's) have a 40 second reload time, no ammo swapping.
PS- It is CLEAR to me you don't play the game. And it is clear to most solo / small gang players that you, along with the vast majority of CCP continue to make changes to the PvP landscape, that are un-needed, gimicky, or have no actual relevance on the meta. |

Onictus
Silver Snake Enterprise Fatal Ascension
591
|
Posted - 2013.11.12 12:05:00 -
[950] - Quote
Like I said going live come hell or high water. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
692
|
Posted - 2013.11.12 12:06:00 -
[951] - Quote
Kenrailae wrote:[quote=Kagura Nikon][quote=Kenrailae]P sure if we remove Kagura's posts from this thread, it'd easily clear back into mid 20's for page number lol
The other piece you should consider is this: Not everyone posting in this thread camps high sec stations all day. Some of us are willing to get in a good fight, and lose a ship if necessary for the sake of the pew, not just no risk PVP man....
So calm down a bit. We all know this idea isn't ready for TQ. And it will probably be introduced not ready. There is more to Eve than high sec, and we want it to work for all of it, not just for 100% risk free PVP.
Let peeps talk. Stop trying to force everyone to see things your way.
The math should NEVER state 100% Effectiveness. That is bad. It should suggest acceptable chance of success.
I challenge you to show me camping any high sec station. Please stop makign assumptions. We mostly hunt in pairs or trios and when i say hunt we really HUNT targets, looking for war targets using locators and probing.
And math is always right when it says somethign is not possible. WHen someoen said (dont remember who) that one of the caracals with new rapids would overpower a BC, I have to call that #!#!#. BEcause there is not enough missiles to even eat half a layer of defense.
My cerb/caracal example was cerb vs cerb or caracal vs caracal (on both cases old vs new weapon).
I think after last update I lost completely any faith of game balance for small scale in this game. People simply do not want to listen to math. And I doubt this will be revisited after the damage is done. Things will go to a balck hole, liek the tempest that I have seens not a SINGLE ONE in high sec since the update ( sure some must be around, but so rare that I never crossed with one again).
And rise.. when peopel complain about homogenization, they are talking about things like "increasing minmatar HP and reducign their speed, making them just a gallente variation" "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Cown
Ministry of Destruction SCUM.
3
|
Posted - 2013.11.12 12:07:00 -
[952] - Quote
Jebus i dont even use missiles all that much and i can see how much of a bad idea this is.
Seriously you cant make a Post like this, only then to ignore the massive majority of people who are telling you this idea is bad? Thats just slapping us in the face, you made us think we have a choice but then our words are ignored ?. |

Chessur
Strontless Mistakes Fatal Ascension
229
|
Posted - 2013.11.12 12:10:00 -
[953] - Quote
Rise, Why even have a features and ideas discussion form?
You just come down from the mountain, after talking with the CSM (As if they have any possible experience, or relevance in small gang / solo / PvP in general). Most of the CSM trash are 0.0 political bloc leaders, that have no relevant PvP experience- outside of blobs.
You contribute nothing to these threads, other than telling us 'how its going to be' and notify us of 'discussions' that you had with apparently, everyone but the concerned people in this thread.
Its almost as if your ego is bruised, and you intentionally turn a blind eye towards any naysayers, while continuing to post these puke onto page bull **** posts about 'homogenization', 'I feel' , 'mixed feedback' and other talking point bullshit to simply ram your original and unchanged idea through.
Why don't you do everyone a ******* favor, and stop posting balance threads. If you are going to shove your arrogant, misinformed, and **** poor ideas down our throats- stop making the pretense of a feed back forum.
The real joke in this case, is not only do we not have in play testing game play feed back to give you, but you have no testing to share with us as well. Just talk of your 'discussions' with CSM and CCP, and your 'feelings' about how fun a weapon system will be.
Stop the ******* charade already. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
968
|
Posted - 2013.11.12 12:13:00 -
[954] - Quote
CCP Rise wrote: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.
HMLs do not offer a sufficient increase in damage projection and application against common targets, relative to RLMLs, nor to they compare favourably with medium LR turrets. HAMs are basically okay, but suffer when a target is receiving the absurdly overpowered sig and speed Skirmish links. Torps on BS hulls essentially have no role. Citadel missiles/Phoenix are pointless. If they're going to be useless at the blap game without 90% webs and linked bonused painters, then at least make them good against capitals. Light missiles may be a bit too good, but I suspect that the problem is really overpowered warfare links again.
CCP Rise wrote:I think we will come out of this with a very fun pair of weapon systems. If we don't, it will get changed.
They'll lurch from being very fun to very infuriating, for both user and target, across the space of a single minute, with no middle ground at all. I'll still use them because I'm optimistic that I'm sufficiently unterrible to be able to deal with the reload, but I suspect that player fury will follow them around like a stale fart.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
692
|
Posted - 2013.11.12 12:14:00 -
[955] - Quote
Cown wrote:Jebus i dont even use missiles all that much and i can see how much of a bad idea this is.
Seriously you cant make a Post like this, only then to ignore the massive majority of people who are telling you this idea is bad? Thats just slapping us in the face, you made us think we have a choice but then our words are ignored ?.
Most of CSM that are from PVP groups are from alliances, so solo or very small gangs are irrelevant for them. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

ThunderRa
Airkio Mining Corp Gentlemen's Agreement
0
|
Posted - 2013.11.12 12:23:00 -
[956] - 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.
Ok if you're going to go ahead with the changes no matter of the at least 70-80% negative feedback from this thread so far, at least please do address the unnecessarily long reload time of these systems, my suggestion is to start with 30 seconds for RHML and 20 seconds for RLML, and come along a skill(maybe even the T2 missile specialization skill ^ ) that will reduce their reload time by 5-7% per level....this way solo PVP won't be totally killed and the RLML Caracal will still hold a firm grip in being able to be effective against tackler frigates, and avoid way too long idle time of 40 seconds due to ammo types changing or ordinary reloading. Also clip size in my opinion should be increased for like 33-35 for RLML and 22-25 for RHML at least, as all swarm missile types tend to have bigger clips in order to compensate for the longer reload time. RLML should have a shorter reload time because they smaller in size and therefore the ammo being lighter would be easier to load. Overall burst damage should also be change accordingly, in order to compensate for intended dps output for the two launcher systems. If you going to stick with the 40 seconds reload time you will make these weapons totally useless in any form of combat and I doubt any player will even consider fitting them after Rubicon . |

Onictus
Silver Snake Enterprise Fatal Ascension
592
|
Posted - 2013.11.12 12:34:00 -
[957] - Quote
Kagura Nikon wrote:Cown wrote:Jebus i dont even use missiles all that much and i can see how much of a bad idea this is.
Seriously you cant make a Post like this, only then to ignore the massive majority of people who are telling you this idea is bad? Thats just slapping us in the face, you made us think we have a choice but then our words are ignored ?. Most of CSM that are from PVP groups are from alliances, so solo or very small gangs are irrelevant for them.
You do know we go out in small groups as well right. Don't need to form up 100 shots to clear a 5 man camp
|

Omnathious Deninard
Novis Initiis
1801
|
Posted - 2013.11.12 12:37:00 -
[958] - Quote
CCP Rise wrote: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.
If this is the case, then why did you ask for feed back at all?
This is twice that a proposed idea has been more or less hated by a large portion of the player base and it was still pushed through. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Madbuster73
RED SQUAD
68
|
Posted - 2013.11.12 12:45:00 -
[959] - 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.
Really???
Your just gonna close your eyes and go with the worst idea ever???
|

raawe
Imperial Shipment Amarr Empire
49
|
Posted - 2013.11.12 12:53:00 -
[960] - Quote
Rise i would like to see this changes apply only on heavy launchers and leave light as they were. But that's just me |
|

Moonaura
The Dead Rabbit Society
316
|
Posted - 2013.11.12 12:56:00 -
[961] - Quote
CCP Rise on hearing that people don't like his idea:
http://www.youtube.com/watch?v=8lCuZfWk6BA lol  Boldly going forward, still can't find reverse - name that tune kids! |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
694
|
Posted - 2013.11.12 12:57:00 -
[962] - Quote
Onictus wrote:Kagura Nikon wrote:Cown wrote:Jebus i dont even use missiles all that much and i can see how much of a bad idea this is.
Seriously you cant make a Post like this, only then to ignore the massive majority of people who are telling you this idea is bad? Thats just slapping us in the face, you made us think we have a choice but then our words are ignored ?. Most of CSM that are from PVP groups are from alliances, so solo or very small gangs are irrelevant for them. You do know we go out in small groups as well right. Don't need to form up 100 shots to clear a 5 man camp
Yes but when I talk small I mean 1 or 2 only. And that is much less relevant on YOUR scenario than on mine. No offense intended, jsut hat its almost another game. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Karle Tabot
State War Academy Caldari State
31
|
Posted - 2013.11.12 12:59:00 -
[963] - Quote
Well I was pretty interested in this one thread, and so I have been through almost every post in it twice now. I understand a lot more about the issues now, though do not have the time in game and experience to understand it all completely. There are a couple of things I will take away from this.
Has such a feedback thread in this game actually caused a change before? I cannot say since this is the first one I have followed. It seems from this one that "feedback" threads are likely pretty useless. The decision here was pretty obviously already made when the issue was posted for feedback. No one could read through this thread and objectively and honestly concluded that the positive feedback came anywhere close to the amount of negative feedback. The issue was also posted too late for it to have been so intended, allowing too little time, if the issue were ever truly up for decision.
While I know my time and experience here are too short and little to be sure as to this next conclusion, and what I am saying as to it comes from scattered reading here and elsewhere, and from being in fleets ingame and reading and hearing the comments of others, it sure seems a new player should be clearly warned against spending time training into Caldari. Most of their ships seem to heavily depend on missiles, and it seems pretty clear missiles are an inferior weapon system as far as the other choices, when training times and everything is considered, at least for PVP. For whatever reason, there is a sense that missiles are just not a weapon system that CCP likes itself as much as the others. On my main character I have apparently wasted a lot of my paid for training time in that any idea about "fixing" missiles is always going to be something they do not presently have time for, although they as herein shown always have time to continue to make them less equal.
|

Michael Harari
Genos Occidere HYDRA RELOADED
838
|
Posted - 2013.11.12 13:02:00 -
[964] - Quote
Rise, feedback in this thead is overwhelmingly negative. You can call it mixed if that helps you push this bad design through, but dont pretend its something that players were mixed on. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1649
|
Posted - 2013.11.12 13:02:00 -
[965] - Quote
Kagura Nikon wrote:Garviel Tarrant wrote:While i'm not sure i like this change (wouldn't mind rlml's being removed tbh) it seems that most of the people objecting to this are people who seem to think RLML's should be the go to weapons system for virtually anything.
Like this a RLML Caracal will be better than ever at warping in on a frig gang and killing a few before they warp off or he does. No, we are advocating that exactly this perception of yours is wrong. As we pointed a caracal will not be good at warping in and killing a few frigates. Because its ammo barely allows it to kill 1 frigate (and none if its t2). THerefore it will be LESS effective at warping in a frig gang and killing a few before being defeated or warping off. DPS harndly ever is the main factor when you want to bring down a frigate alone, a caracal sould defeat her anyway in the old system. THat means no gain on that scenario. But if you warp into a group of 4 frigates, with the new system you will be in worse conditions.
50 seconds of shooting..
at what.. 340 dps with faction? At nearly perfect application against a webbed target and great against a non webbed?
so a really conservative estimation would be to do around 15k raw damage in that time... Uhm, exactly how will this not shred frigates?
But yea this probably wouldn't be over powered with about 10 seconds more on the clock.
EDIT: I'd like to point out that i don't really agree with the change. I think RLML's are op but thats mostly because LML's are op, rlml's just inherit that. Decrease the flight time and application of lml's and volla, you've fixed rlml's as well. BYDI recruitment closed-ish |

Hannott Thanos
Notorious Legion
706
|
Posted - 2013.11.12 13:04:00 -
[966] - Quote
Chessur wrote: PS- It is CLEAR to me you don't play the game. And it is clear to most solo / small gang players that you, along with the vast majority of CCP continue to make changes to the PvP landscape, that are un-needed, gimicky, or have no actual relevance on the meta.
Lol, are you aware that CCP Rise is the former Kil2, one of the most renowned solo PVPers of all time? |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1034
|
Posted - 2013.11.12 13:06:00 -
[967] - Quote
In this thread we learn that Rise prefers to get his balancing feedback from external forums and only posts here to troll us and/or for posterity.
CCP Rise: If you find this thread difficult to interact with, perhaps it's worth considering how your replies, seeming to have such a dismissive attitude toward everything we've said, might have made it that way. If you don't want to know what we have to say about something, or don't actually care (with the notable and glaring exception of opinions that align with your own), don't insult us by putting up a thread about the matter and ending your post with "Let me know what you guys think".
Just say "This is what we're going to do and it's going to go live this way," and lock the thread.
We've told you what we think, some significantly more loudly than others. We've proposed alternatives and compromises and we've discussed ad nauseum where the problems actually lie and the real reason RLMLs are so popular. What we get for our time and trouble and our posting and our arguing with each other is "I find other resources more valuable for balancing feedback and don't really care what you guys think."
How completely ridiculous. How absolutely and completely ridiculous. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
694
|
Posted - 2013.11.12 13:06:00 -
[968] - Quote
CCP Rise wrote:
.. 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. .
Oo there is arguing.. and we have done it pretty well here. Front loading biased damage ( to differientiate fromt he INSTANTANEOUS front load damage of arties ) is not good when the total damage that can be deployed is not enough to counter as many ships (or nequivalent in power) as the numbmer of ships that will be out of the fight for the next 40 seconds .
In small fights where most fights barely pass over 2 minutes that is a HUGE issue.
So sure, when you have agang of 20 caracals killing 1 solo BC, the thign is great. When you have 2 caracals fighitn 2 rassult frigates.... its a disaster.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Michael Harari
Genos Occidere HYDRA RELOADED
839
|
Posted - 2013.11.12 13:07:00 -
[969] - Quote
double |

Michael Harari
Genos Occidere HYDRA RELOADED
839
|
Posted - 2013.11.12 13:07:00 -
[970] - Quote
Hannott Thanos wrote:Chessur wrote: PS- It is CLEAR to me you don't play the game. And it is clear to most solo / small gang players that you, along with the vast majority of CCP continue to make changes to the PvP landscape, that are un-needed, gimicky, or have no actual relevance on the meta.
Lol, are you aware that CCP Rise is the former Kil2, one of the most renowned solo PVPers of all time?
He streamed a lot, he was never one of the most renowned solo pvpers of all time. |
|

Kane Fenris
NWP
116
|
Posted - 2013.11.12 13:08:00 -
[971] - Quote
ludizao wrote:CCP Rise wrote: 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.
Sure we can, you're encouraging blob warfare and discouraging solo and tiny gangs. ! B R I N G I N G - S O L O - B A C K !
when kil2 became rise i had hopes that ccp will now care a little about small/solo
but my hopes were destroyed multiple times now.
problem is that solo needs ships/fits that are some kind of "OP" (or just really good) remember when vagabond was really good? yes it was a good small/solo ship.
but i've never heard of large vagabond fleets just shredding ppl cause it was "OP" because what made it strong diminished with increasing number of fleet members |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
694
|
Posted - 2013.11.12 13:10:00 -
[972] - Quote
Hannott Thanos wrote:Chessur wrote: PS- It is CLEAR to me you don't play the game. And it is clear to most solo / small gang players that you, along with the vast majority of CCP continue to make changes to the PvP landscape, that are un-needed, gimicky, or have no actual relevance on the meta.
Lol, are you aware that CCP Rise is the former Kil2, one of the most renowned solo PVPers of all time?
Most ronowed is a bit of exageration.. famous OK. But we have some genos peopel in this thread that are more renowed and that hate that idea.
Also math is much older and more renowed than any PVPer in this game ever will be.
And I would love to see him do his old streams now in a Rapid launcher caracal with his new rapid missiles.
We are all just posting mathematically supported posts that this will nerf the very small gang style PVP that this expansion says it shoudl promote.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Michael Harari
Genos Occidere HYDRA RELOADED
839
|
Posted - 2013.11.12 13:10:00 -
[973] - Quote
I want to know who gives CCP rise his metrics, which show that hmls are good weapons and that feedback in this thread is "mixed" |

Michael Harari
Genos Occidere HYDRA RELOADED
839
|
Posted - 2013.11.12 13:14:00 -
[974] - Quote
Kagura Nikon wrote:
Most ronowed is a bit of exageration.. famous OK. But we have some genos peopel in this thread that are more renowed and that hate that idea.
Im not renowned. That said, actual renowned PVPers like Dalikah literally burst into laughter when I told him about this thread on teamspeak. |

Fergus Runkle
Truth and Reconciliation Council
39
|
Posted - 2013.11.12 13:15:00 -
[975] - Quote
CCP Rise wrote: 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 think you are missing the other discussion, the one where the players are saying we missile specialists have to use RLML's because the correct sized launchers / missiles (HMLS and HAMS) simply do not apply their damage well enough in the modern pvp environment where links are so pervasive.
I think you are trying to fix the wrong problem, the way that all missiles deal their damage needs to be looked at. You are putting a sticking plaster on a bullet hole. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1034
|
Posted - 2013.11.12 13:15:00 -
[976] - Quote
Karle Tabot wrote:Well I was pretty interested in this one thread, and so I have been through almost every post in it twice now. I understand a lot more about the issues now, though do not have the time in game and experience to understand it all completely. There are a couple of things I will take away from this.
Has such a feedback thread in this game actually caused a change before? I cannot say since this is the first one I have followed. It seems from this one that "feedback" threads are likely pretty useless. The decision here was pretty obviously already made when the issue was posted for feedback. No one could read through this thread and objectively and honestly concluded that the positive feedback came anywhere close to the amount of negative feedback. The issue was also posted too late for it to have been so intended, allowing too little time, if the issue were ever truly up for decision.
While I know my time and experience here are too short and little to be sure as to this next conclusion, and what I am saying as to it comes from scattered reading here and elsewhere, and from being in fleets ingame and reading and hearing the comments of others, it sure seems a new player should be clearly warned against spending time training into Caldari. Most of their ships seem to heavily depend on missiles, and it seems pretty clear missiles are an inferior weapon system as far as the other choices, when training times and everything is considered, at least for PVP. For whatever reason, there is a sense that missiles are just not a weapon system that CCP likes itself as much as the others. On my main character I have apparently wasted a lot of my paid for training time in that any idea about "fixing" missiles is always going to be something they do not presently have time for, although they as herein shown always have time to continue to make them less equal.
The Marauders threadnought resulted in two or three changes to the initial proposal.
The feedback threads for all the various ship rebalances have for the most part yielded changes where they were needed.
CCP Rise's other feedback thread - the SoE ships - only yielded change after he talked to people at EVE Vegas.
The feedback thread for loot scattering that's part of hacking and archaeology didn't yield an awful lot of change but I believe they said they'd keep an eye on it - and sure enough I can link you a CCP Dev saying that they're looking at removing it.
So far it's mostly just Rise who appears to give no fucks about what we say. |

Dalikah
TURN LEFT
34
|
Posted - 2013.11.12 13:17:00 -
[977] - Quote
I just hit the preview button and was a little shocked when I saw how much i ended up typing, but I hope you will work your way through it if you value feedback as high as you say.
First off: I will not talk about the apparent problems the launchers with 40s reload will run into as I and many others covered that in other posts sufficently.
But as I already said in my last post, I really appreciate that you want to try out new stuff and play around with a little out-of-the-box ideas - it can definately make Eve a much more interesting and diverse game. I can understand that you-¦d love to shake shake things up with this fresh idea, I personally really like the extremely fast-shifting Eve-meta ever since the T1-Cruiser rebalance. When you got hired by CCP and joined the balancing team you were, and probably still are for many players, a big hope for smallscale pvp, simply because of your very own, extensive experience in the area. Make use of this, you may not be the most practiced game designer yet, but instead have a much better insight into the actual day-to-day gameplay of Eve than plenty other devs, which can be way more valuable.
Another thing for you to keep in mind considering the feedback in this thread is the question WHO actually uses RLML currently. You rarely see any ships with these launchers in gangs of more than 30, maybe even 20. A big chunk of the current playerbase does not fly in smaller gangs much, and can not really evaluate the impact of these changes. This thread has gathered up ~50 pages of responses, with the majority of the profound and reasonable reactions being negative. Now imagine the same situation, a complete revamp of a weapon massively limiting it-¦s useability, if it would affect large scale pvp - a thread about treating 425mm Railguns the same way would have 100 pages by now.
So, by all means, keep rebalancing things in a reasonable way. Don-¦t release these changes in a rush and let us be the beta-testers on TQ, those are basically all-new weapon systems, almost comparable to the new ABCs and Destroyers. Did someone come up with them 1.5 weeks before the expansion and just pulled it through? No, they were presented way earlier, and both tested and tweaked extensively on Singularity. Just ask yourself, does it really make sense to revamp a weapon system completely before testing it properly, just to probably drastically change them again in a follow-up patch because of bad balancing and plain missing but required features like the ability to switch ammotypes without the full 40s reload, and then maybe even again in an upcoming expansion featuring all-around module overhauls and tiericide?
It-¦s been mentioned in this thread plenty of times already; the main reason why RLML are the medium missile system of choice in smallscale pvp in many cases is the simple fact that there are no good alternatives. Light missiles hit untackled Frigates decently and do their max dps to basically everything else, whereas HMLs and HAMs have a hard time applying damage to Cruisers (aka ships that are meant to fit them) that is in line with the massive increase in fittings and such loss in tank. For comparison: Heavy Pulse Lasers hit other Cruisers with close to full dps at roughly HAM range using Scorch, and up close with a web and Multifrequency - HAMs lose a massive amount of damage even against a webbed cruiser. The only reasonable way of making such drastic changes to RLML would be as part of a complete overhaul of medium-sized missile systems, which might even show that the only rebalancing to RLML needed were slight tweaks, along with adding the alternative launchers with front-loaded dps. You didn-¦t remove the traditional shield boosters when introducing ASBs either after all - for the sake of diversity.
Fortunately, your idea offers the unique opportunity of both releasing the all-new mechanics onto TQ directly to gather massive feedback AND tweaking an existing weapon system that may be slightly OP. Just let the current RLML keep their behavior and adjust their stats, then add the front-loaded version as a new module. A slight, further increase to the PG-need of RLML (up to a point where the very popular LSE+XLASB RLML Cerb does not quite work anymore with only 1 fttingmod and genolutions) combined with a ROF reduction of 5-10% would certainly be a reasonable and careful adjustment that can be done without massive testing on SiSi, and does not keep you from adding further changes in a follow-up patch. Same goes for a straight-up release of all-new launchers with front-loaded dps (feel free to name the cosmos/storyline version 'Rise' Burst Light Missile Launcher). Keep an eye on how people use and abuse them, then react accordingly with Rubicon 1.1 via tweaks to ammo-switching etc. You-¦d even still have the chance to remove RLML, or rather convert them all into the burst version later on this way, without risking to remove a popular weapon along with releasing one that potentially noone will use before gathering proper ingame feedback.
I really hope that my humble opinion and all the other great posts in this thread will make you rethink your plans, do not underestimate our thoughts and evaluations - the CSM members are not in their positions because of exceptional gameplay knowledge, but because of their insight into the community and major groups of the game. You are the game designer, we are the people who use, test and abuse the mechanics you implement - together our joint opinions are what make Eve a more fun place for everyone. . |

Chessur
Strontless Mistakes Fatal Ascension
233
|
Posted - 2013.11.12 13:20:00 -
[978] - Quote
Michael Harari wrote:Hannott Thanos wrote:Chessur wrote: PS- It is CLEAR to me you don't play the game. And it is clear to most solo / small gang players that you, along with the vast majority of CCP continue to make changes to the PvP landscape, that are un-needed, gimicky, or have no actual relevance on the meta.
Lol, are you aware that CCP Rise is the former Kil2, one of the most renowned solo PVPers of all time? He streamed a lot, he was never one of the most renowned solo pvpers of all time.
(Yes i know who Rize is)
^^^ Pretty much this. Streaming =/= good, or inherrent knowledge about PvP. He certainly isn't my 'good pvper' list. And I certainly wouldn't call him renowned lol |

Patri Andari
Thukker Tribe Antiquities Importer
107
|
Posted - 2013.11.12 13:21:00 -
[979] - Quote
When can we expect this on the test server?
Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown |

Michael Harari
Genos Occidere HYDRA RELOADED
841
|
Posted - 2013.11.12 13:23:00 -
[980] - 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.
Sure, well thought out posts are always better. From a community rep standpoint though, a short post saying "im reading the thread and will get back to you" would calm some of the people here.
Quote: 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.
By CSM you mean "Malcanis and I made this idea", yeah?
Quote:
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.
It sounds like they are performing exactly like they should. They are best in some situations, worst in other situations. Your own metrics show that!
Also, if you want to nerf them, then go ahead and nerf them. Dont give them a 20% dps nerf (which is hilariously massive btw) along with a brand new mechanic that removes the main reason to use them.
Quote: 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.
Im sorry, but i just flat out dont believe you here. I literally cannot remember the last time CCP has done anything with a change other than say "the metrics show that this change is successful." I will happily admit I am wrong if you can point out a counterexample though.
Quote: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.
"RLMs are the best in every situation" "Other medium missiles are viable."
These cannot both be true. Pick one.
|
|

dreynar swyglou
TURN LEFT
5
|
Posted - 2013.11.12 13:23:00 -
[981] - Quote
It doesn't surprise me this ridiculous idea is going forward after all it's oposite day at CCP every day.Also I don't see all this positive feedback towards a change that hasn't even hit Singularity. And as a last thought the only reason RLML picked up any popularity was because HML were nerfed to oblivion and became totaly unreliable as a cruiser/bc weapon. |

Michael Harari
Genos Occidere HYDRA RELOADED
841
|
Posted - 2013.11.12 13:24:00 -
[982] - Quote
Quote: 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.
The feedback is overwhelmingly negative in this thead, apart from a few people that have fewer small gang kills in the past 6 months than many of the other posters here have so far in november. And malcanis being vocal in the CSM forum does not really impress or surprise me.
Quote: 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.
"For another few months, RLMs will be entire worthless, maybe we can revist them in a year"
Quote: 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.
This is why people still fly arty maelstrom fleets for blobs, and small gang is entirely arty nado gangs, right? Its an interesting mechanic for sure, but not one that should replace RLMs. Either put them in as a new weapon system, or add it to remote reps.
Quote:I think we will come out of this with a very fun pair of weapon systems. If we don't, it will get changed.
I disagree entirely. It will be not fun for the 2 frigates that get obliterated in 40s, and not fun for the caracal pilot that then has to warp off, reload and warp back. Its a not fun system for everyone. And again, could someone please share with me a single example of CCP reverting a balance changed based on ~metrics~?
Edit: Goddamn it dreynar |

elitatwo
Congregatio
151
|
Posted - 2013.11.12 13:25:00 -
[983] - Quote
Kagura Nikon wrote:
Most of CSM that are from PVP groups are from alliances, so solo or very small gangs are irrelevant for them.
You mean they are bad pvpers and I agree.
We have various concerns from a Hydra Reloaded member here and I will take all of his opinions very serious.
They practically invented small gang and solo pvp, have tons of videos to look at and pilots that all belong in a hall of fame when piloting ships with small members or even just by themselves.
Dear CCP Rise,
from all your solo piloting experience you should know that a missile launcher doesn't make a weapon system good or bad, the pilot does.
I hate to repeat myself but I already said the those launchers have been as they are right now for about six years.
When heavy missiles got nerfed and missiles had a say in pvp at all, people started looking at other solutions for what they have trained and they didn't want to 'ditch' missiles completly from the table of options.
Light missiles are a long range missile solution for frigate sized ships. The rapid launcher has been a cruiser sized launcher for the sole purpose of anti-support. For the better part, all things are working as intended. (Even if they only found out recently and it only lasted a few weeks)
But if piloted by a competent pilot I doubt a Caracal or Cerberus pilot will be succesful in fighting a Thorax or a Deimos with light missiles or any other missiles we have right now for that matter.
For sake of all the killmail hungry folks out there, the new fittings of the Caracal and the Cerberus will be looking like this:
5 / 6x empty high slots shield tank for taste or at all,point, maybe a mwd for the fun of flying at all damage control II, 3x nano and rename the ship at the docking bay to 'mock me naow' or 'kill me first, I can't shoot - need to reload'. Stop drafting mah posts.. |

Moonaura
The Dead Rabbit Society
316
|
Posted - 2013.11.12 13:28:00 -
[984] - Quote
Karle Tabot wrote:Well I was pretty interested in this one thread, and so I have been through almost every post in it twice now. I understand a lot more about the issues now, though do not have the time in game and experience to understand it all completely. There are a couple of things I will take away from this.
Has such a feedback thread in this game actually caused a change before? I cannot say since this is the first one I have followed. It seems from this one that "feedback" threads are likely pretty useless. The decision here was pretty obviously already made when the issue was posted for feedback. No one could read through this thread and objectively and honestly concluded that the positive feedback came anywhere close to the amount of negative feedback. The issue was also posted too late for it to have been so intended, allowing too little time, if the issue were ever truly up for decision.
While I know my time and experience here are too short and little to be sure as to this next conclusion, and what I am saying as to it comes from scattered reading here and elsewhere, and from being in fleets ingame and reading and hearing the comments of others, it sure seems a new player should be clearly warned against spending time training into Caldari. Most of their ships seem to heavily depend on missiles, and it seems pretty clear missiles are an inferior weapon system as far as the other choices, when training times and everything is considered, at least for PVP. For whatever reason, there is a sense that missiles are just not a weapon system that CCP likes itself as much as the others. On my main character I have apparently wasted a lot of my paid for training time in that any idea about "fixing" missiles is always going to be something they do not presently have time for, although they as herein shown always have time to continue to make them less equal.
On the first two points. In the past, CCP has listened. You can see that in the Interdictor thread for example - where significant improvements were made based on feedback (The initial interdictor proposal was awful). But it isn't always the case, and naturally players will always be against certain ideas because it might hurt them.
It is unlike CCP to throw in new changes with so little time left before the expansion - and lets be honest - it is a dramatic change, because being unable to reload your missiles to change for the right damage/range type is huge and takes a big part of player skill away from the game.
As for missiles, they do have their advantages. But unlike guns, we are very reliant with missiles with what CCP does with the mechanics, as these have the most profound effect on their use ultimately, because there are no things like tracking computers etc, to improve missile mechanics. Cruise missiles were improved for example, and so more people used them.
Torpedos are awful and without doubt the weakest weapon currently in the game. Boldly going forward, still can't find reverse - name that tune kids! |

Omnathious Deninard
Novis Initiis
1802
|
Posted - 2013.11.12 13:30:00 -
[985] - Quote
Alvatore DiMarco wrote:
The Marauders threadnought resulted in two or three changes to the initial proposal.
The feedback threads for all the various ship rebalances have for the most part yielded changes where they were needed.
CCP Rise's other feedback thread - the SoE ships - only yielded change after he talked to people at EVE Vegas; changes which he was very clear would not be modified further.
The feedback thread for loot scattering that's part of hacking and archaeology didn't yield an awful lot of change but I believe they said they'd keep an eye on it - and sure enough I can link you a CCP Dev saying that they're looking at removing it.
So far it's mostly just Rise who appears to give no fucks about what we say. It's just my opinion but I think he's somewhat bitter over having to do two versions of almost everything he's tried to rebalance since becoming a CCP.
The marauder thread, we were given plenty of time to discuss the changes then it hit Sisi where we were able to field test the changes and provide further feed back.
With the hacking changes, along with the loot spew, we were given plenty of time and were able to provide feedback as the changes was being implemented. The only thing they did not listen to us about was just removing the loot spew (at least then anyway).
With the SOE thread we have had, 2 weeks maybe(?), to test out the ships, and they did not live up to there exploration hype. Feedback was strong on both sides but like you said was ignored for outside opinions.
This on the other hand, if a find load of BS (and I don't mean battleship) it was posted just over a week before the launch there is most likely going to be no time for testing it on Sisi, and despite extremely strong feedback will still be pushed through.
If nothing else CCP Rise push this steaming pile of crap feature back to 1.1 so we have some time to test it out. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
239
|
Posted - 2013.11.12 13:30:00 -
[986] - 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.
You're excused.
Quote: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.
Why? At least put in on the test server for a reasonable amount of time first.
Quote: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.
I'm sorry but you're flat wrong on this. Light missiles are strong yes. Why are you "balancing" a single delivery system while leaving equally strong talwar fleets untouched because they use a different delivery system?
Quote: 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.
Maybe it will be fine for killing frigates, who knows since won't actually get reasonable amounts of time with this on sisi. But what you have done is put solo missile cruisers in a position where they are either super weak against smaller ships when they fit HM's or HAM's or made them to weak to stand any chance against other cruisers. So even if you "balanced" the delivery system you've ruined the engagement profile of these ships for solo.
Quote: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.
And by others you mean Malcanis, who is not only wrong but not a small gang pvp'er to boot. If arty is so sexy ask him why Init doesn't fly arty doctrines in recent history while your at it ask him if he'd be cool with Oracles having a 40 second cool down after every 18 shots. |

Hannott Thanos
Notorious Legion
706
|
Posted - 2013.11.12 13:31:00 -
[987] - Quote
Chessur wrote:Michael Harari wrote:Hannott Thanos wrote:Chessur wrote: PS- It is CLEAR to me you don't play the game. And it is clear to most solo / small gang players that you, along with the vast majority of CCP continue to make changes to the PvP landscape, that are un-needed, gimicky, or have no actual relevance on the meta.
Lol, are you aware that CCP Rise is the former Kil2, one of the most renowned solo PVPers of all time? He streamed a lot, he was never one of the most renowned solo pvpers of all time. (Yes i know who Rize is) ^^^ Pretty much this. Streaming =/= good, or inherrent knowledge about PvP. He certainly isn't my 'good pvper' list. And I certainly wouldn't call him renowned lol
renown [r+¬-êna-èn] widespread reputation, esp of a good kind;
Yeah, he is not known at all in the eve universe, and those who know of him only talk about his bad solo pvp skills. Wat?
Show me this extensive list of people who do solo pvp (Dalilah is not a solo player, at least not with that character. Known? Sure. Pro? Sure. Known for extensive solo play?) |

Gorski Car
ElitistOps Pandemic Legion
153
|
Posted - 2013.11.12 13:32:00 -
[988] - Quote
lol at people being positive in external forums. Never ever read and think that something on failheap by prometheus or someone else is ok or actually smart.
I guess Light missile cerb with 2x xl-asbs is viable now. |

Kristoffon vonDrake
Forceful Resource Acquisition Inc
76
|
Posted - 2013.11.12 13:34:00 -
[989] - Quote
CCP Rise wrote: 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.
So why is it that in Iceland half-assed jobs are acceptable? What happened to do it right or don't? That is the equivalent of me taking my car to a car wash and getting it back full of dirt on the right side and the person telling me "oh don't worry from the left it looks ok the next time you bring it in we'll wash it fully"
|

Moonaura
The Dead Rabbit Society
316
|
Posted - 2013.11.12 13:35:00 -
[990] - Quote
Patri Andari wrote:When can we expect this on the test server?
Ahahahahahahahahahahahaha
In 7 days on Tranquility. Boldly going forward, still can't find reverse - name that tune kids! |
|

Anomaly One
Imperial Academy Amarr Empire
15
|
Posted - 2013.11.12 13:36:00 -
[991] - Quote
I do not understand how is it fun to have a 40 sec reload??? and with all this negative feedback you'd think you'd do something about it, please tell me where the fun part is in this
"hehehe! I blapped a frigate!" "zzzzzzzzzzzzz......." "zzzzzzzz...." "zzz....." "hehehe! I blapped a frigate!" "zzzzzzzz......"
.
boring..
You might as well fit a cloak on a caracal now  |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
695
|
Posted - 2013.11.12 13:43:00 -
[992] - Quote
Kristoffon vonDrake wrote:CCP Rise wrote: 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. So why is it that in Iceland half-assed jobs are acceptable? What happened to do it right or don't? That is the equivalent of me taking my car to a car wash and getting it back full of dirt on the right side and the person telling me "oh don't worry from the left it looks ok the next time you bring it in we'll wash it fully"
Now you get why they lost 80% of their economy value in 2008? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Moonaura
The Dead Rabbit Society
316
|
Posted - 2013.11.12 13:48:00 -
[993] - Quote
Kagura Nikon wrote:Kristoffon vonDrake wrote:CCP Rise wrote: 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. So why is it that in Iceland half-assed jobs are acceptable? What happened to do it right or don't? That is the equivalent of me taking my car to a car wash and getting it back full of dirt on the right side and the person telling me "oh don't worry from the left it looks ok the next time you bring it in we'll wash it fully" Now you get why they lost 80% of their economy value in 2008?
And have the fastest growing economy in Europe now? Ergo. Does not compute. Boldly going forward, still can't find reverse - name that tune kids! |

FistyMcBumBasher
Calamitous-Intent Feign Disorder
61
|
Posted - 2013.11.12 13:50:00 -
[994] - Quote
I do not know whether these changes will be good or bad, but suggesting them 7 days before Rubicon hits is too short notice in my opinion and will lead to a lack of valuable feedback.
Like all suggested changes, they should be put onto the test server for a minimum of two weeks to a month before they can even be considered going live.
Allowing players to alter the explosion radius/velocity/flight time of themselves and opponents seems like the better option in my opinion.
|

Nova Satar
Rekall Incorporated Sinewave Alliance
188
|
Posted - 2013.11.12 13:51:00 -
[995] - Quote
i can vaguely see the idea but this, but it's a bad one in my opinion. if you are trying to bring in some sort of ASB style dps system then all it is going to do is promote ganks and blobs even more for the struggling solo and small gang pvpers, which has been outlined numerous times in this thread already.
yes i understand it could be thought of in the reverse way, giving somebody high dps to make a few kills and get out but thats not the way this is going to work out.
Stop listening to CSM input as it is completely moronic, they do not represent the people they are effecting/disrupting the most. It's just alliance popularity contests.
As mentioned on here previously, if this is not 100%, tested and perfected, then don't release it. having to put in comments basically saying you realise it is bodged and will address it later is ridiculous. The game has enough broken mechanics on the fix list as it is, don't add anymore. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
696
|
Posted - 2013.11.12 13:53:00 -
[996] - Quote
Moonaura wrote:Kagura Nikon wrote:Kristoffon vonDrake wrote:CCP Rise wrote: 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. So why is it that in Iceland half-assed jobs are acceptable? What happened to do it right or don't? That is the equivalent of me taking my car to a car wash and getting it back full of dirt on the right side and the person telling me "oh don't worry from the left it looks ok the next time you bring it in we'll wash it fully" Now you get why they lost 80% of their economy value in 2008? And have the fastest growing economy in Europe now? Ergo. Does not compute.
Growing from near zero is very easy. Every extra million represents a huge percentage! Irrelevant sicne they were considered the most " developed" country in world just before the crisis. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1036
|
Posted - 2013.11.12 13:54:00 -
[997] - Quote
FistyMcBumBasher wrote:I do not know whether these changes will be good or bad, but suggesting them 7 days before Rubicon hits is too short notice in my opinion and will lead to a lack of valuable feedback.
Like all suggested changes, they should be put onto the test server for a minimum of two weeks to a month before they can even be considered going live.
Allowing players to alter the explosion radius/velocity/flight time of themselves and opponents seems like the better option in my opinion.
There's no lack of "valuable feedback". CCP Rise got all the feedback he was interested in. The rest of it was not valuable to him and was thus hand-waved away. |

Moonaura
The Dead Rabbit Society
317
|
Posted - 2013.11.12 13:59:00 -
[998] - Quote
Kagura Nikon wrote:Moonaura wrote:Kagura Nikon wrote:Kristoffon vonDrake wrote:CCP Rise wrote: 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. So why is it that in Iceland half-assed jobs are acceptable? What happened to do it right or don't? That is the equivalent of me taking my car to a car wash and getting it back full of dirt on the right side and the person telling me "oh don't worry from the left it looks ok the next time you bring it in we'll wash it fully" Now you get why they lost 80% of their economy value in 2008? And have the fastest growing economy in Europe now? Ergo. Does not compute. Growing from near zero is very easy. Every extra million represents a huge percentage! Irrelevant sicne they were considered the most " developed" country in world just before the crisis.
To be honest, I sort of like that Iceland actually put its bankers in jail, created a new, democratically evolved constitution, and decides to sensibly declare bankruptcy over crippling its tax payers that did nothing wrong for generations just to repay the IMF, while equally being screwed over a barrel for having to do so. Good for them.
None of this however, will make RLML any better. Boldly going forward, still can't find reverse - name that tune kids! |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
698
|
Posted - 2013.11.12 14:02:00 -
[999] - Quote
Moonaura wrote:
To be honest, I sort of like that Iceland actually put its bankers in jail, created a new, democratically evolved constitution, and decides to sensibly declare bankruptcy over crippling its tax payers that did nothing wrong for generations just to repay the IMF, while equally being screwed over a barrel for having to do so. Good for them.
None of this however, will make RLML any better.
YEah.. my comment was about the pre crisis iceland ( pun intended with pre crisis DC universe :P and overpowered and nerfed superheros launchers :P)
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Volstruis
Caldari Provisions Caldari State
49
|
Posted - 2013.11.12 14:09:00 -
[1000] - Quote
Sorry for upsetting you CCP RIse. You'll find that when you blatantly ignore people and make bad decisions they tend to push back.
I can't help but wonder what the heck is going on here. The player base is saying as a collective we are losing patience and confidence in your work. CCP should listen to this.
I miss the eve of two years ago when some ships were bad, some were good, and the only thing that really needed balancing was the Dramiel.
EDIT: And the Worm. Which you haven't even looked at yet. |
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1038
|
Posted - 2013.11.12 14:12:00 -
[1001] - Quote
Moonaura wrote: To be honest, I sort of like that Iceland actually put its bankers in jail, created a new, democratically evolved constitution, and decides to sensibly declare bankruptcy over crippling its tax payers that did nothing wrong for generations just to repay the IMF, while equally being screwed over a barrel for having to do so. Good for them.
None of this however, will make RLML any better.
No, but it's a better use of our posts than wasting keystrokes attempting to discuss something that will not be listened to by a dev who will not admit he's treating the symptoms rather than the disease, is forcing a radical change directly to TQ without any stopover on SiSi, admits this change has a glaring flaw that can't be fixed in time for release and still refuses to delay even as much as Rubicon 1.1 for playtesting and fix-finding.
I would expect this from a Free-to-Play Korean MMO publisher. Not from CCP.
|

Angelus Ryan
One Ronin
48
|
Posted - 2013.11.12 14:14:00 -
[1002] - Quote
Yep. As expected. Rise, your credibility is gone.
I won't bother to offer any more insightful feedback to any feature you develop. It isn't a great loss, I am sure, but I've had enough.
|

Moonaura
The Dead Rabbit Society
317
|
Posted - 2013.11.12 14:14:00 -
[1003] - Quote
Yeah, that is what gets in my claw - I'm basically paying to beta test this whole mechanic. Boldly going forward, still can't find reverse - name that tune kids! |

S1euth
The Graduates RAZOR Alliance
23
|
Posted - 2013.11.12 14:15:00 -
[1004] - Quote
CCP Rise wrote: 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.
If your determined to move forward with a 40 sec reload, then increase clip capacity to 80-90 seconds. 90 seconds is barely any time on grid, but enough time for some one to catch you. Increasing the clip capacity will enable RML players to choose to stay on the field rather than run away because the remaining damage in their clip is worth staying.
Because of how the game works, the decision for 50 seconds of pew pew time will almost always be to run away if it appears your going to be tackled within 20-30 seconds of landing on grid. As a pilot, knowing the right choice is almost always going to be running away is not a fun mechanic. Moving the pew pew time from 50 seconds to 90 seconds will at least give the player a reasonable choice and choices are fun. |

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2420
|
Posted - 2013.11.12 14:18:00 -
[1005] - Quote
Chessur wrote:Most of the CSM trash are 0.0 political bloc leaders, that have no relevant PvP experience- outside of blobs.
Tell me more about your trash CSM, 0.0 bloc member.
Maybe you shouldn't vote your own people into the CSM if you're so unhappy with them?
Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Director of Public Relations |

HazeInADaze
L'Avant Garde Surely You're Joking
68
|
Posted - 2013.11.12 14:18:00 -
[1006] - Quote
This change feels like a hail mary to address the imbalance between missiles without putting in the work to fix the core problems with missiles. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1041
|
Posted - 2013.11.12 14:19:00 -
[1007] - Quote
I'm not sure what's so hard about admitting that mistakes were made, pushing the release back to Rubicon 1.1 and letting us playtest the new mechanic while a fix for the reloading problem is found - and while missiles as a whole (or at least medium missiles) are given a thorough and careful re-evaluation.
You're not a spacefamous lowsec video-PvPer anymore, Kil2. You're a CCP now. At least pretend to act like you give a **** what your subscribers think and leave your ego at home when you go to work.
HazeInADaze wrote:This change feels like a hail mary to address the imbalance between missiles without putting in the work to fix the core problems with missiles. Treating the symptoms rather than the disease is an easy, low-hanging-fruit approach that yields the appearance of progress without requiring any significant investment of time or resources. I can understand if there aren't very many resources available to commit, what with Rubicon almost out and all, but then this whole stupid thing needs to be shelved until after that and addressed when the resources are available again to do a proper job of things. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
699
|
Posted - 2013.11.12 14:25:00 -
[1008] - Quote
Katrina Oniseki wrote:Chessur wrote:Most of the CSM trash are 0.0 political bloc leaders, that have no relevant PvP experience- outside of blobs. Tell me more about your trash CSM, 0.0 bloc member. Maybe you shouldn't vote your own people into the CSM if you're so unhappy with them?
Small groups by definitaion have a hard time to get representatives "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Michael Harari
Genos Occidere HYDRA RELOADED
844
|
Posted - 2013.11.12 14:26:00 -
[1009] - Quote
HazeInADaze wrote:This change feels like a hail mary to address the imbalance between missiles without putting in the work to fix the core problems with missiles.
A couple pages backed i linked a post with pages of math explaining where missiles are broken. Missile explosion stats need a good rework. |

Angelus Ryan
One Ronin
48
|
Posted - 2013.11.12 14:28:00 -
[1010] - Quote
Michael Harari wrote:HazeInADaze wrote:This change feels like a hail mary to address the imbalance between missiles without putting in the work to fix the core problems with missiles. A couple pages backed i linked a post with pages of math explaining where missiles are broken. Missile explosion stats need a good rework.
Math is hard. Ancillary is easy. |
|

Arthur Aihaken
The.VOID
503
|
Posted - 2013.11.12 14:33:00 -
[1011] - Quote
Patri Andari wrote:When can we expect this on the test server? November 19.  I am currently away, traveling through time and will be returning last week. |

Ravcharas
Infinite Point Nulli Secunda
262
|
Posted - 2013.11.12 14:36:00 -
[1012] - Quote
I guess there's always something to be said for shaking up the meta. I hope it works out better than the french autoloaders in WoT. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.12 14:44:00 -
[1013] - Quote
Kagura Nikon wrote:Also math is much older and more renowed than any PVPer in this game ever will be.
And I would love to see him do his old streams now in a Rapid launcher caracal with his new rapid missiles.
We are all just posting mathematically supported posts that this will nerf the very small gang style PVP that this expansion says it shoudl promote. Your maths, while correct, are heavily biased toward the cases where burst RLML would not work. You focus on these case and completely discard all the others where they would be almost OP.
Even your exemple of 2 Caracals vs 2 AF is plain wrong as the 2 Caracal would just wreck the first AF in mere seconds and easily tank the second one during the reload except if you shoot the bad damage (like kinetic to an Enyo, and even then I'm not sure she could survive 30k damage). In fact, two Caracal are exactly the situation where the burst RLML would shine, because no frigate would survive more than 20 seconds. All these MWD kiters for example will be dispatched in 5 or 6 volleys, which is less than 30 seconds for ONE Caracal at 60km !
Not to mention that you feel absolutely required to be able to kill a lightly tanked cruiser with an anti-frigate weapon.
I also did some tests with HAM : HAM hit a Vexor (armor or shield tank) for full damage. If MWD on, HAM do ~90% dps. To a Thorax, an attack cruiser with much lower tank, HAM do 90%/75% with MWD off/on. And this to 30km... And I'm not even considering TP.
HAM have been buffed when HML have been nerfed. Some people here should do the math again or explicit the use of links and AB in their numbers.
Of course AB drasticaly reduce missile dps (by ~50%), but it's the only counter to them so that's rather fair. The bigest problem seems to come from links in fact. For this, the faster they come on grid, the better. |

Ranger 1
Ranger Corp
4820
|
Posted - 2013.11.12 14:52:00 -
[1014] - Quote
Kagura Nikon wrote:Ranger 1 wrote:This reminds me strongly of when the adjustments to Arty were made, before people understood the sheer power of properly applied alpha. Many folks steadfastly insisted that Arty would never be used in game again, as it's reload time and DPS was simply horrible.  The concept of burst damage, done in this fashion, is also extremely powerful if applied correctly. It's a small gangs wet dream, and a gankers vision of perfection. Vessels that rely on speed, or rapidly warping in and out, to control the situation will find them a nearly ideal weapons system. On the other hand, people that don't understand how to apply their strengths will throw up their hands in disgust. After a bit of tweaking it won't take long for this to become a well accepted combat mechanic. Cosniderign I was the MAIN advocant of the alpha increase back then and fought every single of those denyers of the alpha. I do understand it. But its completely different. Arties have enough potetntial damage to kill stuff. THese reapids do nto have ALPHA, you can repair on those seconds it is firing so it cannot brea k RR as alpha can. And also arties do not stay 40 seconds sleeping. First, I am well aware of who spoke up for arty back then. 
You are correct, this weapons system is not about Alpha damage... it is about burst damage... which while similar in some aspects is completely different in others.
Alpha has the ability to break RR when applied in groups due to the large amount of damage applied suddenly, catching the RR unaware and on the wrong recipient.
It's drawbacks are it's slow ROF and reload, and poor overall DPS. If you don't kill it in the first volley or two, it's not going to happen. Oh yes, extremely poor tracking as well.
Burst damage, when applied in groups and likely over heated, has the capability to simply overwhelm RR due to the enormous increase in DPS... a distinctly different mechanic with it's own unique properties. You have a full load of ammo you can unload (50seconds or a bit less), sustaining a very large increase in damage over a much longer period of time. They have the capability to overwhelm RR during their burst duration... and unlike arty can maintain a high rate of speed and maneuver without the need to worry about tracking issues and have overall excellent damage application.
Of course the drawbacks to burst damage are significant as well. Basically after your burst is over you need to withdraw or evade during your long reload timer, or be confident in your ability to tank. Obviously the former is ideal, as if you wished to stay on grid and slug it out over a long period of time you would have gone with a standard weapons selection with better long term DPS.
What we need to look at is how over heating will affect the numbers (when used properly, this is key), and see how skills affect the final numbers.
It might even lead to new ship lines geared to these weapons systems, perhaps with bonuses to either ammo capacity or (even more interestingly) reductions in reload time. While the latter would be handy on any ship, it would be even more significant when paired with this particular weapons system.
To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Moonaura
The Dead Rabbit Society
317
|
Posted - 2013.11.12 14:52:00 -
[1015] - Quote
The personal attacks on CCP Rise are not warranted in this thread. He's a nice guy, who was pro active with the community before he joined CCP. We are all just human beings trying to make the best in our short lives.
You're never going to win the argument by making things personal like that.
Like others have suggested though, I would like to see these changes pushed back to 1.1 and able for us to test them on Sisi. It's wrong CCP Rise to defend these modules inclusion, when nobody has been able to even try them outside of CCP, especially given the extremely short notice of their inclusion. Boldly going forward, still can't find reverse - name that tune kids! |

Arthur Aihaken
The.VOID
503
|
Posted - 2013.11.12 14:56:00 -
[1016] - Quote
Tune in next expansion: Same bat time, same bat channel. I am currently away, traveling through time and will be returning last week. |

Ranger 1
Ranger Corp
4820
|
Posted - 2013.11.12 14:57:00 -
[1017] - Quote
Ravcharas wrote:I guess there's always something to be said for shaking up the meta. I hope it works out better than the french autoloaders in WoT. Autoloaders in WOT are awesome, no matter what nationality you are using... IF... you know how to play them correctly.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
700
|
Posted - 2013.11.12 14:57:00 -
[1018] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:Also math is much older and more renowed than any PVPer in this game ever will be.
And I would love to see him do his old streams now in a Rapid launcher caracal with his new rapid missiles.
We are all just posting mathematically supported posts that this will nerf the very small gang style PVP that this expansion says it shoudl promote. Your maths, while correct, are heavily biased toward the cases where burst RLML would not work. You focus on these case and completely discard all the others where they would be almost OP. Even your exemple of 2 Caracals vs 2 AF is plain wrong as the 2 Caracal would just wreck the first AF in mere seconds and easily tank the second one during the reload except if you shoot the bad damage (like kinetic to an Enyo, and even then I'm not sure she could survive 30k damage). In fact, two Caracal are exactly the situation where the burst RLML would shine, because no frigate would survive more than 20 seconds. All these MWD kiters for example will be dispatched in 5 or 6 volleys, which is less than 30 seconds for ONE Caracal at 60km ! Not to mention that you feel absolutely required to be able to kill a lightly tanked cruiser with an anti-frigate weapon. I also did some tests with HAM : HAM hit a Vexor (armor or shield tank) for full damage. If MWD on, HAM do ~90% dps. To a Thorax, an attack cruiser with much lower tank, HAM do 90%/75% with MWD off/on. And this to 30km... And I'm not even considering TP. HAM have been buffed when HML have been nerfed. Some people here should do the math again or explicit the use of links and AB in their numbers. Of course AB drasticaly reduce missile dps (by ~50%), but it's the only counter to them so that's rather fair. The bigest problem seems to come from links in fact. For this, the faster they come on grid, the better.
I admit I focus on these cases, exactly because these are the cases that clearly the proponent of the idea has not seen.
As I stated in a few posts the idea is great for moderately large gangs of rapid launchers.
But as I posted, the web page about the expansion has among its calls, focus on small gangs, not large groups....
I defend what I feel is defenseless nowadays, the very small scale PVP balance. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Sven Viko VIkolander
Aliastra Gallente Federation
101
|
Posted - 2013.11.12 14:58:00 -
[1019] - Quote
Dalikah wrote:Just to reply to your latest post Rise:
The 40s reload timer: Do you really feel like a 40s period of not being able to effectively defend yourself against tackle is not a deal-breaker, when an Interceptor is going to be able to pass 2 systems and tackle you in this amount of time with Rubicon? And why would one ever invest 2-300m ISK into a HAC that can do nothing but warp in, kill a few Frigates and is then either useless for 40s or forced off? The same problem comes with the inability to switch ammo efficently, an Enyo can appear basically out of nowhere within seconds, render your kinetic missiles useless and force a reload - good luck kiting long enough to reload and kill an MWD-bonused AF.
Also, yes, RLML deal a whole lot of damage to MWDing T1-frigs, and a reasonable amount to AFs, but have you ever actually looked at a DPS graph against a properly fitted Interceptor backed up by the Rubicon changes? A current 3x BCU Cerberus does 90 DPS to a Malediction using faction missiles, which means it would take almost 40 seconds (or 30s with precision) to kill it . That sounds reasonable and well balanced, why does it have to change? Yes, nice, it will take less time with the ROF changes, but you-¦re not going to kill more than 1-2 before you have to reload, which is nothing but a bad joke (this also assumes no links, no heat and ignores the greatly reduced range through the Ceptor-¦s high speed). And this is just about the Cerberus, the by far highest-DPS RLML platform - others like Caracal and Fleet Scythe would suffer even more.
You also state that the front-loaded DPS and ridiculous reload will bring "new kinds of decision making" and "spikes of tension", which basically translates to more tactical gameplay. This is simply completely false. Missiles in general already tend to offer slightly less tactical and piloting options than turret ships in return for a more reliable dps output, just because the whole mechanics around transversal and maneuvers to force people into taking more damage from your weapons do not really exist in missile based combat. Instead, you have the immunity to tracking disruption, resistance to ECM and damps via FoFs as well as (semi-)fully selectable damagetypes - your changes would make all of those bar the td-immunity more or less obsolete in the heat of a fight. This leaves us with a very dull and stale weapon system, that basically only allows 1 tactic: choose ammo, warp in, try to gank the lowest ehp ship(s), burn off/warp off/die. This offers no diversity, no ability to react to changing circumstances in a reasonable amount of time (i.e. new incoming tackle, need of max (fury) dps, etc), simply no interesting nor challenging gameplay.
If you really feel like RLML are slightly overpowered in their current state (I don-¦t see people shooting monuments over RLML so they can-¦t be ridiculously strong and need a nerf into the ground, like you proposed here), then reduce their damage application and volley by a little, then see how things go.
I appreciate the fact that you want to try out new ideas and concepts, and the basic idea of front-loaded dps or swarm-missiles surely has potential, but it-¦s nothing to bring up 1.5 weeks before the patch goes live, nor something to replace "normal" launchers with - throw them onto Singularity along with tweaks to the "normal" RLML, give people time to test them out. gather data, adjust accordingly and consider a further rebalancing of RLML with Rubicon 1.1 (the changes in powergrid need already are a bit of nerf for now, aren-¦t they). You even basically admitted yourself that making such drastic changes to a popular weapon does bring a lot of problems with it if not part of the future entire module/weapon tiericide and rebalancing - so please take yourself some time and think about your ideas again. In fact, with the shifts of the Eve meta towards Cruisers/HACs and away from battlecruisers, reverting the nerf to HML application might be an interesting move on Singularity to see how people react and adapt, and then look at RLML again and ask yourself if they really are/were too strong, or the other medium sized missile systems too weak.
The best summary of the problems with this change IMO. I would love the ability to choose between v1 (say, with slightly nerfed dps) and v2 when reloading, though--that is what would add tactical decision making, rather than just v2 across the board. |
|

ISD Cura Ursus
ISD Community Communications Liaisons
276

|
Posted - 2013.11.12 15:01:00 -
[1020] - Quote
Removed one post that went over the line for civilized discourse. (I will be reading more on this thread to make sure it does not go there again.)
Many many many of the posts seem to be attacking the person rather than the idea.
Please be civil and keep me from getting out my ginsu knives to slice and dice this thread. ISD Cura Ursus Lieutenant Community Communication Liaisons (CCLs) Interstellar Services Department |
|
|

Maximus Andendare
Future Corps Sleeper Social Club
735
|
Posted - 2013.11.12 15:11:00 -
[1021] - Quote
I have to echo the sentiment of many of my fellow pilots here. This change feels rushed, without a shred of play testing and announced days before the expansion. That's just bad form and poor design.
If you're going to make a sweeping change and dramatically alter the mechanics for Rapid Missile Launchers, then you should have done it on a point release. That way, you could give adequate time to test and receive actual feedback, instead of having a chat with the CSM and declaring that it's going to launch.
The fact that you find the response in here "mixed" is troubling. It's clear that the vast majority of the replies are negative. If you found one or two people happy with the change--or white knighting Kil2--in the thread and used the small few to build an argument for "mixed" feedback, then it's disingenuous and shows a deep disconnect with the "feedback" you read and what is actually posted here. Maybe you could link to "external forums" where the feedback has been positive, or at the very least truly mixed?
Otherwise, there's actual issues that are still unresolved, including the effective removal of a missile launcher's greatest attribute of truly selectable, single-profile damage. Considering the change in relative warp speed, there isn't even an argument to be made for reloaded selectable damage type mid-warp.
It's a terrible choice on your part to announce last minute changes that can't be adequately tested that really should have waited for a point release. Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
|

Baron' Soontir Fel
Justified Chaos
72
|
Posted - 2013.11.12 15:13:00 -
[1022] - Quote
This is the gist I got from your post.
- We think the RLML is overpowered, so we're changing it no matter the feedback. Though we're not acknowledging the stats of the Light Missile which is the strength of the RLML.
- HAMs/HMLs are OK even they do pathetically less DPS compared to their gunnery alternatives.
- We also don't have any data on how the new RLML works against its intended targets, so we're going to release it anyways and see how it does on TQ.
- We know that not being able to change ammo type is a large problem, but who does that? We'll fix it soon(tm).
RIP Caracal - You were my first solo cruiser. The first ship that I could fight overwhelming odds in and come out ahead.
There goes all my missile skills... if I had known that missile skills don't carry past frigates and destroyers I wouldn't have spent all my SP on them.
|

Arthur Aihaken
The.VOID
516
|
Posted - 2013.11.12 15:14:00 -
[1023] - Quote
ISD Cura Ursus wrote:Many many many of the posts seem to be attacking the person rather than the idea. Yes, well - maybe players just aren't thrilled with the prospect of a new idea materializing in the span of a weekend, bypassing any kind of testing whatsoever and going straight to deployment. Oh, and perhaps because these feedback forums are virtually useless. It's not really our fault that we keep being offered a free set of steak knives with every new update... I am currently away, traveling through time and will be returning last week. |

Ranger 1
Ranger Corp
4827
|
Posted - 2013.11.12 15:15:00 -
[1024] - Quote
Sven Viko VIkolander wrote:Dalikah wrote:Just to reply to your latest post Rise:
The 40s reload timer: Do you really feel like a 40s period of not being able to effectively defend yourself against tackle is not a deal-breaker, when an Interceptor is going to be able to pass 2 systems and tackle you in this amount of time with Rubicon? And why would one ever invest 2-300m ISK into a HAC that can do nothing but warp in, kill a few Frigates and is then either useless for 40s or forced off? The same problem comes with the inability to switch ammo efficently, an Enyo can appear basically out of nowhere within seconds, render your kinetic missiles useless and force a reload - good luck kiting long enough to reload and kill an MWD-bonused AF.
Also, yes, RLML deal a whole lot of damage to MWDing T1-frigs, and a reasonable amount to AFs, but have you ever actually looked at a DPS graph against a properly fitted Interceptor backed up by the Rubicon changes? A current 3x BCU Cerberus does 90 DPS to a Malediction using faction missiles, which means it would take almost 40 seconds (or 30s with precision) to kill it . That sounds reasonable and well balanced, why does it have to change? Yes, nice, it will take less time with the ROF changes, but you-¦re not going to kill more than 1-2 before you have to reload, which is nothing but a bad joke (this also assumes no links, no heat and ignores the greatly reduced range through the Ceptor-¦s high speed). And this is just about the Cerberus, the by far highest-DPS RLML platform - others like Caracal and Fleet Scythe would suffer even more.
You also state that the front-loaded DPS and ridiculous reload will bring "new kinds of decision making" and "spikes of tension", which basically translates to more tactical gameplay. This is simply completely false. Missiles in general already tend to offer slightly less tactical and piloting options than turret ships in return for a more reliable dps output, just because the whole mechanics around transversal and maneuvers to force people into taking more damage from your weapons do not really exist in missile based combat. Instead, you have the immunity to tracking disruption, resistance to ECM and damps via FoFs as well as (semi-)fully selectable damagetypes - your changes would make all of those bar the td-immunity more or less obsolete in the heat of a fight. This leaves us with a very dull and stale weapon system, that basically only allows 1 tactic: choose ammo, warp in, try to gank the lowest ehp ship(s), burn off/warp off/die. This offers no diversity, no ability to react to changing circumstances in a reasonable amount of time (i.e. new incoming tackle, need of max (fury) dps, etc), simply no interesting nor challenging gameplay.
If you really feel like RLML are slightly overpowered in their current state (I don-¦t see people shooting monuments over RLML so they can-¦t be ridiculously strong and need a nerf into the ground, like you proposed here), then reduce their damage application and volley by a little, then see how things go.
I appreciate the fact that you want to try out new ideas and concepts, and the basic idea of front-loaded dps or swarm-missiles surely has potential, but it-¦s nothing to bring up 1.5 weeks before the patch goes live, nor something to replace "normal" launchers with - throw them onto Singularity along with tweaks to the "normal" RLML, give people time to test them out. gather data, adjust accordingly and consider a further rebalancing of RLML with Rubicon 1.1 (the changes in powergrid need already are a bit of nerf for now, aren-¦t they). You even basically admitted yourself that making such drastic changes to a popular weapon does bring a lot of problems with it if not part of the future entire module/weapon tiericide and rebalancing - so please take yourself some time and think about your ideas again. In fact, with the shifts of the Eve meta towards Cruisers/HACs and away from battlecruisers, reverting the nerf to HML application might be an interesting move on Singularity to see how people react and adapt, and then look at RLML again and ask yourself if they really are/were too strong, or the other medium sized missile systems too weak. The best summary of the problems with this change IMO. I would love the ability to choose between v1 (say, with slightly nerfed dps) and v2 when reloading, though--that is what would add tactical decision making, rather than just v2 across the board.
While I have no problem with your suggesting that Rise take his time with this, I must point out that the style of game play you describe above as "stale" is in fact very similar to old style nano combat which many considered some of the most interesting and challenging game play available. Where lightly tanked, lightly armed, fast ships engaged much more powerful groups routinely. They relied on focused fire followed by evasion to take out their more powerful, and often more numerous, adversaries.
Burst damage is an ideal way to focus large amounts of damage with excellent damage application, while at the same time maintaining a high speed without worry for tracking. When your ammo runs low you either pull range, or warp out to reposition and have yours scouts select and set up your next target.
What you describe as stale and limited the better EVE players will instead turn into fast paced and highly challenging, with small groups routinely facing off against larger, tankier opponents with confidence.
Focusing a significant boost in damage (outside of other boosts available) is ideal for small fast gang use (or ganking, for that matter). To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
4827
|
Posted - 2013.11.12 15:21:00 -
[1025] - Quote
Quote:RIP Caracal - You were my first solo cruiser. The first ship that I could fight overwhelming odds in and come out ahead.
Caracals will be incredibly dangerous if this goes through, providing you know when to engage and when to warp out. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

CCP Rise
C C P C C P Alliance
3185

|
Posted - 2013.11.12 15:24:00 -
[1026] - Quote
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.
|
|

Michael Harari
Genos Occidere HYDRA RELOADED
866
|
Posted - 2013.11.12 15:26:00 -
[1027] - 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.
So, so ignore the disorganized feedback, and instead pay attention to the pages of well thought replies, pages of math and the opinions of the most prominent small gang fcs in the game.
And maybe put changes on sisi instead of deploying right to tq.
Edit: And if you have had this plan and been testing for a while, this thread should have been made weeks ago, and this should have been on sisi with the initial sisi rubicon deployment. |

Kristoffon vonDrake
Forceful Resource Acquisition Inc
77
|
Posted - 2013.11.12 15:32:00 -
[1028] - Quote
CCP Rise wrote:I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread.
GUYS GUYS THIS IS CCP RISE RIGHT NOW
|

MeBiatch
Republic University Minmatar Republic
1474
|
Posted - 2013.11.12 15:33:00 -
[1029] - Quote
Interesting enough if you make ammo switch 10 seconds. What going to stop me from fireing till I have one charge left then switching ammo then switching back?
As that would only take 20 seconds over the 40 you suggest.
Why not just cut the crap and balance for 20 second reload? There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Michael Harari
Genos Occidere HYDRA RELOADED
866
|
Posted - 2013.11.12 15:37:00 -
[1030] - Quote
"RLMs are too good there is no reason to use any other missile" "Plenty of people use HMLs, so they are perfectly fine"
WE HAVE ALWAYS BEEN AT WAR WITH EASTASIA |
|

Silvetica Dian
Manson Family Advent of Fate
293
|
Posted - 2013.11.12 15:38:00 -
[1031] - Quote
Karle Tabot wrote:Well I was pretty interested in this one thread, and so I have been through almost every post in it twice now. I understand a lot more about the issues now, though do not have the time in game and experience to understand it all completely. There are a couple of things I will take away from this.
Has such a feedback thread in this game actually caused a change before? I cannot say since this is the first one I have followed. It seems from this one that "feedback" threads are likely pretty useless. The decision here was pretty obviously already made when the issue was posted for feedback. No one could read through this thread and objectively and honestly concluded that the positive feedback came anywhere close to the amount of negative feedback. The issue was also posted too late for it to have been so intended, allowing too little time, if the issue were ever truly up for decision.
While I know my time and experience here are too short and little to be sure as to this next conclusion, and what I am saying as to it comes from scattered reading here and elsewhere, and from being in fleets ingame and reading and hearing the comments of others, it sure seems a new player should be clearly warned against spending time training into Caldari. Most of their ships seem to heavily depend on missiles, and it seems pretty clear missiles are an inferior weapon system as far as the other choices, when training times and everything is considered, at least for PVP. For whatever reason, there is a sense that missiles are just not a weapon system that CCP likes itself as much as the others. On my main character I have apparently wasted a lot of my paid for training time in that any idea about "fixing" missiles is always going to be something they do not presently have time for, although they as herein shown always have time to continue to make them less equal.
In all these threads the people that are unhappy post most and when CCP has listened to people whining (cf maurader thread) it turned out what all the people had been yelling for was much much worse than the reasonable ideas that CCP had in the first place and so they changed it back. Not only are they professional devs but they also have a lot of access to data on how fights are being won/lost. If you got everyone in this thread who proclaimed to be elite PVP and asked them to show a fit for ship XYZ and then comment on each others fit then the shouting and calling of bad would be even louder. Turns out 90% of the people that post in these threads rate their ability far higher than they should . http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect this explains why CCP are thus not listening to numbers on each side but weighting for whether the people posting actually have a clue. here is a list of all the fiat currencies that didn't end up at zero value.....and here is a list of the places where a currency pegged to a real commodity has successfully co-existed with compound interest....-á Here is a physics professor explaining why sustainable growth isn't a thing http://www.youtube.com/watch?v=F-QA2rkpBSY |

Arthur Aihaken
The.VOID
516
|
Posted - 2013.11.12 15:41:00 -
[1032] - 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. That's funny. Let me refresh your memory with the original RHML thread. Well over a solid month with no updates or responses to any of the questions, concerns and suggestions that were posted. Then literally in the span of a weekend everything changes. And I'm just referring to RHMLs - let alone RLMLs. If you indeed 'spent weeks talking about how to deal with this problem', this is completely alien to most of us - since you'll be hard-pressed to find a single, solitary dev update indicating any issues whatsoever.
And saying that the 'majority of complaint is very disorganized and unhelpful' makes one question your reading comprehension skills. It's fairly obvious even to me where the concerns lie. And just to be clear, I'm not necessarily opposed to the idea. Where I have a problem is the extreme late-stage of the game where this is being rolled out regardless. This isn't a personal attack, but the lack of interaction in these two threads speaks volumes. I am currently away, traveling through time and will be returning last week. |

HazeInADaze
L'Avant Garde Surely You're Joking
68
|
Posted - 2013.11.12 15:42:00 -
[1033] - Quote
Ranger 1 wrote:Quote:RIP Caracal - You were my first solo cruiser. The first ship that I could fight overwhelming odds in and come out ahead. Caracals will be incredibly dangerous if this goes through, providing you know when to engage and when to warp out.
It will also be very 1 dimensional and predictable, therefore extremely easy to kill. It won't be able to poke for fear of the reload timer. And HML and HAM fits will still have horrid damage application and a gimped tank. |

Arthur Aihaken
The.VOID
516
|
Posted - 2013.11.12 15:43:00 -
[1034] - Quote
I think this particular image sums it up better than I ever could.  http://johngushue.typepad.com/.a/6a00d83451f25369e20120a513810c970b-800wi I am currently away, traveling through time and will be returning last week. |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
249
|
Posted - 2013.11.12 15:44:00 -
[1035] - Quote
CCP Rise wrote: I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread. In the past when I've gotten negative feedback which is backed with well articulated arguments I don't hesitate to make changes (see industrial rebalance, electronic attack frig rebalance, battleship rebalance), but in this thread the majority of complaint is very disorganized and unhelpful, that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here.
First of all the CSM has 1 small gang PvP'er whom to my knowledge doesn't solo and does not fly in lowsec much, so how exactly they are a good group to give representative feedback on the change in that regard eludes me.
Some of the negativity in this thread comes from frustration, you tell us things 'like HM's get used' but is that HM's get used in small gang or does that number include 0.0 caracal fleets? Are the people fitting these able to fit both RLML's T2 and HM T2 (do they have choice)? We can't see the data you're using so if our experience is different from what you calim we'll be naturally inclined to mistrust said data. Then people like me have asked you several times why you're only touching rapid launchers? Talwars (and Condors and Breachers) with light missiles are also very popular yet these don't need balancing? A strait forward answer as to why that is would provide us some critical insight into your thought process here. Also why does this apparently have to be in Rubicon 1.0, what is the reasoning behind not giving us time with it on SiSi and waiting for 1.1 before you release them into the game? Who knows people like me and Michael might even come around if it turns out were wrong after all.
And even if the RLML change works out the way you hope it will, despite many of us thinking it won't. RHML's will be a no go on any non-fleet battleships from day one, while a caracal might be able to run a battleship unable to fire for 40 seconds is a tackled and dead battleship. Why pick them ever over precision cruises at that point? |

Michael Harari
Genos Occidere HYDRA RELOADED
866
|
Posted - 2013.11.12 15:45:00 -
[1036] - Quote
Kaeda Maxwell wrote: Who knows people like me and Michael might even come around if it turns out were wrong after all.
Speaking of me being wrong, CCP has revised the stabber, rifter and asbs after release. |

Major Killz
Deep Core Mining Inc.
278
|
Posted - 2013.11.12 15:46:00 -
[1037] - Quote
Kagura Nikon wrote:Hannott Thanos wrote:Chessur wrote: PS- It is CLEAR to me you don't play the game. And it is clear to most solo / small gang players that you, along with the vast majority of CCP continue to make changes to the PvP landscape, that are un-needed, gimicky, or have no actual relevance on the meta.
Lol, are you aware that CCP Rise is the former Kil2, one of the most renowned solo PVPers of all time? Most ronowed is a bit of exageration.. famous OK. But we have some genos peopel in this thread that are more renowed and that hate that idea. Also math is much older and more renowed than any PVPer in this game ever will be. And I would love to see him do his old streams now in a Rapid launcher caracal with his new rapid missiles. We are all just posting mathematically supported posts that this will nerf the very small gang style PVP that this expansion says it shoudl promote.

First of all. There are no "renowned Genos pilots" in this thread at all. There were only 6 Genos pilots off the top of my head that were REALLY GOOD pilots and or THEORY CRAFTERS/INNOVATORS. The rest could be broken down into 2 - 3 that were recruited and really good at an early age ingame (Leeloo comes to mind); another 4 - 5 REALLY GOOD pilots whom already made names for themselves and joined as such (Proz comes to mind). The rest were just rabble and coat tail riding (ok to good pilots). Like most OK or bad pilots who join "ELEET" corporations or alliances they were considered "really good" by outsiders by proximity. Still, Genos was one of the largest concentration of solo pilots in game. Now, most of their really good pilots are inactive or log in from time to time to **** about. With that said, they did not have a monopoly on the REALLY good pilots or just good ones ingame. There are a lot more of them outside of that corporation but many of those interact or have interacted with the Genos.
As for Kill2? His major contribution to EVE Online was his earlier PVP videos and to an ideology that was starting to formulate since I started playing (late 2007 - early 2008). He created or was a major factor in popularizing the term "small gang". Something I'm not even sure I know the meaning of anymore. I'm told 20 pilot fleets are small gang. While I thought 2 - 4 was small gang v0v
Anyways.
Kill2 was not to my mind or from anyone I considered REALLY GOOD a GREAT PILOT, just one of many ok or good ones. He stood out because he made PVP videos. Later, he started doing the "bringing back solo" stuff with Kovorix whom I knew and started interacted with back when he was in Python Cartel with Spector, Jawmare and Helicity (Krov didn't really start soloing until 2 years later I believe).
So, I suppose he should be thanked for his contributions as a player and a pilot. Personally I was never a fan of his, never watched his streams; did watch his old videos when they came out back in 2008. Still, he was never a knowledge base or innovator to already established solo pilots and I'm not a fan of the ideology he help spread. To me you're either a capable solo pilot or you're not. He brought more inclusion to a small community of solo pilots who flew together from time to time by popularizing the term "small gang" and from that also grew a solo pvper ideology. Which is probably why I avoid joining "ELEET" entities. I preferred the small quiet community who did things, made small videos and were ignored by the majority of players. . |

Dav Varan
Spiritus Draconis Sicarius Draconis
95
|
Posted - 2013.11.12 15:48:00 -
[1038] - 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.
So you're only listening to feedback you like ?
If you're having trouble understanding the complaints let me help with some bullet points.
1) Solo missile combat is based around firing the right ammo.
2) Your proposal means it take 40 seconds to change ammo.
Put 1&2 together and you come up with what ? come on its not rocket science :P |

Kane Fenris
NWP
117
|
Posted - 2013.11.12 15:53:00 -
[1039] - 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.
i seriously think you need a poll function(for devs only) in the forums which allows you to measure feedback in a objective way then you could easily categorize feedback into groups like:
- i like as is - i like with changes to balance - i dont like it at all leave as is
this would avoid lots of problems i think you mistake the concerns of the community because of how its voiced.
for my part i think: - the idea is interesting - not acceptable in proposed state - should not be in rubicon 1.0 but developed further and maybe get into 1.1
ps.: as you mentioned bs you ignored nearly all feedback to the tempest because you were sure it was fine.
|

Moonaura
The Dead Rabbit Society
328
|
Posted - 2013.11.12 15:54:00 -
[1040] - Quote
Ranger 1 wrote:Good arguement
This is a fair and fine argument, and the point is perfectly valid except that, cruisers are not as fast as the frigates that RLML are designed to counter, and this also pushes RLML into a very niche style of play, removing the options of playing around with them, in say a brawling context, almost entirely.
Either way, I'd like to try these changes out on Sisi before anything is committed to tranquillity, where my cold hard ISK is basically being used to beta test new mechanics. Boldly going forward, still can't find reverse - name that tune kids! |
|

Moonaura
The Dead Rabbit Society
328
|
Posted - 2013.11.12 16:04:00 -
[1041] - 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.
Come on CCP Rise - that is just not true. There are several long, well thought out critical feedback posts in this thread that have been posted. And yes, this is short notice, you might have talked about it for weeks internally, but you're basically giving it to the community, just over a week before release, and now digging your heals in over the people disagreeing with the whole idea. No chance to try it on Sisi and no chance for considered discourse. You posted on Twitter saying you wanted feedback. You got it.
I'm sorry if some personal attacks on you have made this seem like its become a you vs. the mob siege mentality you seem to have adopted, although I thought my cat video was funny , this idea is being rammed down our throats, no matter how you slice and dice it, and you have completely ridden roughshod over anyone disagreeing with your idea - this post from you being the latest!
Take a deep breath. Put it on Sisi and push it to 1.1. Let us try the damn idea out. Then offer feedback.
I pay real money for EVE and fly the ships you're intending to change radically, so please don't be to upset, but quite literally you will be taking ISK out my wallet with this change. But if you don't want to change ideas based on our feedback - don't ask for feedback. Boldly going forward, still can't find reverse - name that tune kids! |

MeBiatch
Republic University Minmatar Republic
1474
|
Posted - 2013.11.12 16:06:00 -
[1042] - 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.
How about this.
You state that the change ammo is a valid point.
lets say you make is so i can switch ammo with a 10 second reload time in 1.1 point.
whats to stop me from shooting till i have one ammo left then switching ammo from caldari navy scurge to guritas scurge.
this would bypass the 40 second reload timer and just make it 10 second.
i think if you have to make so many work arounds for a mechanic it might not be wise to go threw with the idea.
or just admit that 40 second reload is here to stay. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Ranger 1
Ranger Corp
4827
|
Posted - 2013.11.12 16:09:00 -
[1043] - Quote
HazeInADaze wrote:Ranger 1 wrote:Quote:RIP Caracal - You were my first solo cruiser. The first ship that I could fight overwhelming odds in and come out ahead. Caracals will be incredibly dangerous if this goes through, providing you know when to engage and when to warp out. It will also be very 1 dimensional and predictable, therefore extremely easy to kill. It won't be able to poke for fear of the reload timer. And HML and HAM fits will still have horrid damage application and a gimped tank. How predictable is an arty Tornado? Very.
How effective is it against its chosen targets? Very.
Anything is easy to counter... if you know how and can execute.
What makes a doctrine successful is leveraging your strengths, and not allowing the enemy to capitalize on your weaknesses.
I can think of a dozen different ways to utilize the strengths of the system as it is currently proposed, and I am far from alone in this. While there are several knowledgeable FC's in this thread, there are a LARGE number of other FC's and small gang specialists having completely different conversations outside this thread about this proposed mechanic and how they plan to capitalize on it.
I will agree that the numbers are going to need some fiddling with to get the balance where it needs to be, but the basic mechanic is very sound... and more than a bit clever.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
4827
|
Posted - 2013.11.12 16:11:00 -
[1044] - Quote
MeBiatch wrote: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.
How about this. You state that the change ammo is a valid point. lets say you make is so i can switch ammo with a 10 second reload time in 1.1 point. whats to stop me from shooting till i have one ammo left then switching ammo from caldari navy scurge to guritas scurge. this would bypass the 40 second reload timer and just make it 10 second. i think if you have to make so many work arounds for a mechanic it might not be wise to go threw with the idea. or just admit that 40 second reload is here to stay. I believe in that case the "switch ammo" time of 10 seconds would only load the same amount of missiles as what was left in the launcher (in your example it would switch exactly 1 missile). To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Zor'katar
Matari Recreation
193
|
Posted - 2013.11.12 16:13:00 -
[1045] - Quote
Now that we're getting longer reload timers for more things, can we change the reload indication to a countdown of some sort? When everything was <= 10 seconds it wasn't a big deal, but with ASBs, MJDs (not exactly a reload, but same principle), the potential new launchers... it's hard to "manage" timers when you have no idea where in the timer you are. |

Major Killz
Deep Core Mining Inc.
278
|
Posted - 2013.11.12 16:17:00 -
[1046] - Quote
CCP Rise hath spoken! Now. Take your medicine. . |

MeBiatch
Republic University Minmatar Republic
1474
|
Posted - 2013.11.12 16:18:00 -
[1047] - Quote
Ranger 1 wrote: I believe in that case the "switch ammo" time of 10 seconds would only load the same amount of missiles as what was left in the launcher (in your example it would switch exactly 1 missile).
that would be a way to fix that abuse then.
i just wonder if its that easy to program that change There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Urkhan Law
Black Rebel Rifter Club The Devil's Tattoo
27
|
Posted - 2013.11.12 16:22:00 -
[1048] - Quote
Michael Harari wrote:peaking of me being wrong, CCP has revised the stabber, >>> rifter <<< and asbs after release. That means that In 1 year they will change the 40 sec reload timer to 39 and gives +1 missile to the launchers?  Sorry couldn't resist, I really shouldn't post, no experience with RMLs what so ever. And Rise, you already set your mind and will go forward because the HUGE negative feedback you got in a MMO forum is disorganized? Really?
OBS: Changes are good, they keep the game moving, but you guys are doing so many of them, and so fast, that you should drop the line "if it's not ok will fix it later", because honestly, you don't have time, and you really should try to *make time for it*. |

Chessur
Strontless Mistakes Fatal Ascension
249
|
Posted - 2013.11.12 16:28:00 -
[1049] - 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.
Here is a very consise, and point by point explination:
1. RLMLs see proliferation because of the fact that HML's and HAM's are simply not usable in cruiser vs cruiser combat. HML's and HAM's need a re work, or the need to be looked at. They have horrible damage application ratios, with out the help of dedicated TP or webbing ships.
2. RLMLs are being pushed through too quickly, with no play testing. Using TQ as your 'test' server is a bad design philosophy.
3. Rise, you are not responding to our concerns in this thread, and instead are speaking with, and coming to conclusions with groups of people that have much less experience in regards to these weapon systems, than the arugments posted here.
4. 40 seconds is an eternity during combat. Considering the increased warp speed of fast tackle, you will have a much harder time running from a blob that employs a large amount of fast tackle. This 40 second delay will hinder your escape, and it will also destroy your ability to adapt to a changing PvP environemnt. This limites choices, and creates stale gameplay
5. You have not shown us your metrics, or data that you are somehow reading that is telling you about the use for HMLs / HAMs.
6. You are releasing a weapon system on to TQ, and fully admit that the inability to swap ammo- is a problem and will be looked at. You are delivering a half finished product, and this is disturbing.
7. Many people are concerned because of all the time, and SP wasted into missiles.
Off the top of my head i am not longer flying:
Drake
Drake Navy Issue
Caracal
Caracal Navy
Scythe Fleet
Osprey Navy
Tengu
Cerberus
Sacrilage
Cyclone
Bellicose
Nighthawk
That is a long list of ships, hit hard by the HAM, HML and RLM nerf. I feel cheated that all of the SP I have sunk into missiles, is now only relevant in Rockets / LML / Cruise Phoons / Torp Bombers. |

Baron' Soontir Fel
Justified Chaos
72
|
Posted - 2013.11.12 16:33:00 -
[1050] - Quote
Ranger 1 wrote:How predictable is an arty Tornado? Very. How effective is it against its chosen targets? Very. Anything is easy to counter... if you know how and can execute. What makes a doctrine successful is leveraging your strengths, and not allowing the enemy to capitalize on your weaknesses. I can think of a dozen different ways to utilize the strengths of the system as it is currently proposed, and I am far from alone in this.  While there are several knowledgeable FC's in this thread, there are a LARGE number of other FC's and small gang specialists having completely different conversations outside this thread about this proposed mechanic and how they plan to capitalize on it. I will agree that the numbers are going to need some fiddling with to get the balance where it needs to be, but the basic mechanic is very sound... and more than a bit clever. 
Nobody is arguing about the mechanic. People are 'mainly' complaining about the loss of switching damage types, the DPS loss, and the 40 second reload.
Switching ammo types is a large problem. Retribution jumps into you, and you have explosive ammo loaded. You're screwed. You don't have time to change ammo, and because he can easily tank and tackle you, your only option is to run.
DPS loss - This is a MAJOR change. 20% sustained DPS loss over a 90second period. Think about how long most fights are, and think about putting out 20% less DPS over the entire fight. If the burst damage was sustained for longer it would be fine, but it's terrible atm. The burst damage isn't even strong enough to kill a MWD'ing Interceptor (which will be highly prevalent after Rubicon). And you're dead after he tackles you. Also.. Cerb with LML is stronger than a Cerb with RLML? What other crusier weapon in the game has worse DPS than it's frigate variant?
40 second reload - Nobody wants to be useless in a fight. Think about how much frustration ECM causes. Now think of self-inflicted ECM that lasts 4x as long. Or in TiDi, think about sitting around for 7 minutes while you watch your reload timer. I'll go fire my missiles, then go eat a sandwhich, come back and I still won't be able to fire again. |
|

Ghost Phius
Tribal Liberation Force Minmatar Republic
115
|
Posted - 2013.11.12 16:44:00 -
[1051] - Quote
So now we get CCP Rise trying to explain this away and trying to convince us that 40 second reload time is good and makes all the sense in the world.....
No a search for a game mechanic where one is NOT needed does not make any sense, nor does the actual suggested reload time in combat of 40 seconds.
Hey CCP this is where the saying (KISS)Keep It Simple Stupid comes from. |

Ranger 1
Ranger Corp
4827
|
Posted - 2013.11.12 16:50:00 -
[1052] - Quote
Baron' Soontir Fel wrote:Ranger 1 wrote:How predictable is an arty Tornado? Very. How effective is it against its chosen targets? Very. Anything is easy to counter... if you know how and can execute. What makes a doctrine successful is leveraging your strengths, and not allowing the enemy to capitalize on your weaknesses. I can think of a dozen different ways to utilize the strengths of the system as it is currently proposed, and I am far from alone in this.  While there are several knowledgeable FC's in this thread, there are a LARGE number of other FC's and small gang specialists having completely different conversations outside this thread about this proposed mechanic and how they plan to capitalize on it. I will agree that the numbers are going to need some fiddling with to get the balance where it needs to be, but the basic mechanic is very sound... and more than a bit clever.  Nobody is arguing about the mechanic. People are 'mainly' complaining about the loss of switching damage types, the DPS loss, and the 40 second reload. Switching ammo types is a large problem. Retribution jumps into you, and you have explosive ammo loaded. You're screwed. You don't have time to change ammo, and because he can easily tank and tackle you, your only option is to run. DPS loss - This is a MAJOR change. 20% sustained DPS loss over a 90second period. Think about how long most fights are, and think about putting out 20% less DPS over the entire fight. If the burst damage was sustained for longer it would be fine, but it's terrible atm. The burst damage isn't even strong enough to kill a MWD'ing Interceptor (which will be highly prevalent after Rubicon). And you're dead after he tackles you. Also.. Cerb with LML is stronger than a Cerb with RLML? What other crusier weapon in the game has worse DPS than it's frigate variant? 40 second reload - Nobody wants to be useless in a fight. Think about how much frustration ECM causes. Now think of self-inflicted ECM that lasts 4x as long. Or in TiDi, think about sitting around for 7 minutes while you watch your reload timer. I'll go fire my missiles, then go eat a sandwhich, come back and I still won't be able to fire again.
They agree that changing ammo types is an issue that will be addressed.
A loss in DPS "is" going to happen one way or another for these launchers. Doing it this way you get a short period of heightened damage to work with instead of just a nerf to damage. Personally, I prefer the heightened short term damage as it gives me some very interesting options. If you prefer a straight up nerf instead that is your prerogative.
Also, using your logic, Arty would be a vastly inferior weapons system that nobody would ever use simply because it's DPS is inferior to other weapons systems. Obviously, used properly, this is not the case.
40 seconds is an interesting amount of time to work with actually. I sincerely doubt that most people are going to sit around waiting for 40 seconds waiting to do something to benefit their situation, no more than they sit around waiting for an ASB to reload. If you can't kite, warp out and reposition. 40 seconds is actually about right for that type of maneuvering in a cruiser or BS.
As I said, there is definitely some room for fiddling with the numbers (ROF, ammo capacity, reload timer). I personally don't have an objection either way if the decision were made to wait until the next point release. But most of the objections being raised are based in very 2 dimensional thinking and trying to shoe horn this into current gang comps and tactics... which is not playing to it's strengths very well. There are other methodologies, tried and true, that will compliment this weapons systems strengths quite nicely. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Sven Viko VIkolander
Aliastra Gallente Federation
101
|
Posted - 2013.11.12 16:53:00 -
[1053] - Quote
I don't know if I speak for a lot of people, but I would really like this change if I had the option with my RMLs to either use v1 (perhaps with a slight dps nerf) or v2. There are some situations in which going into a fight I would want v2 RMLs set, but there are far, far more situations in which I'd rather have v1 even with a DPS nerf. So, Rise, if the goal is to add tactical choices to differentiate weapon systems, then why not add options? |

Ranger 1
Ranger Corp
4827
|
Posted - 2013.11.12 16:57:00 -
[1054] - Quote
I'm not where I can check at the moment, but I believe a look should be given to the missile bonuses of a few ships to with these changes in mind. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 17:06:00 -
[1055] - 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.
I don't see where any feedback has been taken into consideration, show us the TQ metrics you based all this on and show us the feedback you're using. If you can't show internal feedback, then get them to come post here. |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
356
|
Posted - 2013.11.12 17:11:00 -
[1056] - Quote
CCP Rise wrote: 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. Low/passive modules and mid/active script-able modules affecting missile damage application and/or projection (or add effect to TE/TC), new e-war module that will affect missiles same way TDs affect turrets (or just include that effect into TDs). This will give same tank-or-application and damage-or-application choice turret users currently have for missile users, missile dreads might become useful (heresy!) on par with tracking dreads, more rig choices for long and short range missile systems aside from rigor+rigor+flare or speed+speed+time. You promised these changes quite a long time ago.
While you are at it make TP a high-slot module as there are not enough "utilities" to use with utility slots you put everywhere and only then look for a way to balance missiles. Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |

Qaidan Alenko
Eezo-Lution Inc.
10244
|
Posted - 2013.11.12 17:18:00 -
[1057] - Quote
Sven Viko VIkolander wrote:I don't know if I speak for a lot of people, but I would really like this change if I had the option with my RMLs to either use v1 (perhaps with a slight dps nerf) or v2. There are some situations in which going into a fight I would want v2 RMLs set, but there are far, far more situations in which I'd rather have v1 even with a DPS nerf. So, Rise, if the goal is to add tactical choices to differentiate weapon systems, then why not add options? Scripts... Could that be the answer? Go ahead... Get your-áWham on!!! |

Chris Winter
Zephyr Corp V.A.S.T.
257
|
Posted - 2013.11.12 17:35:00 -
[1058] - Quote
Why even bother asking for feedback if you're just going to ignore it all?
Why exactly do RLMLs need to be changed? Currently they do less damage with better application than HAMs or HMLs. Seems to me that's how it should work...
Entirely unrelated: will "overloaded" RLMLs be usable in the next alliance tournament? |

Michael Harari
Genos Occidere HYDRA RELOADED
866
|
Posted - 2013.11.12 17:36:00 -
[1059] - Quote
Chris Winter wrote: Entirely unrelated: will "overloaded" RLMLs be usable in the next alliance tournament?
Presumably not, based on ASB precedent |

Altrue
Exploration Frontier inc
701
|
Posted - 2013.11.12 17:41:00 -
[1060] - Quote
Qaidan Alenko wrote:Sven Viko VIkolander wrote:I don't know if I speak for a lot of people, but I would really like this change if I had the option with my RMLs to either use v1 (perhaps with a slight dps nerf) or v2. There are some situations in which going into a fight I would want v2 RMLs set, but there are far, far more situations in which I'd rather have v1 even with a DPS nerf. So, Rise, if the goal is to add tactical choices to differentiate weapon systems, then why not add options? Scripts... Could that be the answer?
Precisely !
People are disapproving the change because even if the burst mechanic is interesting, it also means almost certain death in other situations (Yes there is still an average dps, but missiles are already weak on paper dps and highly susceptible to speed and radius in terms of damage reduction).
The solution of a script would be more than reasonable, creating a new gameplay without affecting the current mechanic. If a nerf is needed concerning RLMLs in the way they work against other targets, it shall be done by other ways than giving the module a 40seconds reload time, because it greatly incapacitates a fleet that would need to wait 40seconds for one member reloading before unleashing the dps, and because it greatly impairs PvE with these modules, a point that is ignored currently. (no burst dps needed in pve, waiste of time if you have to reload for 40 seconds to kill one weak ship)
So what's bad ?
1- The proposed mechanic adresses the concerns about RLMLs and RHMLs the same way, whereas these concerns are actually entierly different. (You may take down a frigate without reloading, but not a battlecruiser...) Also, I don't think RLMLs needed a nerf in the first place. Neither RHMLs as demonstrated in TMCs post about the first iteration.
2- This is even more frustrating that it prevents BS missile platforms from finally finding a weapon against smaller targets.
3- The proposed mechanic helps killing things that were already killable, and prevents killing things that were already hard to kill with this weapon system, thus increasing the inbalance between the two situations, increasing frustration for frigate pilots and increasing frustration for cruiser pilots when they die because of the reload time. (BTW that's exactly why ECM is bad, because it is frustrating for both opponents)
4- The proposed mechanic further impairs caldaris that are limited in damage type (which is frustrating since they are the missile race) by giving them a longer reload time in the already rare situations when they must switch.
5- PvE almost impossible with these things.
6- Wasting time rebalancing tiny bits of missiles where the missile system as a whole needs to be redone, is pointless.
CCP RIse, I hope that this way the feedback is clearer because I can't find a best way to deliver it. G££ <= Me |
|

Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
54
|
Posted - 2013.11.12 17:43:00 -
[1061] - Quote
CCP Rise wrote:, but we spent weeks talking
Why didn't you made this thread weeks or months ago? How long were the CSM aware of this? |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 17:45:00 -
[1062] - Quote
Kirimeena D'Zbrkesbris wrote:CCP Rise wrote: 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. Low/passive modules and mid/active script-able modules affecting missile damage application and/or projection (or add effect to TE/TC), new e-war module that will affect missiles same way TDs affect turrets (or just include that effect into TDs). This will give same tank-or-application and damage-or-application choice turret users currently have for missile users, missile dreads might become useful (heresy!) on par with tracking dreads, more rig choices for long and short range missile systems aside from rigor+rigor+flare or speed+speed+time. You promised these changes quite a long time ago. While you are at it make TP a high-slot module as there are not enough "utilities" to use with utility slots you put everywhere and only then look for a way to balance missiles.
A new module that counters missiles would be interesting and workable, adding it to the current TD's would simply make TD the overwhelming choice for ewar (that's another thread entirely and has been visited already last winter).
But seriously, nerf the old launchers some and put the new ones in as another weapons system.
As for why we're stuck with this load of crap going live is simply because it's already been submitted to the upcoming TQ build as a finished product and it can't be removed apparently.
It isn't going to get revisited and we know it, just like industrial implants were going to work (and still don't), Tech 3 battlecruisers and BS's were going to be released, POS's were going to get reworked and a whole crapload of SOONGäó projects that never happened and will not. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
435
|
Posted - 2013.11.12 17:55:00 -
[1063] - Quote
So nothing about fixing light missiles at all? It's pretty silly to be 'balancing' the launchers around an overpowered charge. If you fixed LMs, you'd be fixing about 5 overpowered kiting frigates, and then if RLMLs are still too good, you could take another look at them afterward. |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
356
|
Posted - 2013.11.12 17:57:00 -
[1064] - Quote
Mhari Dson wrote:A new module that counters missiles would be interesting and workable, adding it to the current TD's would simply make TD the overwhelming choice for ewar (that's another thread entirely and has been visited already last winter). SD affects all ships, ECM affects all ships, TP while not really e-war but affects all ships, neuts, webs, scrams - all affect all ships. Only TD is a special snowflake. It wont be OP if changing mode/scripts from turrets to missiles will take some time. Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 17:58:00 -
[1065] - Quote
And is this seriously a joke? Finally someone puts the V2 update onto sisi and all weapon ammo and skill infocards are blank on the server.
What is the coverup now?
Nevermind, not worth trying to give feedback since it doesn't matter if it's on a CCP sponsored venue. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 18:09:00 -
[1066] - Quote
Kirimeena D'Zbrkesbris wrote:Mhari Dson wrote:A new module that counters missiles would be interesting and workable, adding it to the current TD's would simply make TD the overwhelming choice for ewar (that's another thread entirely and has been visited already last winter). SD affects all ships, ECM affects all ships, TP while not really e-war but affects all ships, neuts, webs, scrams - all affect all ships. Only TD is a special snowflake. It wont be OP if changing mode/scripts from turrets to missiles will take some time.
Scripts have the same reload timer as lasers currently, I could agree with a short reload to change scripts. |

Michael Harari
Genos Occidere HYDRA RELOADED
866
|
Posted - 2013.11.12 18:14:00 -
[1067] - Quote
Mhari Dson wrote:Kirimeena D'Zbrkesbris wrote:Mhari Dson wrote:A new module that counters missiles would be interesting and workable, adding it to the current TD's would simply make TD the overwhelming choice for ewar (that's another thread entirely and has been visited already last winter). SD affects all ships, ECM affects all ships, TP while not really e-war but affects all ships, neuts, webs, scrams - all affect all ships. Only TD is a special snowflake. It wont be OP if changing mode/scripts from turrets to missiles will take some time. Scripts have the same reload timer as lasers currently, I could agree with a short reload to change scripts.
How about a 40s reload time to create tension? |

Platypus King
Doughboys Shadow Cartel
9
|
Posted - 2013.11.12 18:17:00 -
[1068] - Quote
The conversation about adding new modules like a TD for missiles is pretty absurd. Please consider that missile damage is hugely related to signature radius. That means there are implants and links readily available to counter missiles. Secondly missiles range is a flight time and velocity equation that is simply (flight time)(velocity)=distance traveled. That equation is also counter able however that is more difficult to do.
It is only fair to keep the idea of new modules that negatively affect missiles in the garbage bin until missiles are given modules to increase velocity/flight time. |

Ion Blacknight
EVE University Ivy League
22
|
Posted - 2013.11.12 18:19:00 -
[1069] - Quote
Really? How negative and how overwhelming does the feedback have to be? I am pretty new so I am seeing this with fresh eyes. Now I understand you old bros.
I can't believe my beloved RLM Caracal is gone. Wow.
This way of changing things is not good for the game. |

Chris Winter
Zephyr Corp V.A.S.T.
257
|
Posted - 2013.11.12 18:20:00 -
[1070] - Quote
Can we get a list of which CSM members supported this change, so I know who not to vote for? |
|

Ravcharas
Infinite Point Nulli Secunda
262
|
Posted - 2013.11.12 18:34:00 -
[1071] - Quote
Platypus King wrote:The conversation about adding new modules like a TD for missiles is pretty absurd. Please consider that missile damage is hugely related to signature radius. That means there are implants and links readily available to counter missiles. Secondly missiles range is a flight time and velocity equation that is simply (flight time)(velocity)=distance traveled. That equation is also counter able however that is more difficult to do.
It is only fair to keep the idea of new modules that negatively affect missiles in the garbage bin until missiles are given modules to increase velocity/flight time. There are rigs and implants for that so you're not left out completely. |

FightingMoose
Norse'Storm Battle Group
13
|
Posted - 2013.11.12 18:36:00 -
[1072] - Quote
I haven't said anything in this thread yet, and I've been thinking about it for a while. There are a couple issues that I see, and they're all related to timing.
- Rise, I agree with you when you say that a lot of the opposition is from the "we don't want to lose our overpowered system" camp, but I think you're failing to recognize that missiles as a whole need a rebalance, and that it might be smart to hold off on knocking RLMLs around until the point of that rebalance. We'd rather you take six months and get a comprehensive solution than rushing small fixes and breaking things.
- This was announced way too late in the dev cycle. This is a significant rebalance, and compared to things like the marauders changes, the community was given absolutely no time to respond to it. When the community did respond and pointed out serious problems with ammo types, something you agreed with, rather than holding off on the changes it was decided to push them through anyway, and look for a solution afterwards. This points to some seriously worrisome trends, and angers the player base. Again, take your time and get it right.
- Reload time as a dps nerf is something that's never really been done before with maybe bombs as an exception. I think it's a good idea, and I agree that it encourages tactical decision making, but maybe announcing it ten days before it is going to be introduced was a bad idea? Again, timing.
- Did I mention that missiles need a serious looking at?
When I was a kid and would screw things up, my dad would always say, "Slow it down, take your time, and do it right." I appreciate CCP's new methodology, lots of new little things every six months that build upon each other. I think it works really well as a whole, but for balancing things like missiles, it would make sense to do it in one fell swoop, with lots of time testing it on SISI. Proud owner of an Ibis. |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
249
|
Posted - 2013.11.12 18:47:00 -
[1073] - Quote
FightingMoose wrote:I haven't said anything in this thread yet, and I've been thinking about it for a while. There are a couple issues that I see, and they're all related to timing.
- Rise, I agree with you when you say that a lot of the opposition is from the "we don't want to lose our overpowered system" camp, but I think you're failing to recognize that missiles as a whole need a rebalance, and that it might be smart to hold off on knocking RLMLs around until the point of that rebalance. We'd rather you take six months and get a comprehensive solution than rushing small fixes and breaking things.
- This was announced way too late in the dev cycle. This is a significant rebalance, and compared to things like the marauders changes, the community was given absolutely no time to respond to it. When the community did respond and pointed out serious problems with ammo types, something you agreed with, rather than holding off on the changes it was decided to push them through anyway, and look for a solution afterwards. This points to some seriously worrisome trends, and angers the player base. Again, take your time and get it right.
- Reload time as a dps nerf is something that's never really been done before with maybe bombs as an exception. I think it's a good idea, and I agree that it encourages tactical decision making, but maybe announcing it ten days before it is going to be introduced was a bad idea? Again, timing.
- Did I mention that missiles need a serious looking at?
When I was a kid and would screw things up, my dad would always say, "Slow it down, take your time, and do it right." I appreciate CCP's new methodology, lots of new little things every six months that build upon each other. I think it works really well as a whole, but for balancing things like missiles, it would make sense to do it in one fell swoop, with lots of time testing it on SISI.
Yes they told us back when they announced the rocket and T2 ammo re-balance prior to incursions that they didn't want rush such changes without solid testing, then they told us again with hybrid weapons prior to crucible.
Guess they changed that policy. 
|

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.12 18:52:00 -
[1074] - Quote
So, to sum up the last pages, since last Rise post, we have : - Hell noooooo ! - You noob listen to pro ! - Please take more time ! - It's too soon ! We haven't had time to convert you ! - Don't listen those who make positive feedback, they are big noob !
Did I miss anything ?
Do you seriously think that any of these comment will change his mind ?
All the real concerns have been answers already (if not adressed), and for the most part the concerns for the burst mode (aka 40s reload) is completely ignoring everything the functionality give and focus on the long reload.
Numbers have been brought and Rise have certainly seen them. Try now to guess why instead of being stubborn children from whom the toy have been taken. |

Deacon Abox
Justified Chaos
234
|
Posted - 2013.11.12 18:53:00 -
[1075] - Quote
CCP Rise wrote: 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. Well don't listen to the crap about HMLs being bad. They are presently number one on eve-kill for weapons used in kills. They need no buffing. Possibly your nerf didn't go far enough, or it's truly the residue of the Tengu needing it's nerf. Anyway, I'm sure you will have future headaches with potential op missiles once you finally introduce the missile TD/TC/TE modules.
Btw, if you are going to buff the burst damage of RLMLs and new RHMLs then we really need missile TDs in this game. Small ships will basically be flying perma- bent over waiting for the missiles to fly into their exhaust ports. |

Michael Harari
Genos Occidere HYDRA RELOADED
866
|
Posted - 2013.11.12 19:00:00 -
[1076] - Quote
Deacon Abox wrote: Well don't listen to the crap about HMLs being bad. They are presently number one on eve-kill for weapons used in kills.
Not only is that not true (they are way behind just 250mm rails), and considering an honest comparison would be HMLs vs medium autocanons, medium blasters, etc, and not HMLs vs 425mm autocannons or 720mm arty, etc, but that statistic has little to no bearing on the claim that HMLs are garbage for small gangs. That statistic is almost entirely nullsec fleets and rvb. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
69
|
Posted - 2013.11.12 19:06:00 -
[1077] - Quote
I'm with many others, missiles as a whole need looked at. I don't think any really need nerfed, but the rapids do need adjusted. But it should be held off a till ALL missiles are looked at. I think missiles deserve more options, and it be nice if they got a module to help with velocity and/or flight time. I do think they need need a better module for defense against them then defnders, smartbomber work too but then no high slots for weapons. I Don't think TDs should be used, but maybe make another module that would effect the missile in flight, like a med or low slot that act somewhat like flares act on planes today. It would give a good defense, and could be a cool effect also.
|

Moonaura
The Dead Rabbit Society
328
|
Posted - 2013.11.12 19:08:00 -
[1078] - Quote
Ion Blacknight wrote:Really? How negative and how overwhelming does the feedback have to be? I am pretty new so I am seeing this with fresh eyes. Now I understand you old bros.
I can't believe my beloved RLM Caracal is gone. Wow.
This way of changing things is not good for the game.
Now you know why anyone who plays eve long enough becomes a bitter vet hahahaha Boldly going forward, still can't find reverse - name that tune kids! |

Jenn aSide
STK Scientific Initiative Mercenaries
3309
|
Posted - 2013.11.12 19:22:00 -
[1079] - Quote
Hmmmm, seems like a good time to corner the market on small smart bombs that will keep frigs alive from the new RLMLs for 50s or so....  |

Klister Ethelred
Parallax Shift The Periphery
19
|
Posted - 2013.11.12 19:29:00 -
[1080] - 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.
There is NO problem. People don't just use RLML boats in combat. There is plenty of diversity out there in the game. Also, using one doesn't guarantee you'll win or live.
Also, even if they did, "if everyone is special, then no one is special." Having everything perfectly balanced would be BORING.
And again, why make fiddly little changes to ships and weapons when there are much larger problems with EVE?
"I'd rather be pissed off then pissed on""This is one of those times when it's important to know the difference between 'then' and 'than'." |
|

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dullmeyr Prodomo
Pins and Needles.
31
|
Posted - 2013.11.12 21:34:00 -
[1111] - Quote
Malcanis wrote:Shinah Myst wrote:CCP2011 is back. Not listening to the player base, knowing it better. Fu-ük y-+u, I'm not going to pay for this shGÇïit. o7 Since you're quitting without even trying, may I wish you all the very best of luck for your adventures on Hello Kitty Island?
Here comes the "good poster" again.
|

Malcanis
Vanishing Point. The Initiative.
12349
|
Posted - 2013.11.12 21:34:00 -
[1112] - Quote
Kaeda Maxwell wrote:Malcanis wrote:Chris Winter wrote:Can we get a list of which CSM members supported this change, so I know who not to vote for? I supported the change. From the way you've been very vocally defending it everywhere, one might even get the impression it was in fact primarily your idea, or that you were at least it's greatest advocate behind the scenes. And in that light and the following promise made at the start of this year which I'm sure you'll recognise; Quote: Finally, I am - no false modesty here - a ~good poster~. I can present a reasoned, logical, structured argument, and I can follow one when it's presented to me. If I am elected, I will represent my philosophy to CCP effectively. I will also make the attempt to increase the communication between the CSM and you, the players with regular reports and posts right here on this forum. I will not hide these communications away on a blog, they will be here, on record, where you can respond to them.
If I'm correct in that you have been one of the vocal behind the scene supporters of this change if not in fact its engineer. I'm listening, present me with a reasoned logical, structured argument as to why this is both a good idea, for both fleets and small gang/solo (I'll give you the benefit of the doubt about your qualifications to speak to that aspect of the game) and why it should be implemented on short notice.
It wasn't my idea. When CCP Rise posted it, I immediately thought Ooohhhh that's a good idea!
Of course I am operating under the unfair advantage of (1) Seeing what the alternative changes were and (2) Having the mathematical skills to appreciate that, under the conditions that Rise & co wish to promote, this tradeoff is more of a buff than a nerf.
Lastly, I'll repeat to you an explaination that I gave to another poster who seemed to think that they were entitled to have the CSM support whatever they wanted:
Malcanis wrote: 2) We're not in any way, morally or legally, required to "represent by poll". In short if 10 players want me to support X and 10,000 players want me to oppose it, I am still duty and conscience-bound to support to CCP it if in my considered opinion, X is the right thing to do. That said, I would also be duty bound to tell CCP "Although I strongly believe X is right, there will be significant community backlash if it is enacted".
Disclaimer: I am however greatly reasssurred in my support of this idea by being on the same side of it as some players whom I hugely respect, such as eg: Prometheus Exenthal.
Snippy comments about me losing voters because I don't agree with your views will have even less effect on me than they will on Mynnna, since first I refused to alter a single one of my views to get votes in the first place and second I have no intention of running for CSM again. Not to mention that I'm the sort of person who reacts to being pressured by doubling down.
So thanks for motivating my to do my duty and follow my conscience with even greater fervour than before.
EVE thanks you for this support.
1 Kings 12:11
|

Malcanis
Vanishing Point. The Initiative.
12349
|
Posted - 2013.11.12 21:35:00 -
[1113] - Quote
Zvaarian the Red wrote:Viceorvirtue wrote:Can you imagine what would happen if a frigate landed as he was shooting that battleship. If he didn't have enough missiles remaining in his clip he would be unable to effectively do anything about the frigate for over 40 seconds. What if it's an enyo, ishkur, harpy or hawk? Then even with a mostly full clip he still has to swap out of kinetic to be able to break their tank. 40 seconds in a long time and this mechanic will get you killed often enough that there becomes no reason to use rlm at all when you can use something like a pulse omen or rail thorax and be able to, well, not actually die in a fire if a frigate suddenly appears at random. Meanwhile pilots of non-tanky frigs will be raging about insta-dying versus these things. As others have said, these changes are going to **** off both sides of many fights.
A wise, if unpopular man, once said that the sign of a good compromise is that it leaves everybody a little angry.
1 Kings 12:11
|

Malcanis
Vanishing Point. The Initiative.
12349
|
Posted - 2013.11.12 21:36:00 -
[1114] - Quote
Dullmeyr Prodomo wrote:Malcanis wrote:Shinah Myst wrote:CCP2011 is back. Not listening to the player base, knowing it better. Fu-ük y-+u, I'm not going to pay for this shGÇïit. o7 Since you're quitting without even trying, may I wish you all the very best of luck for your adventures on Hello Kitty Island? Here comes the "good poster" again.
There goes a guy who quits a game because of a change that he hasn't even tried out to see if he maybe likes it after all.
1 Kings 12:11
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
20
|
Posted - 2013.11.12 21:36:00 -
[1115] - Quote
Michael Harari wrote:I just tested this on sisi.
You can kill 1 assault frigate IF
1) You have the right missile type loaded. Thermal vs veng, exp vs enyo, etc. 2) The AF is not full tank 3) The AF is not linked 4) Against certain fits, like AAR vengeance if you dont heat, you dont kill it.
This was in a 3 BCU caracal with missile/RLM implants.
In most cases it takes about 15 rounds, but against some veng fits it took every single shot.
Point #1 really should be the deal breaker. You have a 25% chance of that happening and if you end up in the other 75% in a given fight you can do nothing other than try to run. That's pretty sad. |

Michael Harari
Genos Occidere HYDRA RELOADED
866
|
Posted - 2013.11.12 21:36:00 -
[1116] - Quote
What precisely are the situations in which this is a buff? I dont think cruiser vs lone frigate was really a situation that was in any need of buffing for the cruisers.
|

Malcanis
Vanishing Point. The Initiative.
12349
|
Posted - 2013.11.12 21:40:00 -
[1117] - Quote
Zvaarian the Red wrote:Michael Harari wrote:I just tested this on sisi.
You can kill 1 assault frigate IF
1) You have the right missile type loaded. Thermal vs veng, exp vs enyo, etc. 2) The AF is not full tank 3) The AF is not linked 4) Against certain fits, like AAR vengeance if you dont heat, you dont kill it.
This was in a 3 BCU caracal with missile/RLM implants.
In most cases it takes about 15 rounds, but against some veng fits it took every single shot. Point #1 really should be the deal breaker. You have a 25% chance of that happening and if you end up in the other 75% in a given fight you can do nothing other than try to run. That's pretty sad.
1) What about oher frigate types? AFs are specifically meant to be the most durable and survive going toe to toe with Cruisers.
2) Shouldn't a dual LSE Caracal be able to survive 40 seconds of AF fire?
1 Kings 12:11
|

Michael Harari
Genos Occidere HYDRA RELOADED
867
|
Posted - 2013.11.12 21:44:00 -
[1118] - Quote
Malcanis wrote:Zvaarian the Red wrote:Michael Harari wrote:I just tested this on sisi.
You can kill 1 assault frigate IF
1) You have the right missile type loaded. Thermal vs veng, exp vs enyo, etc. 2) The AF is not full tank 3) The AF is not linked 4) Against certain fits, like AAR vengeance if you dont heat, you dont kill it.
This was in a 3 BCU caracal with missile/RLM implants.
In most cases it takes about 15 rounds, but against some veng fits it took every single shot. Point #1 really should be the deal breaker. You have a 25% chance of that happening and if you end up in the other 75% in a given fight you can do nothing other than try to run. That's pretty sad. 1) What about oher frigate types? AFs are specifically meant to be the most durable and survive going toe to toe with Cruisers. 2) Shouldn't a dual LSE Caracal be able to survive 40 seconds of AF fire?
1. Interceptors dont get killed by 1 clip unless they are bad enough to orbit in precision missile range or stupid enough to fit 0 tank. To be fair, this describes many interceptors.
2. Yes, barely (depending on the af, ie enyo vs veng). So you can kill a single AF, but just about anything more, even 1 af and a t1 frigate will kill you. This is assuming you lucked out with the right ammo choice to begin with. |

Malcanis
Vanishing Point. The Initiative.
12351
|
Posted - 2013.11.12 21:45:00 -
[1119] - Quote
Sounds like Caracals and AFs are fairly well balanced then.
PS did the analysis include drone damage?
1 Kings 12:11
|

Karle Tabot
State War Academy Caldari State
34
|
Posted - 2013.11.12 21:45:00 -
[1120] - Quote
Interesting.
Electing people to be CSMs has nothing to do with benefitting the player base, and instead everything to do with giving them individual pull with CCP behind the scenes.
|
|

Theon Severasse
SniggWaffe WAFFLES.
39
|
Posted - 2013.11.12 21:46:00 -
[1121] - Quote
Malcanis wrote:
It wasn't my idea. When CCP Rise posted it, I immediately thought Ooohhhh that's a good idea!
Of course I am operating under the unfair advantage of (1) Seeing what the alternative changes were and (2) Having the mathematical skills to appreciate that, under the conditions that Rise & co wish to promote, this tradeoff is more of a buff than a nerf.
So what you are saying is that this is the best of a bad bunch?
|

Michael Harari
Genos Occidere HYDRA RELOADED
867
|
Posted - 2013.11.12 21:49:00 -
[1122] - Quote
Malcanis wrote:Sounds like Caracals and AFs are fairly well balanced then.
PS did the analysis include drone damage?
So a caracal fit specifically to kill frigates, can kill one frigate, assuming he lucks out with ammo selection, and the AF is not particularly tanky, and the af isnt linked and is totally alone, and this seems well balanced?
Note that the AF fits were not specifically designed to kill cruisers.
Analysis did not include drone damage, and with the exception of 1 case where an enyo lived in like 10% hull, I doubt it would make a difference. Caracal has only 2 drones, and afs can kill drones quite easily. |

Taoist Dragon
Bastion of Mad Behaviour
647
|
Posted - 2013.11.12 21:49:00 -
[1123] - Quote
Niena Nuamzzar wrote:X'ret wrote:3min (BURST DAMAGE) quick check on Sisi, without comments: RLML Cerberus So with good skills it even fails to kill NPC BS, what to speak of properly fitted player cruiser 
You are whining that a cruiser fitted with ANTI-FRIG weapons has a hard time against a BS? Even if it is an NPC BS....really?! 
Most of the other whiners here seem to be crying that their (possibly OP) anti-frig murderer is now actually gonna have to think about engaging that lone AF or 2-3 man frig gang.....Aw boo-******-hoo! a single cruiser should have to think about engaging those enemies. That is what balance is all about. A couple of caracals with the new RLML will still smash a moderately size frig gang easily. Sounds like a lot of you leet cruiser pvp'er need to actually learn how to fly.  That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Diamond Zerg
The Scope Gallente Federation
6
|
Posted - 2013.11.12 21:50:00 -
[1124] - Quote
This is messed up. CCP Rise PLEASE consider the small gang/solo players! If we don't have powerful RLMLs how are we going to effectively evade blobs with the new warp speed changes!?
If you are going to do this, please buff something else so we can deal with frigates effectively before we get hard tackled and blobbed. Come on Kil2 don't let us down! You are an awesome guy and I have strong hope that you won't! |

Taoist Dragon
Bastion of Mad Behaviour
647
|
Posted - 2013.11.12 21:52:00 -
[1125] - Quote
Michael Harari wrote:Malcanis wrote:Sounds like Caracals and AFs are fairly well balanced then.
PS did the analysis include drone damage? So a caracal fit specifically to kill frigates, can kill one frigate, assuming he lucks out with ammo selection, and the AF is not particularly tanky, and the af isnt linked is totally alone, and this seems well balanced? Note that the AF fits were not specifically designed to kill cruisers. Analysis did not include drone damage, and with the exception of 1 case where an enyo lived in like 10% hull, I doubt it would make a difference. Caracal has only 2 drones, and afs can kill drones quite easily.
AF's are comparably to T1 cruisers in term of power. Both in damage output and tank on a lot of fits. so yeah if this 1v1 can go either way yes that is balanced.
That RLML caracal will still totally wipe the floor with T1 frigs.
Get over it. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
249
|
Posted - 2013.11.12 21:52:00 -
[1126] - Quote
Malcanis wrote:It wasn't my idea. When CCP Rise posted it, I immediately thought Ooohhhh that's a good idea! Of course I am operating under the unfair advantage of (1) Seeing what the alternative changes were and (2) Having the mathematical skills to appreciate that, under the conditions that Rise & co wish to promote, this tradeoff is more of a buff than a nerf. Lastly, I'll repeat to you an explaination that I gave to another poster who seemed to think that they were entitled to have the CSM support whatever they wanted: Malcanis wrote: 2) We're not in any way, morally or legally, required to "represent by poll". In short if 10 players want me to support X and 10,000 players want me to oppose it, I am still duty and conscience-bound to support to CCP it if in my considered opinion, X is the right thing to do. That said, I would also be duty bound to tell CCP "Although I strongly believe X is right, there will be significant community backlash if it is enacted".
Disclaimer: I am however greatly reasssurred in my support of this idea by being on the same side of it as some players whom I hugely respect, such as eg: Prometheus Exenthal. Snippy comments about me losing voters because I don't agree with your views will have even less effect on me than they will on Mynnna, since first I refused to alter a single one of my views to get votes in the first place and second I have no intention of running for CSM again. Not to mention that I'm the sort of person who reacts to being pressured by doubling down. So thanks for motivating my to do my duty and follow my conscience with even greater fervour than before. EVE thanks you for this support.
I'm fine with you not agreeing with me. We wouldn't have a debate otherwise. I'm also fine with you not representing by poll. I might be utterly wrong, lord knows I opposed Proms AF changes and I did a 180 on that and have no qualms admitting it, he was right, I was wrong.
I would like to point out that you promised to post your defences and views right here where we could respond to them. I've mostly (an early on post in this thread excluded )seen you defend these changes anywhere but here (TMC and Failheap come to mind readily), so if my 'snippy' comment makes you double down on that promise that will actually be much appreciated.
And despite there being people with quite adequate math skills in this thread, so far nobody on either the CSM or within CCP has taken the time to walk us properly through the thought process and properly address concerns raised (other then admitting damage type switching might indeed be an issue) or telling us our concerns are 'chaotic' and 'unstructured' hence we're a little frustrated with apparently not being taken seriously (whether you personally respect me or anybody else in this thread has no bearing for the record on if the points we raise are valid or not).
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
22
|
Posted - 2013.11.12 21:52:00 -
[1127] - Quote
Malcanis wrote:[quote=Zvaarian the Red][quote=Michael Harari] 2) Shouldn't a dual LSE Caracal be able to survive 40 seconds of AF fire?
I think you mean 90 seconds. |

Viceorvirtue
The Hatchery Team Liquid
27
|
Posted - 2013.11.12 21:53:00 -
[1128] - Quote
Yes a caracal can survive 40 seconds of af fine, but you seem to be looking at this in the vacuum of 1v1. Frigates and afs are popularly used as tackle by other ships. If you get scrammed by this tackle, 40 seconds is a very long time allowing every other ship on the field and from atleast 1 system away to be able to land and get secondary tackle. You tend to die when that happens.
As people have stated before this makes the weapon system non viable for engaging multiple ships in any situation where it wouldnt be overpowered against them. Such as killing 2-3 atrons. This would be far too powerful but the second it stops being powerful you have a significantly higher chance of getting killed because being tackled for 40 seconds in a ship built around being able to use mobility merely due to the fact that you ran out of ammo is terrible.
I can use an omen or thorax (which work just as well as the current caracal mind you), have the exact same effect of killing tackle and never run into such a limitation as the new rlm provide. This is going to negatively effect solo and small gang rlm usage for these reasons and I have no idea why you didn't take another course of action such as reducing light missile dmg or increasing rlm powergrid usage to prevent the ships using them from fitting things like the triple lse caracal and lse+xl asb cerb. This just seems to be the wrong way to nerf rlms because I don't see anyone wanting to use these if they have the option of using any other weapon system in the game. |

mynnna
GoonWaffe Goonswarm Federation
2151
|
Posted - 2013.11.12 21:56:00 -
[1129] - Quote
Diamond Zerg wrote:This is messed up. CCP Rise PLEASE consider the small gang/solo players! If we don't have powerful RLMLs how are we going to effectively evade blobs with the new warp speed changes!?
If you are going to do this, please buff something else so we can deal with frigates effectively before we get hard tackled and blobbed. Come on Kil2 don't let us down! You are an awesome guy and I have strong hope that you won't!
This is a parody post, right?  Member of the Goonswarm Economic Warfare Cabal |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
22
|
Posted - 2013.11.12 21:56:00 -
[1130] - Quote
Taoist Dragon wrote:Niena Nuamzzar wrote:X'ret wrote:3min (BURST DAMAGE) quick check on Sisi, without comments: RLML Cerberus So with good skills it even fails to kill NPC BS, what to speak of properly fitted player cruiser  You are whining that a cruiser fitted with ANTI-FRIG weapons has a hard time against a BS? Even if it is an NPC BS....really?!  Most of the other whiners here seem to be crying that their (possibly OP) anti-frig murderer is now actually gonna have to think about engaging that lone AF or 2-3 man frig gang.....Aw boo-******-hoo! a single cruiser should have to think about engaging those enemies. That is what balance is all about. A couple of caracals with the new RLML will still smash a moderately size frig gang easily. Sounds like a lot of you leet cruiser pvp'er need to actually learn how to fly. 
I don't use RLMLs. I'm more upset about the RHML looking pretty much useless out of the gate for no apparent reason. That said RLMLs do look like they are going to become absurdly niche, leaving missile cruisers with two mainstream options that are widely considered sub-par for small gang/solo pvp. |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
22
|
Posted - 2013.11.12 21:59:00 -
[1131] - Quote
Malcanis wrote:Zvaarian the Red wrote:Viceorvirtue wrote:Can you imagine what would happen if a frigate landed as he was shooting that battleship. If he didn't have enough missiles remaining in his clip he would be unable to effectively do anything about the frigate for over 40 seconds. What if it's an enyo, ishkur, harpy or hawk? Then even with a mostly full clip he still has to swap out of kinetic to be able to break their tank. 40 seconds in a long time and this mechanic will get you killed often enough that there becomes no reason to use rlm at all when you can use something like a pulse omen or rail thorax and be able to, well, not actually die in a fire if a frigate suddenly appears at random. Meanwhile pilots of non-tanky frigs will be raging about insta-dying versus these things. As others have said, these changes are going to **** off both sides of many fights. A wise, if unpopular, man once said that the sign of a good compromise is that it leaves everybody a little angry.
A little angry? Most solo and small gang pvpers completely giving up the weapon due to complete inflexibility is a bit more than a little angry. For that matter so is the frig pilot who has one of these warp in and blow him up from 50km before he can even align. A little angry would be RLML cruiser pilots getting a 10% dps nerf or a 15-20 sec reload timer. A little angry would be a non-tanky frig pilot dying because he hung around too long against a bad match up when he should've run from the get go.
And really, there is no compromise going on here. Rise is telling us how it's going to be and ignoring our feedback. Perhaps you need to look up the word again. |

Ranger 1
Ranger Corp
4827
|
Posted - 2013.11.12 22:00:00 -
[1132] - Quote
Niena Nuamzzar wrote:X'ret wrote:3min (BURST DAMAGE) quick check on Sisi, without comments: RLML Cerberus So with good skills it even fails to kill NPC BS, what to speak of properly fitted player cruiser  /facepalm To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Michael Harari
Genos Occidere HYDRA RELOADED
870
|
Posted - 2013.11.12 22:03:00 -
[1133] - Quote
mynnna wrote:Also reducing damage would negatively affect frigates that use light missiles. Just sayin'. 
LML frigates is something pretty much everyone actually agrees needs a nerf. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1052
|
Posted - 2013.11.12 22:06:00 -
[1134] - Quote
Michael Harari wrote:mynnna wrote:Also reducing damage would negatively affect frigates that use light missiles. Just sayin'.  LML frigates is something pretty much everyone actually agrees needs a nerf.
I wonder what happens when they nerf the DPS output of RMLs and then follow it up with a nerf to the LMs themselves. |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
249
|
Posted - 2013.11.12 22:07:00 -
[1135] - Quote
mynnna wrote:Viceorvirtue wrote:This is going to negatively effect solo and small gang rlm usage for these reasons and I have no idea why you didn't take another course of action such as reducing light missile dmg or increasing rlm powergrid usage to prevent the ships using them from fitting things like the triple lse caracal and lse+xl asb cerb. I guarantee you that if Rise had done this instead, we'd still have a sixty page thread full of people complaining.
I would have supported a PGU increase (even quite a steep one putting near on par with fitting hams) without as much as a single post to the contrary, I suspect a fair number of the other vocal opponents in this thread would have too.
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
22
|
Posted - 2013.11.12 22:07:00 -
[1136] - Quote
Michael Harari wrote:mynnna wrote:Also reducing damage would negatively affect frigates that use light missiles. Just sayin'.  LML frigates is something pretty much everyone actually agrees needs a nerf.
And if that happens after the nerf to RLMLs missile cruisers will get hit again and become truly useless. Maybe they should just nerf light missile damage 5-10% instead. |

Bouh Revetoile
TIPIAKS
419
|
Posted - 2013.11.12 22:07:00 -
[1137] - Quote
Michael Harari wrote:I just tested this on sisi.
You can kill 1 assault frigate IF
1) You have the right missile type loaded 2) The AF is not full tank 3) The AF is not linked 4) Against certain fits, like AAR vengeance if you dont heat, you dont kill it.
This was in a 3 BCU caracal with missile/RLM implants.
In most cases it takes about 15 rounds, but against some veng fits it took every single shot. Thanks for confirming what I'm saying since page 20 : only the most resilient frigates in game might survive a full clip.
|

Michael Harari
Genos Occidere HYDRA RELOADED
870
|
Posted - 2013.11.12 22:09:00 -
[1138] - Quote
Kaeda Maxwell wrote:mynnna wrote:Viceorvirtue wrote:This is going to negatively effect solo and small gang rlm usage for these reasons and I have no idea why you didn't take another course of action such as reducing light missile dmg or increasing rlm powergrid usage to prevent the ships using them from fitting things like the triple lse caracal and lse+xl asb cerb. I guarantee you that if Rise had done this instead, we'd still have a sixty page thread full of people complaining. I would have supported a PGU increase (even quite a steep one putting near on par with fitting hams) without as much as a single post to the contrary, I suspect a fair number of the other vocal opponents in this thread would have too.
Pretty much. LML fitting buff should also be reverted. |

Malcanis
Vanishing Point. The Initiative.
12356
|
Posted - 2013.11.12 22:09:00 -
[1139] - Quote
Kaeda Maxwell wrote:
I would like to point out that you promised to post your defences and views right here where we could respond to them. I've mostly (an early on post in this thread excluded )seen you defend these changes anywhere but here (TMC and Failheap come to mind readily), so if my 'snippy' comment makes you double down on that promise that will actually be much appreciated.
That's fair comment. I honestly did think that I'd actually posted in the first few pages of this thread, but a quick skim through the first half dozen shows me that I must have mixed that up with the FHC thread. Apologies.
The tl;dr of my position on this change is that most fights don't occur between two stationary ships in an isolated constellation and who had no idea about what was going to happen. This change should and will reward smart tactics and piloting (to the extent that I'm trying to be discrete about my enthusiasm for the potential here in case Rise nerfs it back a bit), whilst penalising easy-mode frigate-murdering F1ing somewhat (and actually not even all that much)
The hyperbole of people like Chessur is not only impossible to take seriously, but actively confirms my faith in my support. One recalls similar comments - and threats - in the Titan and Supercarrier nerf threads.
On a tangential side note, one particular CSM member went to bat very hard indeed for the Cerb back when the HAC tiercide happened, and as a result it got a substantially better deal than it was going to. So the fact that the Cerb is so good - or OP, if you like - specifically with RLMLs is partly my doing in the first place.
1 Kings 12:11
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
22
|
Posted - 2013.11.12 22:10:00 -
[1140] - Quote
Kaeda Maxwell wrote:mynnna wrote:Viceorvirtue wrote:This is going to negatively effect solo and small gang rlm usage for these reasons and I have no idea why you didn't take another course of action such as reducing light missile dmg or increasing rlm powergrid usage to prevent the ships using them from fitting things like the triple lse caracal and lse+xl asb cerb. I guarantee you that if Rise had done this instead, we'd still have a sixty page thread full of people complaining. I would have supported a PGU increase (even quite a steep one putting near on par with fitting hams) without as much as a single post to the contrary, I suspect a fair number of the other vocal opponents in this thread would have too.
Sounds like a very reasonable change to me as well. RLMLs do have ridiculously low fitting requirements after all. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
870
|
Posted - 2013.11.12 22:11:00 -
[1141] - Quote
Bouh Revetoile wrote:Michael Harari wrote:I just tested this on sisi.
You can kill 1 assault frigate IF
1) You have the right missile type loaded 2) The AF is not full tank 3) The AF is not linked 4) Against certain fits, like AAR vengeance if you dont heat, you dont kill it.
This was in a 3 BCU caracal with missile/RLM implants.
In most cases it takes about 15 rounds, but against some veng fits it took every single shot. Thanks for confirming what I'm saying since page 20 : only the most resilient frigates in game might survive a full clip.
Interceptors survive a whole clip, and thats without getting into high tank fits. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
22
|
Posted - 2013.11.12 22:12:00 -
[1142] - Quote
Malcanis wrote:Kaeda Maxwell wrote:
I would like to point out that you promised to post your defences and views right here where we could respond to them. I've mostly (an early on post in this thread excluded )seen you defend these changes anywhere but here (TMC and Failheap come to mind readily), so if my 'snippy' comment makes you double down on that promise that will actually be much appreciated.
That's fair comment. I honestly did think that I'd actually posted in the first few pages of this thread, but a quick skim through the first half dozen shows me that I must have mixed that up with the FHC thread. Apologies. The tl;dr of my position on this change is that most fights don't occur between two stationary ships in an isolated constellation and who had no idea about what was going to happen. This change should and will reward smart tactics and piloting (to the extent that I'm trying to be discrete about my enthusiasm for the potential here in case Rise nerfs it back a bit), whilst penalising easy-mode frigate-murdering F1ing somewhat (and actually not even all that much) The hyperbole of people like Chessur is not only impossible to take seriously, but actively confirms my faith in my support. One recalls similar comments - and threats - in the Titan and Supercarrier nerf threads. On a tangential side note, one particular CSM member went to bat very hard indeed for the Cerb back when the HAC tiercide happened, and as a result it got a substantially better deal than it was going to. So the fact that the Cerb is so good - or OP, if you like - specifically with RLMLs is partly my doing in the first place.
And what of the complete inflexibility of RLMLs in terms of damage type? |

Michael Harari
Genos Occidere HYDRA RELOADED
870
|
Posted - 2013.11.12 22:13:00 -
[1143] - Quote
Malcanis wrote:Kaeda Maxwell wrote:
I would like to point out that you promised to post your defences and views right here where we could respond to them. I've mostly (an early on post in this thread excluded )seen you defend these changes anywhere but here (TMC and Failheap come to mind readily), so if my 'snippy' comment makes you double down on that promise that will actually be much appreciated.
That's fair comment. I honestly did think that I'd actually posted in the first few pages of this thread, but a quick skim through the first half dozen shows me that I must have mixed that up with the FHC thread. Apologies. The tl;dr of my position on this change is that most fights don't occur between two stationary ships in an isolated constellation and who had no idea about what was going to happen. This change should and will reward smart tactics and piloting (to the extent that I'm trying to be discrete about my enthusiasm for the potential here in case Rise nerfs it back a bit), whilst penalising easy-mode frigate-murdering F1ing somewhat (and actually not even all that much) The hyperbole of people like Chessur is not only impossible to take seriously, but actively confirms my faith in my support. One recalls similar comments - and threats - in the Titan and Supercarrier nerf threads. On a tangential side note, one particular CSM member went to bat very hard indeed for the Cerb back when the HAC tiercide happened, and as a result it got a substantially better deal than it was going to. So the fact that the Cerb is so good - or OP, if you like - specifically with RLMLs is partly my doing in the first place.
Honestly, this is pretty much only a buff for the 1v1 in isolation, and a nerf to any fleet work using the ship. The smart tactics you are talking about is just heating down your single tackler, and then warping out, leaving the rest of your gang to pvp without you for 40s. Sure, that one tackler will die a little sooner than he would have otherwise. But tacklers 2,3,4 and beyond now take ages longer to kill.
You cant even do things like shoot at drones, or put a volley or two into the primary, because you will just run out of shots with your corpmates vagabond or whatever being tackled while you reload, followed by heavy tackle getting on him. Or, you can just fly another ship. |

Arthur Aihaken
The.VOID
516
|
Posted - 2013.11.12 22:13:00 -
[1144] - Quote
Whatever happened to the scripted missile 'tracking computer' or 'ballistic enhancer'? I am currently away, traveling through time and will be returning last week. |

Viceorvirtue
The Hatchery Team Liquid
29
|
Posted - 2013.11.12 22:14:00 -
[1145] - Quote
Sure a pg increase on rlms wouldnt be widely accepted by everyone but they would atleast still continue to use rlms. Omen, thorax, and 'new rlm' caracal all can kill frigates for about 50 seconds. At the end of that time the caracal stops shooting.....giving up any field control it had allowing newly warped in tackle to come and end it. Meanwhile the omen and thorax are still killing tackle, no matter when it lands on field during the fight the other ships can deal with it. The new caracal won't be able to. It becomes a one trick pony and you still haven't given me any amazing reason why anyone should fly new rlms over pulse lasers or rails if they have a choice.
New rlms can not adapt to any changing situation without a 40 second downtime which is more than enough time for tackle to come in and either make the caracal leave or hold it long enough for things to just kill it. Every other system has atleast some presence against tackle.
Please give me a convincing argument why I should use new rlms when they do the same as pulse lasers and rails only with 40 seconds of downtime and complete inability to switch ammo depending on a changing situation without said 40 second downtime. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 22:14:00 -
[1146] - Quote
mynnna wrote:Diamond Zerg wrote:This is messed up. CCP Rise PLEASE consider the small gang/solo players! If we don't have powerful RLMLs how are we going to effectively evade blobs with the new warp speed changes!?
If you are going to do this, please buff something else so we can deal with frigates effectively before we get hard tackled and blobbed. Come on Kil2 don't let us down! You are an awesome guy and I have strong hope that you won't! This is a parody post, right?  Viceorvirtue wrote:This is going to negatively effect solo and small gang rlm usage for these reasons and I have no idea why you didn't take another course of action such as reducing light missile dmg or increasing rlm powergrid usage to prevent the ships using them from fitting things like the triple lse caracal and lse+xl asb cerb. I guarantee you that if Rise had done this instead, we'd still have a sixty page thread full of people complaining. Also reducing damage would negatively affect frigates that use light missiles. Just sayin'. 
Actually, LML frigs do need a bit of a nerf, and for pve purposes this weapon is sort of usable but greatly extends the time required to clear a site or finish a mission. When you're not sitting behind a bubblecamp wall with only allies able to access the area you're in that time is critical.
And before you say "use other weapons" the other missile choices that will fit on a cruiser are worse by much further degrees. Calculate damage application on HAM's and without a double web they can't keep up with lights. Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank?
|

Malcanis
Vanishing Point. The Initiative.
12356
|
Posted - 2013.11.12 22:15:00 -
[1147] - Quote
Kaeda Maxwell wrote:mynnna wrote:Viceorvirtue wrote:This is going to negatively effect solo and small gang rlm usage for these reasons and I have no idea why you didn't take another course of action such as reducing light missile dmg or increasing rlm powergrid usage to prevent the ships using them from fitting things like the triple lse caracal and lse+xl asb cerb. I guarantee you that if Rise had done this instead, we'd still have a sixty page thread full of people complaining. I would have supported a PGU increase (even quite a steep one putting near on par with fitting hams) without as much as a single post to the contrary, I suspect a fair number of the other vocal opponents in this thread would have too.
It's quite possible that something like that might happen if & when the fabled module tiercide project begins. And indeed I would argue for it.
Another possibility for that project would be for a similar (burst damage, "small weapon"-class range/sig res, long reload time) change to currently unloved and unused turrets like the Dual 150mm Railgun and the Quad Light Beam Lasers.
1 Kings 12:11
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
42
|
Posted - 2013.11.12 22:15:00 -
[1148] - Quote
Taoist Dragon wrote:Niena Nuamzzar wrote:X'ret wrote:3min (BURST DAMAGE) quick check on Sisi, without comments: RLML Cerberus So with good skills it even fails to kill NPC BS, what to speak of properly fitted player cruiser  You are whining that a cruiser fitted with ANTI-FRIG weapons has a hard time against a BS? Even if it is an NPC BS....really?!  I'm not whining - obviously it couldn't. Just to inform you, NPC Mach can be killed by dps frigate easily. After first unsuccessful "burst" Mach was repping its shields back to full while Caracal had tralala time waiting for 40 seconds. That ancillary madness is just  |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
22
|
Posted - 2013.11.12 22:15:00 -
[1149] - Quote
Michael Harari wrote:Malcanis wrote:Kaeda Maxwell wrote:
I would like to point out that you promised to post your defences and views right here where we could respond to them. I've mostly (an early on post in this thread excluded )seen you defend these changes anywhere but here (TMC and Failheap come to mind readily), so if my 'snippy' comment makes you double down on that promise that will actually be much appreciated.
That's fair comment. I honestly did think that I'd actually posted in the first few pages of this thread, but a quick skim through the first half dozen shows me that I must have mixed that up with the FHC thread. Apologies. The tl;dr of my position on this change is that most fights don't occur between two stationary ships in an isolated constellation and who had no idea about what was going to happen. This change should and will reward smart tactics and piloting (to the extent that I'm trying to be discrete about my enthusiasm for the potential here in case Rise nerfs it back a bit), whilst penalising easy-mode frigate-murdering F1ing somewhat (and actually not even all that much) The hyperbole of people like Chessur is not only impossible to take seriously, but actively confirms my faith in my support. One recalls similar comments - and threats - in the Titan and Supercarrier nerf threads. On a tangential side note, one particular CSM member went to bat very hard indeed for the Cerb back when the HAC tiercide happened, and as a result it got a substantially better deal than it was going to. So the fact that the Cerb is so good - or OP, if you like - specifically with RLMLs is partly my doing in the first place. Honestly, this is pretty much only a buff for the 1v1 in isolation, and a nerf to any fleet work using the ship. The smart tactics you are talking about is just heating down your single tackler, and then warping out, leaving the rest of your gang to pvp without you for 40s. You cant even do things like shoot at drones, or put a volley or two into the primary, because you will just run out of shots with your corpmates vagabond or whatever being tackled while you reload, followed by heavy tackle getting on him.
It's also a buff for blobs shooting at massively outnumbered targets. |

Connall Tara
Conquering Darkness
103
|
Posted - 2013.11.12 22:16:00 -
[1150] - Quote
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. ^_^ Fly reckless cohost and all round bad pilot o7
Naomi Knight - "You must be CCP Rise alt , that would explain everything" |
|

Moonaura
The Dead Rabbit Society
329
|
Posted - 2013.11.12 22:16:00 -
[1151] - Quote
Alvatore DiMarco wrote:Zvaarian the Red wrote:What external forums are supporting this idea by the way? I really want to see that. Failheap Challenge.
Failheap is a great community, but it is fair to say, that it is proportionally more populated by players that live and breathe in 0.0. This comes across more in the folks mentioning the much more expensive Cerberus more often in the thread, than say the Caracal. Hint - only one of these ships gets a RLML bonus.
And hey, a burst mechanic is naturally attractive to a crowd that loves alpha.
But on the thread, this is by far one of the best things I have read so far:
"Lets be fair here, RLML is a little op in its current form....
The loss of utility from reload times means it is a nerf for a number of applications. I'd rank it as follows:
1. Nerf Solo RLM Boats (initial burst not enough to kill most, dps is a wash after reload reload, loss of utility) Adding RLM to Random mixed gang (RLM is not primary dps, lack of synergy, loss of utility) Slower RLM Fits (can't control the engagement to make use of burst)
2. New Synergy Hit and Run compositions ("Alpha" fleets, other RLM) ASB fits Improved battle space management: Snakes, Links, Fancy Point, Long Range Web support
I think strangely enough, one of the biggest "problem" with New RLM is that the rest of the game doesn't support it that well.
Burst damage is very powerful, but RLM just don't have the damage to define a strong gang concept on its own while tools to control the engagement (enable escape/etc) is expensive and very powerful in other contexts already. If there were like, say, Rapid Medium Artillery or Ancillary long range webs or something crazy like that for RLM to be combined with then it'd obviously be good.
If RHML is actually made good then a gang concept could be built around it, but 900 dps burst without supporting missile bonuses is just bad."
I think that is a solid idea, introducing new types of 'burst' weapons with penalties is both interesting and opens up new types of game play.
But this should not be what the RLML becomes, it should remain as it is or its rate of fire mildly downgraded.
A burst weapon is a completely new idea that is being shoe horned into an existing weapon module, and we will lose what it had before, instead of gaining choice over a new module.
Take the shield cap fed boosting module. Its an entirely different module - its a CHOICE to go with that, OR a traditional shield booster.
With the RLML we are not getting that choice, we're getting this change and losing existing functionality.
Let me tell you - if CCP Rise had offered the 'Burst' weapon idea in its own individual form, it would have been welcomed with open arms, because it offers us, the players choice and changes the battlefield. In otherword fun.
Instead what CCP Rise is doing is effectively killing one weapon platform and replacing it with an entirely new model, that is bad design. Boldly going forward, still can't find reverse - name that tune kids! |

Michael Harari
Genos Occidere HYDRA RELOADED
870
|
Posted - 2013.11.12 22:19:00 -
[1152] - Quote
Malcanis wrote: the Quad Light Beam Lasers.
Quad light beam lasers are actually the best medium laser for brawling at 0. They have (with gleam) higher tracking and higher damage than med pulse lasers. |

Malcanis
Vanishing Point. The Initiative.
12358
|
Posted - 2013.11.12 22:19:00 -
[1153] - Quote
Zvaarian the Red wrote:Malcanis wrote:Kaeda Maxwell wrote:
I would like to point out that you promised to post your defences and views right here where we could respond to them. I've mostly (an early on post in this thread excluded )seen you defend these changes anywhere but here (TMC and Failheap come to mind readily), so if my 'snippy' comment makes you double down on that promise that will actually be much appreciated.
That's fair comment. I honestly did think that I'd actually posted in the first few pages of this thread, but a quick skim through the first half dozen shows me that I must have mixed that up with the FHC thread. Apologies. The tl;dr of my position on this change is that most fights don't occur between two stationary ships in an isolated constellation and who had no idea about what was going to happen. This change should and will reward smart tactics and piloting (to the extent that I'm trying to be discrete about my enthusiasm for the potential here in case Rise nerfs it back a bit), whilst penalising easy-mode frigate-murdering F1ing somewhat (and actually not even all that much) The hyperbole of people like Chessur is not only impossible to take seriously, but actively confirms my faith in my support. One recalls similar comments - and threats - in the Titan and Supercarrier nerf threads. On a tangential side note, one particular CSM member went to bat very hard indeed for the Cerb back when the HAC tiercide happened, and as a result it got a substantially better deal than it was going to. So the fact that the Cerb is so good - or OP, if you like - specifically with RLMLs is partly my doing in the first place. And what of the complete inflexibility of RLMLs in terms of damage type?
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.
1 Kings 12:11
|

Taoist Dragon
Bastion of Mad Behaviour
649
|
Posted - 2013.11.12 22:20:00 -
[1154] - Quote
Well after plugging the new RLML stats into my fave bellicose fit all I can say is bring it on! 
My ship was good before at killing T1 frigs. Now it's gonna go nuts. It is fast enough that I can control the battlespace while reloading my launchers and ASB while still holding point etc. YAR!!! That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
704
|
Posted - 2013.11.12 22:20:00 -
[1155] - Quote
maybe we shoudl go back to the concept that Dreads shoudl have target painters that was presented by a CCP dev some years ago. Its not much worse than this... at least would hamper the life of much less people since no one flies the phoenix anyway "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Michael Harari
Genos Occidere HYDRA RELOADED
870
|
Posted - 2013.11.12 22:20:00 -
[1156] - Quote
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. |

Malcanis
Vanishing Point. The Initiative.
12358
|
Posted - 2013.11.12 22:21:00 -
[1157] - Quote
Mhari Dson wrote:Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank?
You have succinctly summarised Rise's reason for making the change in the first place.
I argued very passionately against a flat RLML nerf; what we're seeing is the alternative he came up with.
1 Kings 12:11
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
704
|
Posted - 2013.11.12 22:22:00 -
[1158] - Quote
Taoist Dragon wrote:Well after plugging the new RLML stats into my fave bellicose fit all I can say is bring it on!  My ship was good before at killing T1 frigs. Now it's gonna go nuts. It is fast enough that I can control the battlespace while reloading my launchers and ASB while still holding point etc. YAR!!!
Calculate a bit more how much damage you can dish with 4 launchers. You wil have a hard time against a punisher well fit :) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Michael Harari
Genos Occidere HYDRA RELOADED
870
|
Posted - 2013.11.12 22:23:00 -
[1159] - Quote
Taoist Dragon wrote:Well after plugging the new RLML stats into my fave bellicose fit all I can say is bring it on!  My ship was good before at killing T1 frigs. Now it's gonna go nuts. It is fast enough that I can control the battlespace while reloading my launchers and ASB while still holding point etc. YAR!!!
Unless there is 1 more frigate than you can kill on a single clip (ie, 2 frigates, maybe 3 or 4 depending on fits). And then you get scrammed. For 40s. Better hope their heavy tackle is at least 50 AU out. |

Malcanis
Vanishing Point. The Initiative.
12358
|
Posted - 2013.11.12 22:23:00 -
[1160] - 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.
How does it compare to eg: a flat 15% RoF nerf for RLMLs?
1 Kings 12:11
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|

Chessur
Strontless Mistakes Fatal Ascension
250
|
Posted - 2013.11.12 22:24:00 -
[1161] - Quote
Malcanis wrote:Kaeda Maxwell wrote:
I would like to point out that you promised to post your defences and views right here where we could respond to them. I've mostly (an early on post in this thread excluded )seen you defend these changes anywhere but here (TMC and Failheap come to mind readily), so if my 'snippy' comment makes you double down on that promise that will actually be much appreciated.
That's fair comment. I honestly did think that I'd actually posted in the first few pages of this thread, but a quick skim through the first half dozen shows me that I must have mixed that up with the FHC thread. Apologies. The tl;dr of my position on this change is that most fights don't occur between two stationary ships in an isolated constellation and who had no idea about what was going to happen. This change should and will reward smart tactics and piloting (to the extent that I'm trying to be discrete about my enthusiasm for the potential here in case Rise nerfs it back a bit), whilst penalising easy-mode frigate-murdering F1ing somewhat (and actually not even all that much) The hyperbole of people like Chessur is not only impossible to take seriously, but actively confirms my faith in my support. One recalls similar comments - and threats - in the Titan and Supercarrier nerf threads. On a tangential side note, one particular CSM member went to bat very hard indeed for the Cerb back when the HAC tiercide happened, and as a result it got a substantially better deal than it was going to. So the fact that the Cerb is so good - or OP, if you like - specifically with RLMLs is partly my doing in the first place.
Hyperbole? Surely you're joking.
As someone who agrees with prom, your outlook and understanding of PvP is dubious at best.
I also find it funny that you have an extreamly small percentage of kills in RLML ships, and in small gnag / solo situations. Yet here you are, as pompous as ever coming into a thread and calling my arguments hyperbole? You have no experience to speak on the subject matter being posted.
My arguments are tehe reality, they are the meta. THese RLML changes completely ruin the weapon system ,adn I will never fit another RLML ship again. Your misinformed and obtuse views of PvP are what shape your willingness to defend this weapon system. 40 Seconds of reaload is not playable. Certainly when ammo switching is so important.
Get your collective bigoted veiwpoints out of your ass, and try to comprehend the rammifications of the new Rubicon warp mechanics, and a 40 second reload time after having a short clip.
If you can't even undersand that, there is simply no hope for you. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
704
|
Posted - 2013.11.12 22:25:00 -
[1162] - Quote
Malcanis wrote:Mhari Dson wrote:Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank?
You have succinctly summarised Rise's reason for making the change in the first place. I argued very passionately against a flat RLML nerf; what we're seeing is the alternative he came up with.
That could have been made far more bearable with a tiny change of 2 more charges ( allowing enough damage to kill a t2 frigate if you sekect any damage type that is not the most tanked on it) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
704
|
Posted - 2013.11.12 22:28:00 -
[1163] - Quote
Connall Tara wrote: 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. ^_^
Your scenario consist on firign on badly fit frigs that cannto avoid a single point of incomming damage? On real game You woudl kill just 1 frigate and half with your damage at most! (I do not count scenarios were you fire in noobs in horribly fit ships. These woudl die anyway no matter how much you nerf the module, I am thinking on really well fit targetts always)
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Michael Harari
Genos Occidere HYDRA RELOADED
871
|
Posted - 2013.11.12 22:29:00 -
[1164] - Quote
Malcanis wrote: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. How does it compare to eg: a flat 15% RoF nerf for RLMLs?
I would prefer that to this. Its the same dps nerf (less actually), but you dont get the staggering inflexibility of inability to change damage types, change to fofs, reload while jammed, reload while warping to/from a pounce.
With 40s reload you also cant shoot primary, shoot drones, etc |

Karle Tabot
State War Academy Caldari State
34
|
Posted - 2013.11.12 22:30:00 -
[1165] - Quote
My apologies for this short tangent, but I just wanted to thank those who posted to me in particular, and those who posted generally, but informatively, in this thread about this subject. It has been a lot of reading, but thanks to those posts I think I have learned a lot about this segment of pvp in a short time.
|

Anomaly One
Imperial Academy Amarr Empire
21
|
Posted - 2013.11.12 22:31:00 -
[1166] - Quote
In what world does a 40 sec reload timer considered fun or adding depth or gameplay, this is a horrible change and you are pretty much ignoring every single feedback provided by the community, hell the CSM can't provide why this is a good idea.
It is not good neither for the user or the receiver, it doesn't even make any sense, a BS weapon system can reload faster than a cruiser light weapon system.
It decreases the flexibility to add more dps, which is disadvantage since there's a reason why we choose AC and Missiles over the other weapon types, they provide this flexibility of dmg types, this change pretty much kills that.
Quote: The tl;dr of my position on this change is that most fights don't occur between two stationary ships in an isolated constellation and who had no idea about what was going to happen. This change should and will reward smart tactics and piloting (to the extent that I'm trying to be discrete about my enthusiasm for the potential here in case Rise nerfs it back a bit), whilst penalising easy-mode frigate-murdering F1ing somewhat (and actually not even all that much)
"tactics" as in go in murder a frig and gtfo for 40 secs. the change does nothing but cater to a very small niche type of gameplay and even then not that much, why would I use a caracal now instead of an omen, thorax, etc. except for very specific situations. You said it yourself this doesn't change the "easy-mode frigate-murdering " that much so this change is useless since it does nothing but make the RLML caracal bad in comparison to other ships. |

mynnna
GoonWaffe Goonswarm Federation
2152
|
Posted - 2013.11.12 22:33:00 -
[1167] - Quote
Quote:And before you say "use other weapons" the other missile choices that will fit on a cruiser are worse by much further degrees. Calculate damage application on HAM's and without a double web they can't keep up with lights. Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank?
"The other weapon systems cannot possibly compete without an absurd amount of extra support because the penalty against larger targets is so small and the upside against smaller targets is so big" is exactly why RLMLs are getting nerfed, yes. Member of the Goonswarm Economic Warfare Cabal |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
42
|
Posted - 2013.11.12 22:35:00 -
[1168] - Quote
Malcanis wrote:Zvaarian the Red wrote: And what of the complete inflexibility of RLMLs in terms of damage type?
Agreed that is a disadvantage... ... but there it is. BUT THERE IT IS      |

Viceorvirtue
The Hatchery Team Liquid
32
|
Posted - 2013.11.12 22:36:00 -
[1169] - Quote
A 10% rof nerf and a decent increase on powergrid would actually be great for rlm. It tones down the damage slightly while still alowing the ship using it to adapt to a changing situation. It would be massively better than poarizing the damage output in the way you have presently done.
I keep using the example of a frigate warping in mid fight while you have a low clip. This happens, people die and reship, they will get back in a new frigate and you will be stuck reloading. 40 seconds, as shown in the video is a long time, especially with the new warp changes. While you might be able to get similar dps with split weapons you are still ignoring the fact that light missiles especially because of their relatively low damage output (compared to pulse lasers and rails) need to be able to have the option of firing into a resist hole to actually deal the majority of their damage.
If you can not react to a changing situation in a ship, you have a very good reason not to fly the ship if you have any possible other option. |

Michael Harari
Genos Occidere HYDRA RELOADED
871
|
Posted - 2013.11.12 22:40:00 -
[1170] - Quote
mynnna wrote:Quote:And before you say "use other weapons" the other missile choices that will fit on a cruiser are worse by much further degrees. Calculate damage application on HAM's and without a double web they can't keep up with lights. Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank? "The other weapon systems cannot possibly compete without an absurd amount of extra support because the penalty against larger targets is so small and the upside against smaller targets is so big" is exactly why RLMLs are getting nerfed, yes.
http://pbrd.co/1anRRKG Drake vs cane, no links, no drugs, etc.
The high damage region to the left is with dual webs on the cane.
http://pbrd.co/1anS3JV Raven (fit pretty much as close to the drake as possible) and fury drake vs cane. Raven is not kin locked, is faster, has a heavy neut, etc.
And before you ask, dps with CN missiles is a bit higher at 384
Edit: Beam harb vs cane w/ maximal transversal. Notice how it does more damage at every single range, apart from the non-realistic very close range where a cane cannot actually mwd at max speed in an orbit. |
|

Malcanis
Vanishing Point. The Initiative.
12358
|
Posted - 2013.11.12 22:40:00 -
[1171] - Quote
Chessur wrote:
Hyperbole? Surely you're joking.
Maybe it was the other Chessur who posted
Chessur wrote: Welp there goes the:
Cerb Caracal Scythe Fleet Osprey Navy
1 Kings 12:11
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Ranger 1
Ranger Corp
4827
|
Posted - 2013.11.12 22:40:00 -
[1172] - Quote
Connall Tara wrote:so... despite various bits of better judgement i've come back here and decided to crunch some numbers. . ^_^
Sorry Connal, judging by your post being completely ignored apparently silly things like "math" and "facts" have no place in this debate.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Malcanis
Vanishing Point. The Initiative.
12358
|
Posted - 2013.11.12 22:41:00 -
[1173] - Quote
Quote mining: a respectable debate tactic.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
12358
|
Posted - 2013.11.12 22:42:00 -
[1174] - Quote
1 Kings 12:11
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mynnna
GoonWaffe Goonswarm Federation
2152
|
Posted - 2013.11.12 22:42:00 -
[1175] - Quote
Michael Harari wrote:mynnna wrote:Quote:And before you say "use other weapons" the other missile choices that will fit on a cruiser are worse by much further degrees. Calculate damage application on HAM's and without a double web they can't keep up with lights. Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank? "The other weapon systems cannot possibly compete without an absurd amount of extra support because the penalty against larger targets is so small and the upside against smaller targets is so big" is exactly why RLMLs are getting nerfed, yes. http://pbrd.co/1anRRKGDrake vs cane, no links, no drugs, etc. The high damage region to the left is with dual webs on the cane. http://pbrd.co/1anS3JVRaven (fit pretty much as close to the drake as possible) and fury drake vs cane. Raven is not kin locked, is faster, has a heavy neut, etc. And before you ask, dps with CN missiles is a bit higher at 384
If I'm going to ask anything it's "What do heavy missiles have to do with rapid light launchers", honestly.  Member of the Goonswarm Economic Warfare Cabal |

Ranger 1
Ranger Corp
4827
|
Posted - 2013.11.12 22:42:00 -
[1176] - Quote
Now where did I lay that quote by Rise saying that would be the first thing addressed in the point release... never mind, continue to ignore that inconvenient fact. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 22:43:00 -
[1177] - Quote
Malcanis wrote:Mhari Dson wrote:Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank?
You have succinctly summarised Rise's reason for making the change in the first place. I argued very passionately against a flat RLML nerf; what we're seeing is the alternative he came up with.
I'll take the mentioned 15% ROF nerf, it's still viable for application in that form. and yes the current TQ iteration is a bit too powerful and that'd bring it more in line with where it should be. There are points where a BLML would be an advantage as well and I'd like to see more of the system prior to it bieng the nailbat anal probe.
to summarize: Do Both |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
249
|
Posted - 2013.11.12 22:45:00 -
[1178] - Quote
Malcanis wrote: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. How does it compare to eg: a flat 15% RoF nerf for RLMLs?
Would have taken that over this. I would have resisted a little but it beats the inflexibility this new front loaded damage mechanic brings with it.
I would prolly even have take it in combination with a PG increase over this. For example on my caracal fit I could have given up my nano or even my dcu for a third bcu, or rigged differently.
The way it is now I don't exaggerate that the weapon becomes a non-option to me, 40 seconds downtime potentially in the middle of a fight on ships that have no or very small drone bays (like the Caracal/Naracal/Cerberus) is just to much of a handicap. Reliability is valued more then anything by most really small gang pvpers in both the people we fly with and in our fits, if we can't count on a ship to perform it's role 'right f-ing now' it is of no use, unlike 0.0 fleets and larger gangs we have no margin for error because that margin instantly kills us. |

Michael Harari
Genos Occidere HYDRA RELOADED
871
|
Posted - 2013.11.12 22:45:00 -
[1179] - Quote
mynnna wrote:Michael Harari wrote:mynnna wrote:Quote:And before you say "use other weapons" the other missile choices that will fit on a cruiser are worse by much further degrees. Calculate damage application on HAM's and without a double web they can't keep up with lights. Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank? "The other weapon systems cannot possibly compete without an absurd amount of extra support because the penalty against larger targets is so small and the upside against smaller targets is so big" is exactly why RLMLs are getting nerfed, yes. http://pbrd.co/1anRRKGDrake vs cane, no links, no drugs, etc. The high damage region to the left is with dual webs on the cane. http://pbrd.co/1anS3JVRaven (fit pretty much as close to the drake as possible) and fury drake vs cane. Raven is not kin locked, is faster, has a heavy neut, etc. And before you ask, dps with CN missiles is a bit higher at 384 If I'm going to ask anything it's "What do heavy missiles have to do with rapid light launchers", honestly. 
You are arguing that RLM are overpowered since HMLs are worse than them in most situations. This has to do with HMLs being worse than pretty much everyhing in most situations, and has nothing to do with RLMs.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
42
|
Posted - 2013.11.12 22:46:00 -
[1180] - Quote
Malcanis wrote:Quote mining: a respectable debate tactic. No, that's called summary. |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
24
|
Posted - 2013.11.12 22:47:00 -
[1181] - Quote
Malcanis wrote:Zvaarian the Red wrote:Malcanis wrote:Kaeda Maxwell wrote:
I would like to point out that you promised to post your defences and views right here where we could respond to them. I've mostly (an early on post in this thread excluded )seen you defend these changes anywhere but here (TMC and Failheap come to mind readily), so if my 'snippy' comment makes you double down on that promise that will actually be much appreciated.
That's fair comment. I honestly did think that I'd actually posted in the first few pages of this thread, but a quick skim through the first half dozen shows me that I must have mixed that up with the FHC thread. Apologies. The tl;dr of my position on this change is that most fights don't occur between two stationary ships in an isolated constellation and who had no idea about what was going to happen. This change should and will reward smart tactics and piloting (to the extent that I'm trying to be discrete about my enthusiasm for the potential here in case Rise nerfs it back a bit), whilst penalising easy-mode frigate-murdering F1ing somewhat (and actually not even all that much) The hyperbole of people like Chessur is not only impossible to take seriously, but actively confirms my faith in my support. One recalls similar comments - and threats - in the Titan and Supercarrier nerf threads. On a tangential side note, one particular CSM member went to bat very hard indeed for the Cerb back when the HAC tiercide happened, and as a result it got a substantially better deal than it was going to. So the fact that the Cerb is so good - or OP, if you like - specifically with RLMLs is partly my doing in the first place. And what of the complete inflexibility of RLMLs in terms of damage type? 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.
In which case you get a flat DPS nerf and still suffer from poor flexibility in damage types, though to a lesser degree. You still won't be able to select ammo efficiently to hit a T2 frig's resist weakness (if one shows up that neither of your ammo types are good against) in which case you'll still be better off unloading everything as fast as possible and hoping for the best. So total inflexibility with a burst DPS buff or poor flexibility with a straight DPS nerf? Wow, what wonderful choices.
And let's extend this conversation to RHMLs, since they are getting mostly ignored in this debate. What is the point of these things at this point? They have all the well-documented weaknesses of HMs, don't benefit from range or explosion bonuses, and suffer from all the inflexibility issues mentioned above. How can you justify supporting the latest version of these things? |

Connall Tara
Conquering Darkness
105
|
Posted - 2013.11.12 22:47:00 -
[1182] - Quote
Kagura Nikon wrote:Connall Tara wrote: 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. ^_^ Your scenario consist on firign on badly fit frigs that cannto avoid a single point of incomming damage? On real game You woudl kill just 1 frigate and half with your damage at most! (I do not count scenarios were you fire in noobs in horribly fit ships. These woudl die anyway no matter how much you nerf the module, I am thinking on really well fit targetts always)
so... with 20450 damage you can only kill 1 frigate and a half.
but with 23130 damage you'll kill more than that?
please enlighten me more about how 3130 is another half of a frigate in the same time frame, I'd love to know more ^^ Fly reckless cohost and all round bad pilot o7
Naomi Knight - "You must be CCP Rise alt , that would explain everything" |

Ganthrithor
GoonWaffe Goonswarm Federation
759
|
Posted - 2013.11.12 22:48:00 -
[1183] - Quote
mynnna wrote:Quote:And before you say "use other weapons" the other missile choices that will fit on a cruiser are worse by much further degrees. Calculate damage application on HAM's and without a double web they can't keep up with lights. Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank? "The other weapon systems cannot possibly compete without an absurd amount of extra support because the penalty against larger targets is so small and the upside against smaller targets is so big" is exactly why RLMLs are getting nerfed, yes.
I'd rather see them nerfed by straight-up reducing their damage (not application-- so that they reliably do medium DPS to small targets, but will always be inferior in terms of DPS compared to their bigger counterparts when used on on-size or bigger targets) than by increasing burst DPS and giving them a horrific reload. Rise's plan will only make gimmick fits (think Caracal with oversized ASB and RLMLs for jumping into a camp and killing a dictor / Daredevil or two before it explodes-- sort of like what people already do with Thrashers and that sort of thing) more potent while not providing a viable option for anyone who needs their ship to perform for more than 50 seconds at a time.
Basically Rise's plan fits into the whole theme of confining ships to "burst" type fittings for PvP. The concept was dumb enough for tanking and I'd really prefer if it didn't bleed over into weapons as well. The new RLMLs will be almost as dumb as giving cruisers an 800 dps, capless burst tank... |

Ranger 1
Ranger Corp
4828
|
Posted - 2013.11.12 22:48:00 -
[1184] - Quote
I would not have thought it possible, but it seems a large section of the community either has completely forgotten how to properly apply hit and run tactics... or simply never understood how to do it in the first place. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Michael Harari
Genos Occidere HYDRA RELOADED
871
|
Posted - 2013.11.12 22:51:00 -
[1185] - Quote
Hmls vs cane, compared to medium beam laser naga (no, not a typo)
http://pbrd.co/1anTbgz
Edit: Naga is using IN standard, which most closely matches the drakes performance. With proper ammo selection, it does more dps at every range, except between 43km and however far the drake can shoot (about 60km in general) |

Morwennon
Aliastra Gallente Federation
31
|
Posted - 2013.11.12 22:54:00 -
[1186] - Quote
Quote: HMLs aren't much good, but that's nothing to do with the strength of RLMLs, it's because HMLs are colossal turdpiles that are outperformed by just about every alternative, including the various long-range medium turrets, the other medium missile types, scorch M, and typing bad words in local. |

Chessur
Strontless Mistakes Fatal Ascension
251
|
Posted - 2013.11.12 22:54:00 -
[1187] - Quote
Malcanis wrote:Chessur wrote:
Hyperbole? Surely you're joking.
Maybe it was the other Chessur who postedChessur wrote: Welp there goes the:
Cerb Caracal Scythe Fleet Osprey Navy
Quote the entire post.
Quote:Welp there goes the:
Cerb Caracal Scythe Fleet Osprey Navy
Gotta love CCP for coming up with fail, upon more fail. They destroy HML and HAM with nerfs, and then are shocked when everyone goes back to RLML's. So clearly something must be wrong with RLMLs- better nerf those as well.
40 second reload time is an eternity. The inability to switch damage types based on the ships you are fighting, is really big problem. So too is not being able to switch misisle types between ships / ECM. Rise infuriates me.
That is not hyperbole. HMLs / HAMs are horrible weapon systems, and those ships provide ZERO application bonuses.
40 seconds reload time is not playable. I stand by this post, and the critisisms that I have been posting since this thread arrived.
Again Mclanis: Get your obtuse views out of your ass. If you seriously think that 40 seconds of reload is playable- I want to hear it, so i can quote it later for posterity, as a shining example of how poorly you understand small gang / solo pvp.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
42
|
Posted - 2013.11.12 22:55:00 -
[1188] - Quote
Ranger 1 wrote:Now where did I lay that quote by Rise saying that would be the first thing addressed in the point release... never mind, continue to ignore that inconvenient fact. No need, I remember that he did but the second question would be WHEN exactly? Soon(TM) is not good enough. Why not fixing it first and THEN deliver it, why rushing so much? |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
24
|
Posted - 2013.11.12 22:56:00 -
[1189] - Quote
Ranger 1 wrote:I would not have thought it possible, but it seems a large section of the community either has completely forgotten how to properly apply hit and run tactics... or simply never understood how to do it in the first place.
Or simply doesn't want to be forced into it with fits they've been using for entirely different purposes. And keep in mind that hit and run tactics require the whole fleet to adopt the same approach or you're going to have hit and run RLML ships warping off and leaving the sustained battle ships behind to fend for themselves for 40s at a time. |

Bouh Revetoile
TIPIAKS
420
|
Posted - 2013.11.12 22:58:00 -
[1190] - Quote
Viceorvirtue wrote:A 10% rof nerf and a decent increase on powergrid would actually be great for rlm. It tones down the damage slightly while still alowing the ship using it to adapt to a changing situation. It would be massively better than poarizing the damage output in the way you have presently done.
I keep using the example of a frigate warping in mid fight while you have a low clip. This happens, people die and reship, they will get back in a new frigate and you will be stuck reloading. 40 seconds, as shown in the video is a long time, especially with the new warp changes. While you might be able to get similar dps with split weapons you are still ignoring the fact that light missiles especially because of their relatively low damage output (compared to pulse lasers and rails) need to be able to have the option of firing into a resist hole to actually deal the majority of their damage.
If you can not react to a changing situation in a ship, you have a very good reason not to fly the ship if you have any possible other option. You keep saying this, but what you are hiding is that you are low on clip because you already killed one or two of the ennemy frigates on field, and this faster than before.
In your situation, with old RLML, you would still be shooting the first frigate when renforcement arrive.
This is in fact exactly the situation where burst RLML are better than before : you can kill an ennemy or two before renforcement arrive and turn the tide of a battle. And I'm not talking huge blob here but guerilla warfare with 5+-3 people on each side, and not necessarily on equal numbers.
Killing VERY fast and gtfo is the key here, no matter a 40s reload because you would die if you stay anyway, no matter how many ammo you have left in your hold ; but everyone here know it I guess... I mean, I'm probably the worst at EVE pvp here so I guess everybody already know about guerilla warfare.
And finaly, the difference with rail Thorax or Omen is that if a frigate come near you you are not harmless and awaiting for a certain death because missiles don't have tracking. Not to mention that Omen and Thorax will have a lot less tank than your RLML Caracal.
Oh, and the blabla about the resist hole is absolute crap. Missiles have low base dps because they apply it a lot more consistently. I doubt a railgun Thorax will apply more than 50% of its dps more than 50% of the time against frigates, and that lead to an effective dps of 25% of the paper dps.
But I know, I'm very bad a EVE, or I would be able to perfectly pilote my ship to have 0 (not low, 0, or dps will fall) transversal to all ship I fire at. Frigates are not that fast after all and AB certainly don't affect turrets... |
|

Michael Harari
Genos Occidere HYDRA RELOADED
871
|
Posted - 2013.11.12 22:58:00 -
[1191] - Quote
Zvaarian the Red wrote:Ranger 1 wrote:I would not have thought it possible, but it seems a large section of the community either has completely forgotten how to properly apply hit and run tactics... or simply never understood how to do it in the first place. Or simply doesn't want to be forced into it with fits they've been using for entirely different purposes. And keep in mind that hit and run tactics require the whole fleet to adopt the same approach or you're going to have hit and run RLML ships warping off and leaving the sustained battle ships behind to fend for themselves for 40s at a time.
Or people will use ships that can do hit and run but with like 3-15x the volley damage (arty ruptures, up to arty nados) |

Ranger 1
Ranger Corp
4829
|
Posted - 2013.11.12 23:00:00 -
[1192] - Quote
Niena Nuamzzar wrote:Ranger 1 wrote:Now where did I lay that quote by Rise saying that would be the first thing addressed in the point release... never mind, continue to ignore that inconvenient fact. No need, I remember that he did but the second question would be WHEN exactly? Soon(TM) is not good enough. Why not fixing it first and THEN deliver it, why rushing so much? Fair question. Apparently they are pretty confident in the concept as a whole, but wish some time with it live before putting the final polish on it. Separating "Reload" from "Change Ammo" in the code will probably take a bit more time than is available before release. Point releases typically don't take long to come out.
Personally I'd rather see the system in place sooner rather than later, but either way works for me. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 23:02:00 -
[1193] - Quote
mynnna wrote:Michael Harari wrote:mynnna wrote:Quote:And before you say "use other weapons" the other missile choices that will fit on a cruiser are worse by much further degrees. Calculate damage application on HAM's and without a double web they can't keep up with lights. Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank? "The other weapon systems cannot possibly compete without an absurd amount of extra support because the penalty against larger targets is so small and the upside against smaller targets is so big" is exactly why RLMLs are getting nerfed, yes. http://pbrd.co/1anRRKGDrake vs cane, no links, no drugs, etc. The high damage region to the left is with dual webs on the cane. http://pbrd.co/1anS3JVRaven (fit pretty much as close to the drake as possible) and fury drake vs cane. Raven is not kin locked, is faster, has a heavy neut, etc. And before you ask, dps with CN missiles is a bit higher at 384 If I'm going to ask anything it's "What do heavy missiles have to do with rapid light launchers", honestly. 
The obvious association of bieng the other 2 weapons systems available to cruiser pilots, do some number crunching and you'll find what we've mentioned multiple times over the last 59 pages. RLML's are bieng chosen because they apply their damage well whereas HAM's are mediocre, and heavies don't apply well to anything under a battleship (excepting stationary targets). Compare HML/HAM to the other medium weapon equivalents and you'll find yourself looking at a scenario where you ask yourself why missiles exsist in this size class.
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
24
|
Posted - 2013.11.12 23:03:00 -
[1194] - Quote
Michael Harari wrote:Zvaarian the Red wrote:Ranger 1 wrote:I would not have thought it possible, but it seems a large section of the community either has completely forgotten how to properly apply hit and run tactics... or simply never understood how to do it in the first place. Or simply doesn't want to be forced into it with fits they've been using for entirely different purposes. And keep in mind that hit and run tactics require the whole fleet to adopt the same approach or you're going to have hit and run RLML ships warping off and leaving the sustained battle ships behind to fend for themselves for 40s at a time. Or people will use ships that can do hit and run but with like 3-15x the volley damage (arty ruptures, up to arty nados)
Another good point. |

Morwennon
Aliastra Gallente Federation
31
|
Posted - 2013.11.12 23:04:00 -
[1195] - Quote
Connall Tara wrote:innumeracy
Your numbers are all wrong. Your fury caracal does 1008 damage per volley. Assuming for convenience that the missiles hit instantly:
New RLM caracal: 18 volleys in 50 seconds followed by 40 seconds of reload. 18*1008 = 18144 damage, so 202 dps over 90 seconds
Old RLM caracal (3 BCS)
ROF = 3.79s so you get 90/3.79 = 23.7 volleys in over the 90 seconds. Rounding down, that's 23*1008 = 23184 damage or 258 dps
Compared to the current caracal, the new one loses 22% of its sustained dps, or a little more than 5k damage over 90 seconds.
gj on using maths bro u r reel smrt |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
153
|
Posted - 2013.11.12 23:04:00 -
[1196] - Quote
CCP Rise wrote: 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.
This is a ******** thing to do. You have your feedback and yet you're ignoring it, going to other sources to validate your false belief, or trying to handwave off the overwhelming negativity. You're a smarter person than this, Rise- ******* act like it.
Quote: 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. Except they aren't. They're rather weak compared to other weapons systems. Compared to other missiles, yes they are currently better because the other missiles have horrid DAMAGE APPLICATION- not theoretic dps, but the actual, practical application.
Quote: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. You're looking at missile use in too much of a vacuum and ignoring the context they're used it. Use will stay high because: -They've long been used (word of mouth and recommendations on what to train will hold out over long periods of time). -They require less understanding of eve mechanics in general- that is, one needn't really understand falloff, tracking, etc... to be able to use them to better effect than just being blindly ignorant of the way turrets work would have. -People have favorite weapon types that they can be very reluctant to train out of, or when they have trained others to even use.
Use is a factor to look at, for sure, but it is not the be-all-end-all of determining balance. You have to look for potential biasing factors and you have to look at their damage projection and application in comparison to other weapons systems.
Quote: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. MIXED IN THIS THREAD? Are you ******* blind? 90-10 is not "mixed."
Quote: 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. This is a terrible approach and you guys have to ******* stop doing it. It's poisonous and lazy. Figure this **** out before shoveling the mechanic in or you damage your user's faith in you.
Quote: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). Introduce a different module or set of modules then? RLMLs are one of the few missile systems actually capable of doing what they should, but instead of recognizing that you flatly label them as "OP" and ignore feedback while only seeking confirmation for your own view.
|

Kat Ayclism
Habitual Euthanasia Pandemic Legion
153
|
Posted - 2013.11.12 23:06:00 -
[1197] - Quote
CCP Rise wrote: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. I would never suggest that you don't play. I know for a fact that you do, this is why I personally hold you to a much higher standard than I would otherwise. I, however, am quite aware that you're attached to your pet project and can see the confirmation bias in even this post from you. |

June Ting
Valkyries of Night Of Sound Mind
56
|
Posted - 2013.11.12 23:07:00 -
[1198] - Quote
Replace 5% RLML ROF bonus on Caracal and Bellicose with 7.5% RLML reload time bonus? It's really odd that the reload time dominates the performance of the RLML module, but that there is no set of skills that will mitigate the impact of the reload. I fight for the freedom of my people. |

Adwokat Diabla
ElitistOps Pandemic Legion
16
|
Posted - 2013.11.12 23:08:00 -
[1199] - Quote
Michael Harari wrote:Hmls vs cane, compared to medium beam laser naga (no, not a typo) http://pbrd.co/1anTbgzEdit: Naga is using IN standard, which most closely matches the drakes performance. With proper ammo selection, it does more dps at every range, except between 43km and however far the drake can shoot (about 60km in general)
iT'S ALL ABOUT THE HEAVY BEAM NAGA
WOOOOOOOT |

Ranger 1
Ranger Corp
4829
|
Posted - 2013.11.12 23:08:00 -
[1200] - Quote
Michael Harari wrote:Zvaarian the Red wrote:Ranger 1 wrote:I would not have thought it possible, but it seems a large section of the community either has completely forgotten how to properly apply hit and run tactics... or simply never understood how to do it in the first place. Or simply doesn't want to be forced into it with fits they've been using for entirely different purposes. And keep in mind that hit and run tactics require the whole fleet to adopt the same approach or you're going to have hit and run RLML ships warping off and leaving the sustained battle ships behind to fend for themselves for 40s at a time. Or people will use ships that can do hit and run but with like 3-15x the volley damage (arty ruptures, up to arty nados) Most of the arguments against center on the scenario of tacklers being on top of the hit and run group immediately... where your arty Ruptures and arty Nado's will be at a distinct disadvantage.
If I were in a group like that I'd absolutely want some missile boats with burst capability with me keeping the small fry off of me.
To look at it another way, if I'm in a group of 5 Caracals vs a group of say 10 mixed vessels of all sizes, the new systems gives me a distinct advantage over a that same group with a straight nerf applied. Starting with the smaller and/or lightly tanked vessels in the group your burst damage allows you to come in, take out a target or two VERY quickly, and leave to rinse and repeat. Only against the most heavily tanked larger ships in the opposing group will you begin to be at any sort of disadvantage... and by then you've cleared out the riff raff. Or, of course, you simply leave as those heavy vessels weren't what you were hunting to begin with.
Seriously, are people's memories that short.... To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

Kaeda Maxwell
Calamitous-Intent Feign Disorder
250
|
Posted - 2013.11.12 23:10:00 -
[1201] - Quote
Bouh Revetoile wrote:Viceorvirtue wrote:A 10% rof nerf and a decent increase on powergrid would actually be great for rlm. It tones down the damage slightly while still alowing the ship using it to adapt to a changing situation. It would be massively better than poarizing the damage output in the way you have presently done.
I keep using the example of a frigate warping in mid fight while you have a low clip. This happens, people die and reship, they will get back in a new frigate and you will be stuck reloading. 40 seconds, as shown in the video is a long time, especially with the new warp changes. While you might be able to get similar dps with split weapons you are still ignoring the fact that light missiles especially because of their relatively low damage output (compared to pulse lasers and rails) need to be able to have the option of firing into a resist hole to actually deal the majority of their damage.
If you can not react to a changing situation in a ship, you have a very good reason not to fly the ship if you have any possible other option. Killing VERY fast and gtfo is the key here, no matter a 40s reload because you would die if you stay anyway, no matter how many ammo you have left in your hold ; but everyone here know it I guess... I mean, I'm probably the worst at EVE pvp here so I guess everybody already know about guerilla warfare.
Having me and a buddy on the field forces an enemy gang to make very different decisions from them having just him on the field after I had to bug out because my clip is empty. If say I'm a continued (albeit lower dps) threat they still need to burn for me and deal with me which can very well create opportunities for my buddy. Even if I stay with an empty clip I'm no threat for 40 seconds allowing them to make very different calls.
Quote:And finaly, the difference with rail Thorax or Omen is that if a frigate come near you you are not harmless and awaiting for a certain death because missiles don't have tracking. Not to mention that Omen and Thorax will have a lot less tank than your RLML Caracal.
But those ships have a 50m3 and 25m3 drone bay respectively, both can still do something against frigs when their weapons can't track especially if they have a web. Alternatively they can use things like drop boosters to restore their tracking to a degree. (Missiles have crash but the issue with Heavies is explosion velocity much more then radius so sadly that boat doesnt fly :( )
Quote:But I know, I'm very bad a EVE, or I would be able to perfectly pilote my ship to have 0 (not low, 0, or dps will fall) transversal to all ship I fire at. Frigates are not that fast after all and AB certainly don't affect turrets...
I won't say you're bad at EVE I've never flow with or to my knowledge against you, so I have no way to judge that. And besides how great of a pilot you are or aren't has no bearing on whether a weapon system is good or not anyway. A great pilot will do better with any weapon system and a poor pilot poorer. |

Eli Green
The Arrow Project
770
|
Posted - 2013.11.12 23:10:00 -
[1202] - Quote
Ranger 1 wrote:I would not have thought it possible, but it seems a large section of the community either has completely forgotten how to properly apply hit and run tactics... or simply never understood how to do it in the first place.
It's called artillery. wumbo |

Patri Andari
Thukker Tribe Antiquities Importer
108
|
Posted - 2013.11.12 23:10:00 -
[1203] - 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.
If it was a problem you noticed "weeks ago," why was it not placed in its own thread? I do not recall any thread addressing RLML before this one. If I am wrong please link it
That being the case THAT IS WHERE "the idea comes from that this plan came out of thin air in a few days" COMES FROM.
Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown |

Taoist Dragon
Bastion of Mad Behaviour
649
|
Posted - 2013.11.12 23:11:00 -
[1204] - Quote
LOL I'm am truely surprised by how many people are so butthurt that they will no longer be able WTFBBPWN frig gangs with a single RLML cruiser....
Aw go cry a river somewhere else. Name another frig killing cruiser that uses turrets that are as effective as RLML ones? There aren't simple as that. Medium sized turrets have majore drawback when attacking small ship classes. The new RLML will still have good damage application to smaller ship but now you will have to think tactically rather than just pushing keep at range and F1.
Adapt or die!
Actually no don't adapt and die lots more  That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Michael Harari
Genos Occidere HYDRA RELOADED
871
|
Posted - 2013.11.12 23:14:00 -
[1205] - Quote
Taoist Dragon wrote:Adapt or die! Actually no don't adapt and die lots more 
Many many people have already said they plan to abandon RLMs, and caracal hulls in general entirely, in favor of ships that kill frigs without being useless half the time. |

Arthur Aihaken
The.VOID
516
|
Posted - 2013.11.12 23:14:00 -
[1206] - Quote
Zvaarian the Red wrote:And let's extend this conversation to RHMLs, since they are getting mostly ignored in this debate. What is the point of these things at this point? They have all the well-documented weaknesses of HMs, don't benefit from range or explosion bonuses, and suffer from all the inflexibility issues mentioned above. RHMLs are going to totally rock on Ravens for L4s. As for PvP, battleships are basically dead post-Rubicon anyway - so I don't think it matters what benefit or detriment RHMLs have there. I am currently away, traveling through time and will be returning last week. |

Adwokat Diabla
ElitistOps Pandemic Legion
16
|
Posted - 2013.11.12 23:16:00 -
[1207] - Quote
This does not make sense. Nobody in nullsec uses rapid lights except for small gangs. When PL tried it we quickly realized drones were much better, so I don't even understand what you are trying to accomplish. Everybody has switched over to rail tengus. Nobody really uses missiles, rapid light fleets just aren't a thing anymore. |

Viceorvirtue
The Hatchery Team Liquid
32
|
Posted - 2013.11.12 23:16:00 -
[1208] - Quote
@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. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
25
|
Posted - 2013.11.12 23:17:00 -
[1209] - Quote
June Ting wrote:Replace 5% RLML ROF bonus on Caracal and Bellicose with 7.5% RLML reload time bonus? It's really odd that the reload time dominates the performance of the RLML module, but that there is no set of skills that will mitigate the impact of the reload.
This is another issue with these changes that has not been emphasized enough. There is no way to mitigate the stupidly slow reload times like there is with the slow firing rates of artillery. On top of that, RoF bonuses will be much, much less desirable with these things than straight damage bonuses. |

Chessur
Strontless Mistakes Fatal Ascension
251
|
Posted - 2013.11.12 23:17:00 -
[1210] - Quote
Taoist Dragon wrote:LOL I'm am truely surprised by how many people are so butthurt that they will no longer be able WTFBBPWN frig gangs with a single RLML cruiser.... Aw go cry a river somewhere else. Name another frig killing cruiser that uses turrets that are as effective as RLML ones? There aren't simple as that. Medium sized turrets have majore drawback when attacking small ship classes. The new RLML will still have good damage application to smaller ship but now you will have to think tactically rather than just pushing keep at range and F1. Adapt or die! Actually no don't adapt and die lots more 
Yah.... How about, you are wrong.
Nomen, Zealot, Rail diemos, Rail thorax, Rail Exq Navy, Oracle, Cynabal, Omen, Ishtar, Navy Vexor All of those ships destroy light tackle. |
|

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.12 23:18:00 -
[1211] - Quote
Heck with it.. Imma play on SiSi and figure out wtf is going on. Devs deserve that much. It's really weird concept, tbh. I always saw guided missiles as better sustained dmg, and rockets, torps and the like as busty err bursty.
Next time, can y'all at least consider HAMs for this?  I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Skoaler
Sicarius. The Cursed Few
0
|
Posted - 2013.11.12 23:18:00 -
[1212] - Quote
Wouldn't keeping the the rapid light missile launchers capacity and reload time the same but a flat 10-20% nerf in ROF coupled with an in increase of say 25-35% or so overheated rate of fire balance out better. As well as a tweaked structure hitpoint and heat damage per a cycle to give the desired 50 second burst feature work out better? This would eliminate the downtime from reloading but give the desired burst damage without substantially changing the rapid light missile system. I'm sure my %'s aren't spot on but could be adjusted to better suit the idea. Any comments on the idea? |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
250
|
Posted - 2013.11.12 23:19:00 -
[1213] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:And let's extend this conversation to RHMLs, since they are getting mostly ignored in this debate. What is the point of these things at this point? They have all the well-documented weaknesses of HMs, don't benefit from range or explosion bonuses, and suffer from all the inflexibility issues mentioned above. RHMLs are going to totally rock on Ravens for L4s. As for PvP, battleships are basically dead post-Rubicon anyway - so I don't think it matters what benefit or detriment RHMLs have there.
I see no reason not to fly battleships in PvP post rubicon, not everybody flies in environments with bubbles and even there I see plenty of opportunities for battleships to still be fun and useful.
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
25
|
Posted - 2013.11.12 23:19:00 -
[1214] - Quote
Viceorvirtue wrote:@bouh: My example was more specifically geared towards if I were to engage another cruiser and it calls its friends
Of course you will never want to engage another cruiser with these things which is the entire point of these changes. Never mind that turret cruisers aren't forced to make a definitive choice like that, and are more than capable of being fitted for fighting cruisers and frigates at the same time. |

Adwokat Diabla
ElitistOps Pandemic Legion
16
|
Posted - 2013.11.12 23:22:00 -
[1215] - Quote
Taoist Dragon wrote:LOL I'm am truely surprised by how many people are so butthurt that they will no longer be able WTFBBPWN frig gangs with a single RLML cruiser.... Aw go cry a river somewhere else. Name another frig killing cruiser that uses turrets that are as effective as RLML ones? There aren't simple as that. Medium sized turrets have majore drawback when attacking small ship classes. The new RLML will still have good damage application to smaller ship but now you will have to think tactically rather than just pushing keep at range and F1. Adapt or die! Actually no don't adapt and die lots more 
People will adapt like we did by not flying ****** ships. lol |

Arthur Aihaken
The.VOID
517
|
Posted - 2013.11.12 23:24:00 -
[1216] - Quote
Kaeda Maxwell wrote:I see no reason not to fly battleships in PvP post rubicon, not everybody flies in environments with bubbles and even there I see plenty of opportunities for battleships to still be fun and useful. Blobs, sure. But solo - they're finished with the new warp speed mechanics. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
25
|
Posted - 2013.11.12 23:24:00 -
[1217] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:And let's extend this conversation to RHMLs, since they are getting mostly ignored in this debate. What is the point of these things at this point? They have all the well-documented weaknesses of HMs, don't benefit from range or explosion bonuses, and suffer from all the inflexibility issues mentioned above. RHMLs are going to totally rock on Ravens for L4s. As for PvP, battleships are basically dead post-Rubicon anyway - so I don't think it matters what benefit or detriment RHMLs have there.
Ravens only get one bonus for RHMLs, and the range of many fights in L4 missions is going to really make you miss the other one. Besides, Ravens already have no issues with L4 missions. I would really hope there are more uses than that for RHMLs, though I'm pretty sure there won't be. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
25
|
Posted - 2013.11.12 23:26:00 -
[1218] - Quote
Arthur Aihaken wrote:Kaeda Maxwell wrote:I see no reason not to fly battleships in PvP post rubicon, not everybody flies in environments with bubbles and even there I see plenty of opportunities for battleships to still be fun and useful. Blobs, sure. But solo - they're finished with the new warp speed mechanics.
Seems CCP only wants blobs to be honest. |

Adwokat Diabla
ElitistOps Pandemic Legion
16
|
Posted - 2013.11.12 23:30:00 -
[1219] - Quote
Arthur Aihaken wrote:Kaeda Maxwell wrote:I see no reason not to fly battleships in PvP post rubicon, not everybody flies in environments with bubbles and even there I see plenty of opportunities for battleships to still be fun and useful. Blobs, sure. But solo - they're finished with the new warp speed mechanics.
Solo BS lol
As if that was ever a thing |

Arthur Aihaken
The.VOID
517
|
Posted - 2013.11.12 23:31:00 -
[1220] - Quote
Zvaarian the Red wrote:Ravens only get one bonus for RHMLs, and the range of many fights in L4 missions is going to really make you miss the other one. Besides, Ravens already have no issues with L4 missions. I would really hope there are more uses than that for RHMLs, though I'm pretty sure there won't be. True, but that's at least one that counts - and it's still better than zero bonuses on the Navy Raven. Yes, Ravens are already rock L4s - I meant they're going to be even better now. Same effective DPS as cruise with more explosion velocity and less than half the explosion radius of cruise missiles. Three hydraulic rigs will push these to almost 100km, which is more than enough for any L4. Officer RHML versions should have a nice ammunition supply (something not available to RLMLs). I am currently away, traveling through time and will be returning last week. |
|

Kaeda Maxwell
Calamitous-Intent Feign Disorder
250
|
Posted - 2013.11.12 23:32:00 -
[1221] - Quote
Arthur Aihaken wrote:Kaeda Maxwell wrote:I see no reason not to fly battleships in PvP post rubicon, not everybody flies in environments with bubbles and even there I see plenty of opportunities for battleships to still be fun and useful. Blobs, sure. But solo - they're finished with the new warp speed mechanics.
Pretty sure I can still use gate aggression mechanics in lowsec post rubicon, also quite sure I can still look an 'innocent carebear just running his DED plex (that you conveniently can't cyno into and allows me to get setup in a cleared room :P) post rubicon.
I get that people are concerned about the warp speed changes affecting battleships, but I'm not ready to buy into this 'the end of solo battleships' gospel quite yet. But lets not go so horribly off-topic  |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
154
|
Posted - 2013.11.12 23:32:00 -
[1222] - Quote
CCP Rise wrote: I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread. In the past when I've gotten negative feedback which is backed with well articulated arguments I don't hesitate to make changes (see industrial rebalance, electronic attack frig rebalance, battleship rebalance), but in this thread the majority of complaint is very disorganized and unhelpful, that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here.
"I'm not just ignoring negative feedback but I'm ignoring negative feedback because it's not presented how *I* want it to be."
This is silly and just wordplay on your part. You're intelligent enough to understand why this is a terrible argument.
We all know that you've got your pride wrapped into your project- it's fair enough to do so, but not at the cost of you choosing to ignore the negative feedback in such a juvenile manner. |

Arthur Aihaken
The.VOID
517
|
Posted - 2013.11.12 23:33:00 -
[1223] - Quote
Kaeda Maxwell wrote:I get that people are concerned about the warp speed changes affecting battleships, but I'm not ready to buy into this 'the end of solo battleships' gospel quite yet. But lets not go so horribly off-topic  Time will tell. We'll have to see how it plays out with the new warp speed implants. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
25
|
Posted - 2013.11.12 23:34:00 -
[1224] - Quote
Kat Ayclism wrote:CCP Rise wrote: I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread. In the past when I've gotten negative feedback which is backed with well articulated arguments I don't hesitate to make changes (see industrial rebalance, electronic attack frig rebalance, battleship rebalance), but in this thread the majority of complaint is very disorganized and unhelpful, that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here.
"I'm not just ignoring negative feedback but I'm ignoring negative feedback because it's not presented how *I* want it to be." This is silly and just wordplay on your part. You're intelligent enough to understand why this is a terrible argument. We all know that you've got your pride wrapped into your project- it's fair enough to do so, but not at the cost of you choosing to ignore the negative feedback in such a juvenile manner.
Based on his purely dismissive responses in this thread I think it's rather obvious you are wasting your time with the whole "you are better than that" approach. |

Utopa Kashuken
Rotten Kimchi Squadron Brothers of Tangra
11
|
Posted - 2013.11.12 23:36:00 -
[1225] - Quote
CCP Rise wrote:
I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread. In the past when I've gotten negative feedback which is backed with well articulated arguments I don't hesitate to make changes (see industrial rebalance, electronic attack frig rebalance, battleship rebalance), but in this thread the majority of complaint is very disorganized and unhelpful, that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here.
Plz dont forget - Scourge missiles are many. T1, T2 fury, T2 precision, and Factions...
If you still think kinetic bonus makes no need change ammo, well...
How about shoot frigate by using T2 fury? 
|

Michael Harari
Genos Occidere HYDRA RELOADED
879
|
Posted - 2013.11.12 23:42:00 -
[1226] - Quote
Utopa Kashuken wrote:CCP Rise wrote:
I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread. In the past when I've gotten negative feedback which is backed with well articulated arguments I don't hesitate to make changes (see industrial rebalance, electronic attack frig rebalance, battleship rebalance), but in this thread the majority of complaint is very disorganized and unhelpful, that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here.
Plz dont forget - Scourge missiles are many. T1, T2 fury, T2 precision, and Factions... If you still think kinetic bonus makes no need change ammo, well... How about shoot frigate by using T2 fury? 
And fofs.
|

Adwokat Diabla
ElitistOps Pandemic Legion
16
|
Posted - 2013.11.12 23:44:00 -
[1227] - Quote
The problem with any rapid light fleet doctrine in a big blob nullsec fleet is that it already does not do enough damage. It is why you see a massive proliferation of things like rail tengus, domis, geddons, navy apocs. Essentially, things that have guns have much better dps and projection so rapid light based ships are only going to be those designed to kill small, otherwise useless crap that small gangs are so fond of killing.
It does not affect me mind you, but I just don't understand why you would feel this is necessary. I honestly find it confusing. |

Kat Ayclism
Habitual Euthanasia Pandemic Legion
154
|
Posted - 2013.11.12 23:46:00 -
[1228] - Quote
Zvaarian the Red wrote:Kat Ayclism wrote:CCP Rise wrote: I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread. In the past when I've gotten negative feedback which is backed with well articulated arguments I don't hesitate to make changes (see industrial rebalance, electronic attack frig rebalance, battleship rebalance), but in this thread the majority of complaint is very disorganized and unhelpful, that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here.
"I'm not just ignoring negative feedback but I'm ignoring negative feedback because it's not presented how *I* want it to be." This is silly and just wordplay on your part. You're intelligent enough to understand why this is a terrible argument. We all know that you've got your pride wrapped into your project- it's fair enough to do so, but not at the cost of you choosing to ignore the negative feedback in such a juvenile manner. Based on his purely dismissive responses in this thread I think it's rather obvious you are wasting your time with the whole "you are better than that" approach. Didn't say he was better than that- he clearly isn't. But he is intelligent enough to know how completely idiotic he is being. I have no hope on that changing his behavior, but damn do I hope he feels bad about having to act so overwhelmingly stupid. |

Taoist Dragon
Bastion of Mad Behaviour
649
|
Posted - 2013.11.12 23:47:00 -
[1229] - Quote
Chessur wrote:Taoist Dragon wrote:LOL I'm am truely surprised by how many people are so butthurt that they will no longer be able WTFBBPWN frig gangs with a single RLML cruiser.... Aw go cry a river somewhere else. Name another frig killing cruiser that uses turrets that are as effective as RLML ones? There aren't simple as that. Medium sized turrets have majore drawback when attacking small ship classes. The new RLML will still have good damage application to smaller ship but now you will have to think tactically rather than just pushing keep at range and F1. Adapt or die! Actually no don't adapt and die lots more  Yah.... How about, you are wrong. Nomen, Zealot, Rail diemos, Rail thorax, Rail Exq Navy, Oracle, Cynabal, Omen, Ishtar, Navy Vexor All of those ships destroy light tackle.
Go away chessur this is a conversation for grown ups.
All of the above ships quoted can be killed by a cookie cutter rifter. (yes even after the 'nerfs') if he has a good warp in.
All you have actually done is reinforced that the RLML caracal will have to flown with similiar tactical thought as other ships than can kill frigs. Currently these ships are good at killing frig because of the tactics needed not because the weapon system is good at killing frigs. After the changes the RLML carcals et all will have to start tactical thinking rather than just plow into that frig gang and press F1 and farm km's. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Adwokat Diabla
ElitistOps Pandemic Legion
16
|
Posted - 2013.11.12 23:50:00 -
[1230] - Quote
Taoist Dragon wrote:Chessur wrote:Taoist Dragon wrote:LOL I'm am truely surprised by how many people are so butthurt that they will no longer be able WTFBBPWN frig gangs with a single RLML cruiser.... Aw go cry a river somewhere else. Name another frig killing cruiser that uses turrets that are as effective as RLML ones? There aren't simple as that. Medium sized turrets have majore drawback when attacking small ship classes. The new RLML will still have good damage application to smaller ship but now you will have to think tactically rather than just pushing keep at range and F1. Adapt or die! Actually no don't adapt and die lots more  Yah.... How about, you are wrong. Nomen, Zealot, Rail diemos, Rail thorax, Rail Exq Navy, Oracle, Cynabal, Omen, Ishtar, Navy Vexor All of those ships destroy light tackle. Go away chessur this is a conversation for grown ups. All of the above ships quoted can be killed by a cookie cutter rifter. (yes even after the 'nerfs') if he has a good warp in. All you have actually done is reinforced that the RLML caracal will have to flown with similiar tactical thought as other ships than can kill frigs. Currently these ships are good at killing frig because of the tactics needed not because the weapon system is good at killing frigs. After the changes the RLML carcals et all will have to start tactical thinking rather than just plow into that frig gang and press F1 and farm km's.
RLML Caracals lol. Because that affects anything in this game outside of lowsec FW medium plexes.
Also plz, a rifter would not kill any of those, stop trolling |
|

Michael Harari
Genos Occidere HYDRA RELOADED
879
|
Posted - 2013.11.12 23:53:00 -
[1231] - Quote
Taoist Dragon wrote:
All of the above ships quoted can be killed by a cookie cutter rifter. (yes even after the 'nerfs') if he has a good warp in..
Er, no
Of all of those ships, the only ones threatened by 1 rifter is the zealot and oracle.
Edit: Seriously, a cookie cutter rifter is going to kill an ishtar or navy vexor? Are you for real? |

Anomaly One
Imperial Academy Amarr Empire
21
|
Posted - 2013.11.12 23:54:00 -
[1232] - Quote
Taoist Dragon wrote:Chessur wrote:Taoist Dragon wrote:LOL I'm am truely surprised by how many people are so butthurt that they will no longer be able WTFBBPWN frig gangs with a single RLML cruiser.... Aw go cry a river somewhere else. Name another frig killing cruiser that uses turrets that are as effective as RLML ones? There aren't simple as that. Medium sized turrets have majore drawback when attacking small ship classes. The new RLML will still have good damage application to smaller ship but now you will have to think tactically rather than just pushing keep at range and F1. Adapt or die! Actually no don't adapt and die lots more  Yah.... How about, you are wrong. Nomen, Zealot, Rail diemos, Rail thorax, Rail Exq Navy, Oracle, Cynabal, Omen, Ishtar, Navy Vexor All of those ships destroy light tackle. Go away chessur this is a conversation for grown ups. All of the above ships quoted can be killed by a cookie cutter rifter. (yes even after the 'nerfs') if he has a good warp in. All you have actually done is reinforced that the RLML caracal will have to flown with similiar tactical thought as other ships than can kill frigs. Currently these ships are good at killing frig because of the tactics needed not because the weapon system is good at killing frigs. After the changes the RLML carcals et all will have to start tactical thinking rather than just plow into that frig gang and press F1 and farm km's.
this guy for real? |

Gorski Car
ElitistOps Pandemic Legion
156
|
Posted - 2013.11.12 23:56:00 -
[1233] - Quote
Taoist Dragon wrote:Chessur wrote:Taoist Dragon wrote:LOL I'm am truely surprised by how many people are so butthurt that they will no longer be able WTFBBPWN frig gangs with a single RLML cruiser.... Aw go cry a river somewhere else. Name another frig killing cruiser that uses turrets that are as effective as RLML ones? There aren't simple as that. Medium sized turrets have majore drawback when attacking small ship classes. The new RLML will still have good damage application to smaller ship but now you will have to think tactically rather than just pushing keep at range and F1. Adapt or die! Actually no don't adapt and die lots more  Yah.... How about, you are wrong. Nomen, Zealot, Rail diemos, Rail thorax, Rail Exq Navy, Oracle, Cynabal, Omen, Ishtar, Navy Vexor All of those ships destroy light tackle. Go away chessur this is a conversation for grown ups. All of the above ships quoted can be killed by a cookie cutter rifter. (yes even after the 'nerfs') if he has a good warp in. All you have actually done is reinforced that the RLML caracal will have to flown with similiar tactical thought as other ships than can kill frigs. Currently these ships are good at killing frig because of the tactics needed not because the weapon system is good at killing frigs. After the changes the RLML carcals et all will have to start tactical thinking rather than just plow into that frig gang and press F1 and farm km's.
Are you serious?
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
27
|
Posted - 2013.11.12 23:58:00 -
[1234] - Quote
Taoist Dragon wrote: Go away chessur this is a conversation for grown ups.
That sentence negates itself. |

Chessur
Strontless Mistakes Fatal Ascension
252
|
Posted - 2013.11.13 00:04:00 -
[1235] - Quote
Taoist Dragon wrote:Chessur wrote:Taoist Dragon wrote:LOL I'm am truely surprised by how many people are so butthurt that they will no longer be able WTFBBPWN frig gangs with a single RLML cruiser.... Aw go cry a river somewhere else. Name another frig killing cruiser that uses turrets that are as effective as RLML ones? There aren't simple as that. Medium sized turrets have majore drawback when attacking small ship classes. The new RLML will still have good damage application to smaller ship but now you will have to think tactically rather than just pushing keep at range and F1. Adapt or die! Actually no don't adapt and die lots more  Yah.... How about, you are wrong. Nomen, Zealot, Rail diemos, Rail thorax, Rail Exq Navy, Oracle, Cynabal, Omen, Ishtar, Navy Vexor All of those ships destroy light tackle. Go away chessur this is a conversation for grown ups. All of the above ships quoted can be killed by a cookie cutter rifter. (yes even after the 'nerfs') if he has a good warp in. All you have actually done is reinforced that the RLML caracal will have to flown with similiar tactical thought as other ships than can kill frigs. Currently these ships are good at killing frig because of the tactics needed not because the weapon system is good at killing frigs. After the changes the RLML carcals et all will have to start tactical thinking rather than just plow into that frig gang and press F1 and farm km's.
Confirming that, on the zealot / Nomen in particular- Medium pulse guns with 53+ Optimal (Scorch), + 450 / 500 DPS are not weapons designed to slaughter frigs?
What game are you playing? |

MeBiatch
Republic University Minmatar Republic
1474
|
Posted - 2013.11.13 00:05:00 -
[1236] - Quote
Please just make tracking computers and enhancers affect missile velocity and explosion velocity/radius...
one of the reasons long range hml were op back in the day was damage projeciton and range built into the weapon. but if you made it so tracking comps and enhancers also worked on missiles then allot of the problems with missiles would be fixed.
this would naturally go with the implementation of tracking disrupters working on missiles like they do on guns. though i would make them reduce the missile flight time and reduce the explosion velocity and increase the radius. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
27
|
Posted - 2013.11.13 00:06:00 -
[1237] - Quote
Michael Harari wrote:Taoist Dragon wrote:
All of the above ships quoted can be killed by a cookie cutter rifter. (yes even after the 'nerfs') if he has a good warp in..
Er, no Of all of those ships, the only ones threatened by 1 rifter is the zealot and oracle. Edit: Seriously, a cookie cutter rifter is going to kill an ishtar or navy vexor? Are you for real?
Speaking of the Ishtar. Why is the damage application of a RLML Cerberus an issue while an Ishtar can massively exceed it against pretty much every target type by simply switching to the appropriate drones? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
707
|
Posted - 2013.11.13 00:08:00 -
[1238] - Quote
Eli Green wrote:Ranger 1 wrote:I would not have thought it possible, but it seems a large section of the community either has completely forgotten how to properly apply hit and run tactics... or simply never understood how to do it in the first place. It's called artillery.
No no.. he means really hit and run. Like hit.. do NOT kill ... and run like hell "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Baron' Soontir Fel
Justified Chaos
72
|
Posted - 2013.11.13 00:13:00 -
[1239] - Quote
Adwokat Diabla wrote:Arthur Aihaken wrote:Kaeda Maxwell wrote:I see no reason not to fly battleships in PvP post rubicon, not everybody flies in environments with bubbles and even there I see plenty of opportunities for battleships to still be fun and useful. Blobs, sure. But solo - they're finished with the new warp speed mechanics. Solo BS lol As if that was ever a thing
This is what I hate. CCP is basically gutting a part of EVE and nobody knows about it. It would be like silently killing off exploration and all the explorers are whining about how CCP is killing off a part of EVE and everybody else is saying that Inucrsions still exist.
Solo PvP happens all the time. And CCP is killing it off by buffing blobs.
Example?
- Need to switch ammo types to kill that pesky Crow that landed while you were kiting a Thorax? Sorry bro, even if you warp off, the Crow will catch you when you land and you still won't be reloaded.
And whoever posted that math post earlier... you fail at math. Caracals get 250DPS by increasing their ROF (not damage) which shortens the amount of time they are firing the 20 or so missiles in the RLML. They have something liek 25 seconds of ~400DPS and 50 seconds of reloading. Go check the math post near the beginning of this thread, 2-3rd page. 19% DPS lost on a Caracal. |

Anomaly One
Imperial Academy Amarr Empire
21
|
Posted - 2013.11.13 00:13:00 -
[1240] - Quote
Kagura Nikon wrote:Eli Green wrote:Ranger 1 wrote:I would not have thought it possible, but it seems a large section of the community either has completely forgotten how to properly apply hit and run tactics... or simply never understood how to do it in the first place. It's called artillery. No no.. he means really hit and run. Like hit.. do NOT kill ... and run like hell
        
after RLML players will switch to a different missile system and then CCP will nerf that one, because it's got to be its fault not the 50 other ones they nerfed... reverse power creep |
|

Mhari Dson
Lazy Brothers Inc
80
|
Posted - 2013.11.13 00:15:00 -
[1241] - Quote
Zvaarian the Red wrote:Michael Harari wrote:Taoist Dragon wrote:
All of the above ships quoted can be killed by a cookie cutter rifter. (yes even after the 'nerfs') if he has a good warp in..
Er, no Of all of those ships, the only ones threatened by 1 rifter is the zealot and oracle. Edit: Seriously, a cookie cutter rifter is going to kill an ishtar or navy vexor? Are you for real? Speaking of the Ishtar. Why is the damage application of a RLML Cerberus an issue while an Ishtar can massively exceed it against pretty much every target type by simply switching to the appropriate drones?
Because we're discussing the weapons system the cerb uses to deliver that damage. Drones i daresay are more broken than missiles even but don't expect a rework on those til EVE:Regeneration due out christmas 2018. |

Mhari Dson
Lazy Brothers Inc
80
|
Posted - 2013.11.13 00:19:00 -
[1242] - Quote
Baron' Soontir Fel wrote:Adwokat Diabla wrote:Arthur Aihaken wrote:Kaeda Maxwell wrote:I see no reason not to fly battleships in PvP post rubicon, not everybody flies in environments with bubbles and even there I see plenty of opportunities for battleships to still be fun and useful. Blobs, sure. But solo - they're finished with the new warp speed mechanics. Solo BS lol As if that was ever a thing This is what I hate. CCP is basically gutting a part of EVE and nobody knows about it. It would be like silently killing off exploration and all the explorers are whining about how CCP is killing off a part of EVE and everybody else is saying that Inucrsions still exist. Solo PvP happens all the time. And CCP is killing it off by buffing blobs. Example? - Need to switch ammo types to kill that pesky Crow that landed while you were kiting a Thorax? Sorry bro, even if you warp off, the Crow will catch you when you land and you still won't be reloaded. And whoever posted that math post earlier... you fail at math. Caracals get 250DPS by increasing their ROF (not damage) which shortens the amount of time they are firing the 20 or so missiles in the RLML. They have something liek 25 seconds of ~400DPS and 50 seconds of reloading. Go check the math post near the beginning of this thread, 2-3rd page. 19% DPS lost on a Caracal.
Actually exploration has been getting very subtle nerfs every patch, just start recording your drops vs site completes. |

Taoist Dragon
Bastion of Mad Behaviour
649
|
Posted - 2013.11.13 00:22:00 -
[1243] - Quote
Chessur wrote:
Confirming that, on the zealot / Nomen in particular- Medium pulse guns with 53+ Optimal (Scorch), + 450 / 500 DPS are not weapons designed to slaughter frigs?
What game are you playing?
LOL you lot are so wound up it is way to temping to troll the crap out of you. 
As for those stats...meh they would mean nothing if they got the drop on you. 53km+ optimal & 450+ dps mean nothing if you can't hit your target orbiting at 3-5kms. (and at those ranges your nomen./zealot is dead.)
Once again you lot have forgotten to simple bit of basic advice that I have given time and again.
This is Player v Player we are talking about. Not ship fit v ship fit... not everyone flys linked, boosted, implated in PvP.
seriously you lot need to get over yourselves. This change will make SFA impact on the state of small gang/solo pvp where the RLML ships generally operate in the long term. RLML were used to kill frig long before they got buffed. They just became the FOTM that is all. Something else will step up for FTOM and the players who wknow will still kill **** with RLML.
Lighten up it's just a friggin game.  That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
707
|
Posted - 2013.11.13 00:24:00 -
[1244] - Quote
My plan is to use in station games!! I will unload.. wait agro timemr run off. dock. reload in station and undock!! gaining whole 5 seconds!!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

ISD Ezwal
ISD Community Communications Liaisons
537

|
Posted - 2013.11.13 00:27:00 -
[1245] - Quote
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay. Please people, keep it on topic and above all civil!
The rules: 4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
ISD Ezwal Lt. Commander Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Baron' Soontir Fel
Justified Chaos
72
|
Posted - 2013.11.13 00:33:00 -
[1246] - Quote
Michael Harari wrote:Taoist Dragon wrote:
As for those stats...meh they would mean nothing if they got the drop on you. 53km+ optimal & 450+ dps mean nothing if you can't hit your target orbiting at 3-5kms. (and at those ranges your nomen./zealot is dead.)
Nomen has both a neut and drones
Caracals are also usually dead if they get tackled by a frigate or two. 22k EHP is quite low... couple that with 250ish DPS and frigates that are tackling you have some some serious time to put dps on you and have their friends catch up.
Sure if you 1v1 a frigate in a cruiser, you'll win every time, but you NEVER face one frigate in a kitey nano-Cruiser. |

Leokokim
Mining Industry Exile Foundation HYDRA RELOADED
1
|
Posted - 2013.11.13 00:37:00 -
[1247] - Quote
Taoist Dragon wrote:
As for those stats...meh they would mean nothing if they got the drop on you. 53km+ optimal & 450+ dps mean nothing if you can't hit your target orbiting at 3-5kms. (and at those ranges your nomen./zealot is dead.)
Good luck getting a 0-5k drop on something that can fly over 3k m/s. Quite impossible tbh |

Taoist Dragon
Bastion of Mad Behaviour
649
|
Posted - 2013.11.13 00:43:00 -
[1248] - Quote
Leokokim wrote:[quote=Taoist Dragon
As for those stats...meh they would mean nothing if they got the drop on you. 53km+ optimal & 450+ dps mean nothing if you can't hit your target orbiting at 3-5kms. (and at those ranges your nomen./zealot is dead.)
Good luck getting a 0-5k drop on something that can fly over 3k m/s. Quite impossible tbh
Yeah like a cynabal has never been killed by an AB frig before. Duh! have you lot only been playing for a year?!
Hell THE counter to fast mwd cruisers were AB/SCRAM/WEB frigs for years! That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Vladimir Norkoff
Income Redistribution Service
281
|
Posted - 2013.11.13 00:47:00 -
[1249] - Quote
CCP Rise wrote:I'll cut to the chase and say that the conclusion is to go ahead with the change... Awww man. Why did you have to go and Prime yourself? This is EXACTLY what happened in the Loot Bukkake thread. I just hope you don't get invited to expand your resume along with him - we like you! This is a terrible idea btw.
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
28
|
Posted - 2013.11.13 00:50:00 -
[1250] - Quote
Taoist Dragon wrote:Leokokim wrote:[quote=Taoist Dragon]
As for those stats...meh they would mean nothing if they got the drop on you. 53km+ optimal & 450+ dps mean nothing if you can't hit your target orbiting at 3-5kms. (and at those ranges your nomen./zealot is dead.)
Good luck getting a 0-5k drop on something that can fly over 3k m/s. Quite impossible tbh
Yeah like a cynabal has never been killed by an AB frig before. Duh! have you lot only been playing for a year?! Hell THE counter to fast mwd cruisers were AB/SCRAM/WEB frigs for years!
An AB/SCRAM/WEB frig counters a MWD Cruiser how? |
|

Ranger 1
Ranger Corp
4829
|
Posted - 2013.11.13 00:51:00 -
[1251] - Quote
Zvaarian the Red wrote:June Ting wrote:Replace 5% RLML ROF bonus on Caracal and Bellicose with 7.5% RLML reload time bonus? It's really odd that the reload time dominates the performance of the RLML module, but that there is no set of skills that will mitigate the impact of the reload. This is another issue with these changes that has not been emphasized enough. There is no way to mitigate the stupidly slow reload times like there is with the slow firing rates of artillery. On top of that, RoF bonuses will be much, much less desirable with these things than straight damage bonuses. Modules, rigs, and ship bonuses on new vessels geared towards decreasing reload time would be highly interesting. It wouldn't surprise me to see some in the near future.
By the way RoF bonuses will still be the better bonus.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
28
|
Posted - 2013.11.13 00:52:00 -
[1252] - Quote
Ranger 1 wrote:By the way RoF bonuses will still be the better bonus. 
Don't see how seeing as it entails a greater loss of sustained DPS. Care to explain? |

Ranger 1
Ranger Corp
4829
|
Posted - 2013.11.13 00:56:00 -
[1253] - Quote
Zvaarian the Red wrote:Viceorvirtue wrote:@bouh: My example was more specifically geared towards if I were to engage another cruiser and it calls its friends Of course you will never want to engage another cruiser with these things which is the entire point of these changes. Never mind that turret cruisers aren't forced to make a definitive choice like that, and are more than capable of being fitted for fighting cruisers and frigates at the same time.
And yet, as we have seen, in a 5 vs 5 engagement the new system will definitively beat the other group... go figure.   To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
28
|
Posted - 2013.11.13 01:13:00 -
[1254] - Quote
Ranger 1 wrote:Zvaarian the Red wrote:Viceorvirtue wrote:@bouh: My example was more specifically geared towards if I were to engage another cruiser and it calls its friends Of course you will never want to engage another cruiser with these things which is the entire point of these changes. Never mind that turret cruisers aren't forced to make a definitive choice like that, and are more than capable of being fitted for fighting cruisers and frigates at the same time. And yet, as we have seen, in a 5 vs 5 engagement the new system will definitively beat the other group... go figure.  
We have seen this? Where have we seen this? |

Ranger 1
Ranger Corp
4829
|
Posted - 2013.11.13 01:16:00 -
[1255] - Quote
Zvaarian the Red wrote:Ranger 1 wrote:By the way RoF bonuses will still be the better bonus.  Don't see how seeing as it entails a greater loss of sustained DPS. Care to explain? A 50% bonus to damage provides 50% more DPS. A 50% bonus to RoF provides 100% more DPS.
Also, in this context your damage is concentrated in a much shorter time frame, allowing less time for local or remote reps to save the target before destruction. The main advantage of burst damage is to do as much damage as quickly as possible, to overwhelm the ships defenses and kill it before it has a chance to repair (or be repaired).
Furthermore, a RoF bonus also gets you started on that pesky reload timer more quickly, allowing you to get past it and ultimately get more volleys in over the long run.
To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
4829
|
Posted - 2013.11.13 01:21:00 -
[1256] - Quote
Zvaarian the Red wrote:Ranger 1 wrote:Zvaarian the Red wrote:Viceorvirtue wrote:@bouh: My example was more specifically geared towards if I were to engage another cruiser and it calls its friends Of course you will never want to engage another cruiser with these things which is the entire point of these changes. Never mind that turret cruisers aren't forced to make a definitive choice like that, and are more than capable of being fitted for fighting cruisers and frigates at the same time. And yet, as we have seen, in a 5 vs 5 engagement the new system will definitively beat the other group... go figure.   We have seen this? Where have we seen this?
This post sums it up nicely.
https://forums.eveonline.com/default.aspx?g=posts&m=3866986#post3866986
If your burst damage focuses on targets and kills them more quickly, there is less damage incoming towards you while you are reloading. This adds up relatively quickly. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
28
|
Posted - 2013.11.13 01:33:00 -
[1257] - Quote
Ranger 1 wrote:Zvaarian the Red wrote:Ranger 1 wrote:Zvaarian the Red wrote:Viceorvirtue wrote:@bouh: My example was more specifically geared towards if I were to engage another cruiser and it calls its friends Of course you will never want to engage another cruiser with these things which is the entire point of these changes. Never mind that turret cruisers aren't forced to make a definitive choice like that, and are more than capable of being fitted for fighting cruisers and frigates at the same time. And yet, as we have seen, in a 5 vs 5 engagement the new system will definitively beat the other group... go figure.   We have seen this? Where have we seen this? This post sums it up nicely. https://forums.eveonline.com/default.aspx?g=posts&m=3866986#post3866986If your burst damage focuses on targets and kills them more quickly, there is less damage incoming towards you while you are reloading. This adds up relatively quickly. Think of it as you are reducing large chunks of their damage more quickly than their more gradual damage is decreasing yours.
What does any of that have to do with a 5v5 fight between RLML Cerbs and other anti-frig HACs? Or was that not what you were saying? |

Taoist Dragon
Bastion of Mad Behaviour
650
|
Posted - 2013.11.13 01:36:00 -
[1258] - Quote
Zvaarian the Red wrote:Taoist Dragon wrote:Leokokim wrote:Taoist Dragon wrote:
As for those stats...meh they would mean nothing if they got the drop on you. 53km+ optimal & 450+ dps mean nothing if you can't hit your target orbiting at 3-5kms. (and at those ranges your nomen./zealot is dead.)
Good luck getting a 0-5k drop on something that can fly over 3k m/s. Quite impossible tbh Yeah like a cynabal has never been killed by an AB frig before. Duh! have you lot only been playing for a year?! Hell THE counter to fast mwd cruisers were AB/SCRAM/WEB frigs for years! An AB/SCRAM/WEB frig counters a MWD Cruiser how?
Oh boy!
Do you really think that what you do on grid affects the fight more than what you do off grid BEFORE you engage?! Hmmm you might need to think on that one a bit I reckon.  That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Arthur Aihaken
The.VOID
517
|
Posted - 2013.11.13 01:38:00 -
[1259] - Quote
650+ DPS RLML-Tengu is going to be absolutely brutal. Caracals, nom-nom. Can I at least laugh about the CN Rapid Light Missile Launchers selling for $100-million apiece @ Jita?  I am currently away, traveling through time and will be returning last week. |

Ranger 1
Ranger Corp
4829
|
Posted - 2013.11.13 01:51:00 -
[1260] - Quote
Quote:What does any of that have to do with a 5v5 fight between RLML Cerbs and other anti-frig HACs? Or was that not what you were saying? Sorry for the confusion, I was primarily referring to a 5vs5 Caracal fight... new system vs current (or what the alternative nerf would be). Although to be honest, the same principal applies regardless, all other factors being roughly equal.
The ability to apply burst damage to even other cruisers is superior to the alternative (a straight damage nerf). It allows you to leverage the damage you still do much more effectively.
This advantage diminishes, of course, the larger the target is (and the larger it's buffer is) as you lose the advantage of superior damage application compared to your adversary... but that goes with the role it is attempting to fill.
I would much rather take the inevitable DPS nerf with the ability to concentrate that damage in short but very potent bursts, than simply take a straight DPS nerf. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

Viceorvirtue
The Hatchery Team Liquid
32
|
Posted - 2013.11.13 02:01:00 -
[1261] - Quote
This change increases the power of the rlm caracal in the situation where it was already powerful enough, which is killing frigates. It massively decreases it's ability to fight cruisers (as they have enough buffer to survive the initial clip) and it's ability to deal with multiple opponents, or react to any immediate change in a situation (well it can but it takes 40 seconds to do so).
While it has ammo it is no better than an omen or rail thorax. When it runs out of ammo (which will happen quickly) it's reload time make it completely useless and unable to react to new things appearing on field. I keep asking why I would have any reason to use rlms outside of shooting 1-2 lightly tanked frigates and warping out when the omen and thorax are able to give the exact same damage only the caracal is unable to sustain it or react via changing ammo without rending itself useless for an absurd amount of time.
If you dont think 40 seconds is an absurd amount of time, please watch the video someone was kind enough to link earlier and tell me how that would play out in a pvp situation vs multiple opponents. |

Mhari Dson
Lazy Brothers Inc
80
|
Posted - 2013.11.13 02:03:00 -
[1262] - Quote
Arthur Aihaken wrote:650+ DPS RLML-Tengu is going to be absolutely brutal. Caracals, nom-nom. Can I at least laugh about the CN Rapid Light Missile Launchers selling for $100-million apiece @ Jita? 
And people thought the Tengu was OP before, just wait til that hits the street and you've got 100% application to anything other than interceptors. |

Michael Harari
Genos Occidere HYDRA RELOADED
879
|
Posted - 2013.11.13 02:22:00 -
[1263] - Quote
Mhari Dson wrote:Arthur Aihaken wrote:650+ DPS RLML-Tengu is going to be absolutely brutal. Caracals, nom-nom. Can I at least laugh about the CN Rapid Light Missile Launchers selling for $100-million apiece @ Jita?  And people thought the Tengu was OP before, just wait til that hits the street and you've got 100% application to anything other than interceptors.
It dies to the same things that have always killed tengus, which is falcon, rapier, scimitar, pick 2. |

Arthur Aihaken
The.VOID
517
|
Posted - 2013.11.13 02:22:00 -
[1264] - Quote
Michael Harari wrote:All other factors are not equal. 40s is a loooong time to allow shields to regen and allow the new system caracals to apply dps. They lose 2 caracals before reload, but the 3rd caracal on each side dies at about the same time, and the 4th old caracal lives until 2nd reload. I think the old caracals will win.
This is assuming they just sit there and shoot each other. If people are dodging point and warping out, the new system caracals get absolutely shafted by wasted volleys. As of today, the old Caracals no longer exist. I am currently away, traveling through time and will be returning last week. |

Dr Sraggles
The Covenant of Blood
0
|
Posted - 2013.11.13 02:23:00 -
[1265] - Quote
I'll try and make this brief. RLML Cerb pilot here with ~7mill SP in missiles on my main...
1. The idea of having the *ability* to dump more dps and then deal with a long reload time is very attractive but *situational*. It should not be the only option. Regular (slow, minimal fitting req ie frig), Rapid (higher fitting req ie Cruiser but better sustained dps) and Assault (rapid dump of dps, long reload high skill/fitting requirements ie only HAC can fit) as a model for light missiles is very attractive, imho. But moving all cruisers into only an "Assault" style of play with a long cool down is problematic.
2. The skilled management of cool downs is the hallmark of a good player. To have to do this with your only dps source (drones hardly count with Cerb/Caracal) should be a *situational* choice not default. It is not fun to have to end the engagement when you cannot shoot for 40 secs as your only option or die.
3. The comparison to ASB is not a good one as the ship is not entirely without defense when it is reloading charges. To be entirely without offense is another thing entirely.
4. PvE for newblings will be *very painful* with this change. Eve has more than enough of that already. The light tank of a Caracal is rough enough with not being able to whittle down incoming ships for 40 seconds while you take damage.
5. 10 secs reload time is an eternity when you are pressed. Ammo selection? Forget about it forever as you would have to run to reload them come back...not fun. It's terrible as it is. All reload times should be cut in half. More Pew Pew and less staring at blinky buttons.
If you are looking to provide more interesting game play give us *options*. Because near as I can tell (and having played many, many games with cooldown abilities to provide more interesting game play) you are locking us into an overall *nerf* of existing game play and making the missile class far more *narrow* in what it can do.
We welcome making missile boats more "ganky" at the expense of long reload times as a *situational variation* in our game play but I for one reject it as the only option for my Cerb.
best |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
28
|
Posted - 2013.11.13 02:41:00 -
[1266] - Quote
Taoist Dragon wrote:Zvaarian the Red wrote:Taoist Dragon wrote:Leokokim wrote:Taoist Dragon wrote:
As for those stats...meh they would mean nothing if they got the drop on you. 53km+ optimal & 450+ dps mean nothing if you can't hit your target orbiting at 3-5kms. (and at those ranges your nomen./zealot is dead.)
Good luck getting a 0-5k drop on something that can fly over 3k m/s. Quite impossible tbh Yeah like a cynabal has never been killed by an AB frig before. Duh! have you lot only been playing for a year?! Hell THE counter to fast mwd cruisers were AB/SCRAM/WEB frigs for years! An AB/SCRAM/WEB frig counters a MWD Cruiser how? Oh boy! Do you really think that what you do on grid affects the fight more than what you do off grid BEFORE you engage?! Hmmm you might need to think on that one a bit I reckon. 
Rather than being smug while saying nothing of substance how about you actually explain how an AB using frig tackler is a counter to a MWD using long range cruiser. I don't know what you're doing off grid that magically makes that a good matchup, so please tell me. |

Michael Harari
Genos Occidere HYDRA RELOADED
879
|
Posted - 2013.11.13 02:45:00 -
[1267] - Quote
Zvaarian the Red wrote: Rather than being smug while saying nothing of substance how about you actually explain how an AB using frig tackler is a counter to a MWD using long range cruiser. I don't know what you're doing off grid that magically makes that a good matchup, so please tell me.
He is assuming you ram the ab frigate, and are then like a failfit vaga with a ham instead of medium neut |

Chris Winter
Zephyr Corp V.A.S.T.
261
|
Posted - 2013.11.13 02:47:00 -
[1268] - Quote
So, I tried this out in PvE on the test server.
I ran two Perimeter Camp anomaly in a C1 wormhole with no effects. I've been living in this particular wormhole for a year, so I know pretty darn well exactly how to run the anomaly. Several months ago I calculated that an RLML Cerberus (6 RLML IIs in the highs, 4 BCUIIs in the lows, tank in the mids) was basically the fastest way to run this anomaly due to the large number of frigate sleepers compared to cruiser sleepers. Also, don't kill the sentries, they despawn when you warp off after everything else is dead.
Note that ammo switching is irrelevant in this case, so if there's a scenario in which these new launchers should excel without seeing too many faults, this should be it.
I ran the first anomaly with all of the launchers grouped and just waiting out the reload. I ran the second anomaly with the launchers split into two groups, alternating so that I was always shooting. I had to reload once during the first wave, twice during the second wave, and three times during the third wave (compared to reloading once in the entire anomaly currently).
Overall the experience wasn't awful, but it was more frustrating than the current situation and didn't feel very polished. Specific thoughts:
- In both cases, I felt like I was having to work/think a lot harder in order to get the job done, and having to pay attention to a lot of different things simultaneously. Counting volleys becomes critical, since even one wasted volley represented a hefty percentage of damage lost (6% of an ammo clip). In fact, I was shooting so fast that I'm fairly certain I could lose two volleys on a single target if they were far enough away. Moreover, I had to pay attention not to actually kill my targets with the missiles, since that would result in a lot wasted damage from the volley, and I had to keep my drones out finishing off the targets (and sleepers hate drones, I lost one early on in the first anomaly). This was even worse in the "split launchers for better sustained dps" case.
- Not having an actual indication of how much time is left on the reload was annoying. Just one more thing I had to keep track of. Every other MMO that has "long-cooldown" abilities shows you the actual or approximate cooldown remaining.
- In PvE, waiting for the reload was boring and annoying. In PvP there are interesting things you could maybe be doing while the cooldown happens, not so in PvE. Just sit there and wait while watching my drones ping away at targets (and recalling them when they get attacked).
- Fitting screen DPS doesn't factor in reload time. For most existing weapons this isn't a big deal, but with these new RLMLs it becomes an issue. I can see this being a problem for newer players who might fit RLMLs instead of HAMs or HMLs just because the number on the fitting screen is so much larger.
- Splitting the weapons for more even sustained dps wasn't worth it. Just gave me more to keep track of, and made things seem to take a lot longer since each volley did less damage.
- Subjectively, things seem to take a lot longer than they probably do, due to waiting for reloads a lot of the time. It isn't fun, it's boring. I'd believe that objectively, it didn't take more than 20% longer than current, but it certainly felt like a lot longer.
I suspect that for this particular (frigate heavy!) anomaly, HAMs (with a rigor rig) are now at least as fast to finish as RLMLs--and significantly easier to use. It seems to me that it would make sense for RLMLs to be preferred when going into an anomaly that has so many more frigates than cruisers, but with the current design that's not the case. If I'm going to have to pay that much attention and think that hard while running the anomaly, I might as well be using guns and manually taking care of transversal speed while getting much higher dps.
So, at least for my purposes, RIP RLMLs. |

Arthur Aihaken
The.VOID
517
|
Posted - 2013.11.13 02:51:00 -
[1269] - Quote
Chris Winter wrote:So, at least for my purposes, RIP RLMLs. Let us know if you have a chance to try it out with a Tengu running Faction launchers. I am currently away, traveling through time and will be returning last week. |

Taoist Dragon
Bastion of Mad Behaviour
650
|
Posted - 2013.11.13 02:56:00 -
[1270] - Quote
Zvaarian the Red wrote:Taoist Dragon wrote:Oh boy! Do you really think that what you do on grid affects the fight more than what you do off grid BEFORE you engage?! Hmmm you might need to think on that one a bit I reckon.  Rather than being smug while saying nothing of substance how about you actually explain how an AB using frig tackler is a counter to a MWD using long range cruiser. I don't know what you're doing off grid that magically makes that a good matchup, so please tell me.
Ok here goes.
If you just blindly warp to 0 every time you are going for a tackle you will die to the majority of cruisers if they have any situational awareness about them.
The HARD tackle of AB/Scram/Web frig is not about catching the cruiser once on grid as you wont be able to. The MWD cruiser will generally be faster and with blap you to space dust. It is all about setting up the fight so you start within OH scram range by using the various warp techniques of 'fishing' to either drop right on top of the cruiser or get them to land on you.
A frig will lock and scram a cruiser way long before it can pull range etc in you start at point blank range. It is all about how you SETUP the fight rather than blindly charge head first into it. FW plex are an excellent example of this being put into practice.
Once you are locked down, scrammed and webbed the frig litterally run rings around you and takes you down (all be it rather slowely sometimes) what the RLML on cruisers do is allow you to effectively engage any frig as long at it is in range (27+km or summit) whereas a turret cruiser has to be more careful and setup the fight in his favour because medium sized turrets do jack squat to an tight orbiting frig (even 6-7km orbits) as the angular velocity is too high for them to track it. and in this size orbit a small neut won't reach and if fitte with a medium neut a smal nos on the frig can sort that out. And unless your drones are bonussed a frig will eat them easily while still holding you down.
The reason cruisers CAN be really good at killing frigs is players like Chessur know how to setup the fights in their favour (even though I'll still give him **** about being a boostes, implanted, nano ***) to make sure that a frig doesn't land right on top of them.
These changes allow you to 'front load' rapid damage them have to deal with slow reloads etc. pretty muhc how arti alpha works. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |
|

Taoist Dragon
Bastion of Mad Behaviour
650
|
Posted - 2013.11.13 03:02:00 -
[1271] - Quote
Quote:
In both cases, I felt like I was having to work/think a lot harder in order to get the job done, and having to pay attention to a lot of different things simultaneously.
Oh no! you have to actually think now when using missiles?!?!
Missiles have always been the 'easy' weapon system to use.
Are you in range? - check
Press F1.
Wait for explosion.
Now you actually have to think about what you are doing. This is a good thing IMO bring it more in line with turrets. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Chris Winter
Zephyr Corp V.A.S.T.
261
|
Posted - 2013.11.13 03:04:00 -
[1272] - Quote
Arthur Aihaken wrote:Chris Winter wrote:So, at least for my purposes, RIP RLMLs. Let us know if you have a chance to try it out with a Tengu running Faction launchers. Not a worthwhile test for me. I would never put faction launchers on a ship for PvE in a WH, and I intentionally use Cerbs instead of Tengus for this PvE situation due to longer range and lower cost.
Although, a tengu with overloaded RLMLs in a wolf-rayet could be pretty awesome to slaughter someone with. |

Chris Winter
Zephyr Corp V.A.S.T.
261
|
Posted - 2013.11.13 03:09:00 -
[1273] - Quote
Taoist Dragon wrote:Quote:
In both cases, I felt like I was having to work/think a lot harder in order to get the job done, and having to pay attention to a lot of different things simultaneously.
Oh no! you have to actually think now when using missiles?!?! Missiles have always been the 'easy' weapon system to use. Are you in range? - check Press F1. Wait for explosion. Now you actually have to think about what you are doing. This is a good thing IMO bring it more in line with turrets. You must've missed the part where I said that if I'm going to have to think, I might as well be using turrets and doing more damage. It doesn't bring it in line with turrets, since it doesn't do as much damage as turrets. |

Michael Harari
Genos Occidere HYDRA RELOADED
880
|
Posted - 2013.11.13 03:11:00 -
[1274] - Quote
Arthur Aihaken wrote:Chris Winter wrote:So, at least for my purposes, RIP RLMLs. Let us know if you have a chance to try it out with a Tengu running Faction launchers.
I would suggest against this, since the list of things that can now kill your tengu is expanded to "anything that webs you while you are reloading" |

Arthur Aihaken
The.VOID
517
|
Posted - 2013.11.13 03:18:00 -
[1275] - Quote
Michael Harari wrote:I would suggest against this, since the list of things that can now kill your tengu is expanded to "anything that webs you while you are reloading" I thought we were talking about the test server? I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
28
|
Posted - 2013.11.13 03:19:00 -
[1276] - Quote
Taoist Dragon wrote:Zvaarian the Red wrote:Taoist Dragon wrote:Oh boy! Do you really think that what you do on grid affects the fight more than what you do off grid BEFORE you engage?! Hmmm you might need to think on that one a bit I reckon.  Rather than being smug while saying nothing of substance how about you actually explain how an AB using frig tackler is a counter to a MWD using long range cruiser. I don't know what you're doing off grid that magically makes that a good matchup, so please tell me. Ok here goes. If you just blindly warp to 0 every time you are going for a tackle you will die to the majority of cruisers if they have any situational awareness about them. The HARD tackle of AB/Scram/Web frig is not about catching the cruiser once on grid as you wont be able to. The MWD cruiser will generally be faster and with blap you to space dust. It is all about setting up the fight so you start within OH scram range by using the various warp techniques of 'fishing' to either drop right on top of the cruiser or get them to land on you. A frig will lock and scram a cruiser way long before it can pull range etc in you start at point blank range. It is all about how you SETUP the fight rather than blindly charge head first into it. FW plex are an excellent example of this being put into practice. Once you are locked down, scrammed and webbed the frig litterally run rings around you and takes you down (all be it rather slowely sometimes) what the RLML on cruisers do is allow you to effectively engage any frig as long at it is in range (27+km or summit) whereas a turret cruiser has to be more careful and setup the fight in his favour because medium sized turrets do jack squat to an tight orbiting frig (even 6-7km orbits) as the angular velocity is too high for them to track it. and in this size orbit a small neut won't reach and if fitte with a medium neut a smal nos on the frig can sort that out. And unless your drones are bonussed a frig will eat them easily while still holding you down. The reason cruisers CAN be really good at killing frigs is players like Chessur know how to setup the fights in their favour (even though I'll still give him **** about being a boostes, implanted, nano ***) to make sure that a frig doesn't land right on top of them. These changes allow you to 'front load' rapid damage them have to deal with slow reloads etc. pretty muhc how arti alpha works.
You don't explain how you are arriving point blank range versus a MWD cruiser. Seeing as that is the foundation of your argument you might want to explain how on earth you think you can reliably land that close to a kiting cruiser unless it's already tackled. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
28
|
Posted - 2013.11.13 03:22:00 -
[1277] - Quote
Chris Winter wrote:Taoist Dragon wrote:Quote:
In both cases, I felt like I was having to work/think a lot harder in order to get the job done, and having to pay attention to a lot of different things simultaneously.
Oh no! you have to actually think now when using missiles?!?! Missiles have always been the 'easy' weapon system to use. Are you in range? - check Press F1. Wait for explosion. Now you actually have to think about what you are doing. This is a good thing IMO bring it more in line with turrets. You must've missed the part where I said that if I'm going to have to think, I might as well be using turrets and doing more damage. It doesn't bring it in line with turrets, since it doesn't do as much damage as turrets.
In PVE turrets require a little bit of maneuvering, not the micromanagement of volleys and cooldown timers. I'm really starting to think you are a troll with the kinds of responses you are littering this thread with. |

Taoist Dragon
Bastion of Mad Behaviour
650
|
Posted - 2013.11.13 03:43:00 -
[1278] - Quote
Zvaarian the Red wrote:
You don't explain how you are arriving point blank range versus a MWD cruiser. Seeing as that is the foundation of your argument you might want to explain how on earth you think you can reliably land that close to a kiting cruiser unless it's already tackled.
Oh FFS!
You warp around the system at different ranges and hope the other guy is a moron so you can land on him and muck up his great plan for being a frig killer.
It is really that simple. Look at some of the 'old time' pvp blogs. They explain in great detail various techniques used when 'out fishin' in a frigate.
If you don't understand this then really there is not much I can do to enlighten you.
Really the playersbase who post nowadays has become such a group of close minded whiners!
I for one will look forward to working with the new RLML and seeing what they can and can't do both from a target and attacker point of view. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Taoist Dragon
Bastion of Mad Behaviour
650
|
Posted - 2013.11.13 03:46:00 -
[1279] - Quote
Zvaarian the Red wrote:Chris Winter wrote:Taoist Dragon wrote:Quote:
In both cases, I felt like I was having to work/think a lot harder in order to get the job done, and having to pay attention to a lot of different things simultaneously.
Oh no! you have to actually think now when using missiles?!?! Missiles have always been the 'easy' weapon system to use. Are you in range? - check Press F1. Wait for explosion. Now you actually have to think about what you are doing. This is a good thing IMO bring it more in line with turrets. You must've missed the part where I said that if I'm going to have to think, I might as well be using turrets and doing more damage. It doesn't bring it in line with turrets, since it doesn't do as much damage as turrets. In PVE turrets require a little bit of maneuvering, not the micromanagement of volleys and cooldown timers. I'm really starting to think you are a troll with the kinds of responses you are littering this thread with.
The PVE part is irrelivent. Missiles are becomeing more 'complicated' and 'different' than missiles. This is a good thing IMO. Missiles SHOULD required tactical thinking rather than just press F1 and wait for explosion.
As for Trolling. yeah I do cos it is easy with with majority of whiney kneckbeards on these forums nowadays.  That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.13 03:46:00 -
[1280] - Quote
Rapid launchers were not good for pve before these changes, so it is not different after.
|
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
28
|
Posted - 2013.11.13 04:24:00 -
[1281] - Quote
Taoist Dragon wrote:Zvaarian the Red wrote:
You don't explain how you are arriving point blank range versus a MWD cruiser. Seeing as that is the foundation of your argument you might want to explain how on earth you think you can reliably land that close to a kiting cruiser unless it's already tackled.
Oh FFS! You warp around the system at different ranges and hope the other guy is a moron so you can land on him and muck up his great plan for being a frig killer. It is really that simple. Look at some of the 'old time' pvp blogs. They explain in great detail various techniques used when 'out fishin' in a frigate. If you don't understand this then really there is not much I can do to enlighten you. Really the playersbase who post nowadays has become such a group of close minded whiners! I for one will look forward to working with the new RLML and seeing what they can and can't do both from a target and attacker point of view.
You warp around and hope the other guy is an idiot. Got it. Fool proof plan. |

Vladimir Norkoff
Income Redistribution Service
281
|
Posted - 2013.11.13 05:12:00 -
[1282] - Quote
Zvaarian the Red wrote:You warp around and hope the other guy is an idiot. Got it. Fool proof plan. What? It's what I always do when there is a kiter harrasing my gang. As designated tackler I immediately warp away from the battle to random celestials waiting for the kiter to be stupid.
(Note - Nobody invites me to gangs anymore and I am all alone. So terribly alone....)
|

Taoist Dragon
Bastion of Mad Behaviour
650
|
Posted - 2013.11.13 05:42:00 -
[1283] - Quote
Zvaarian the Red wrote:
You warp around and hope the other guy is an idiot. Got it. Fool proof plan.
Once again demstrateing to lvl of competance in todays players. 
It is about trying to force an engagement on YOUR terms not theirs duh! If you can't figure this out then I suggest you just follow your Fc and press F1 when he tell you ok.
What I want to know is when do we get a missle Naga that can fit rapid heavys!!! That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Sentinel Smith
Center for Advanced Studies Gallente Federation
141
|
Posted - 2013.11.13 06:06:00 -
[1284] - Quote
CCP Rise,
I have to say I'm very disappointed in how you have handled this.
Sure, you may be correct that this new idea for how the Rapid Missile Launchers might work. Or it might not. But you came at the very end of a development cycle, with this new idea. Not something that has been talked about before, and not a Minor change. The feedback you got in the thread was mostly negative. Almost no one likes this idea in it's current form. Some outright hate it, some want changes, but almost no one wants what you posted in your first post to be the final version.
So what do you do? You say almost nothing. You've made what, 3, 4 posts in this thread ? Most to defend yourself, and to just blow off anyone who disagrees with you. You ignore all the well thought out posts, and instead use your few responses to call out the few who made a few cheap shots. And at the end of all that you just say to everyone too bad, you're doing it anyway, regardless of what they think.
Whatever you implement is going to be half assed. It will have had minimal player testing at best. You have ignored almost all feedback in this thread from people both against it, or wanting to make it better.
So what was the point ? If you really want to do this save it for Rubicon 1.1, or something. Rather than forcing a change that is mostly hated, and rushed, down all of our throats.
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. |

Volstruis
Caldari Provisions Caldari State
52
|
Posted - 2013.11.13 06:35:00 -
[1285] - Quote
ISD Cura Ursus wrote:Removed one post that went over the line for civilized discourse. (I will be reading more on this thread to make sure it does not go there again.)
Many many many of the posts seem to be attacking the person rather than the idea.
Please be civil and keep me from getting out my ginsu knives to slice and dice this thread.
Ludicrous argument and it won't stand.
We are challenging a game designer who is making several bad decisions in a number of proposals and will continue to do so. I agree though that all argument should be directed at the output of his work. That's what this thread is about.
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
28
|
Posted - 2013.11.13 06:39:00 -
[1286] - Quote
Taoist Dragon wrote:Zvaarian the Red wrote:
You warp around and hope the other guy is an idiot. Got it. Fool proof plan.
Once again demstrateing to lvl of competance in todays players.  It is about trying to force an engagement on YOUR terms not theirs duh! If you can't figure this out then I suggest you just follow your Fc and press F1 when he tell you ok. What I want to know is when do we get a missle Naga that can fit rapid heavys!!!
To summarize:
1) AB frigs are THE counter to MWD cruisers.
2) Why? Because you can warp around and hope they are stupid.
3) Not understanding this indicates that someone is incompetent.
Got it. Thanks. |

To mare
Advanced Technology
272
|
Posted - 2013.11.13 06:44:00 -
[1287] - Quote
I still think this change stinks, more for the way they handled it than anything else.
To introduce a new point to the discussion: most ppl here compare new and old rlml in the 50+40 timespan, what if we compare them in a fight that last longer than that? Lets say something between 90s and 140s (50+40+50) where the new rlml catch up with the old one? I think it's a fair question.
Said that we still have the switching ammo problem, and to address this I would like to see a change int the system, when reloading the time stays the same as in the weapon description, but when switching ammo it only takes 10 seconds and the weapon ammo it's switched to the new one but loading the same n of charges that there was before |

Major Killz
Deep Core Mining Inc.
278
|
Posted - 2013.11.13 06:45:00 -
[1288] - Quote
Urkhan Law wrote:Michael Harari wrote:peaking of me being wrong, CCP has revised the stabber, >>> rifter <<< and asbs after release. That means that In 1 year they will change the 40 sec reload timer to 39 and gives +1 missile to the launchers?  Sorry couldn't resist, I really shouldn't post, no experience with RMLs what so ever. And Rise, you already set your mind and will go forward because the HUGE negative feedback you got in a MMO forum is disorganized? Really? OBS: Changes are good, they keep the game moving, but you guys are doing so many of them, and so fast, that you should drop the line "if it's not ok will fix it later", because honestly, you don't have time, and you really should try to *make time for it*.
To be clear. This thread has alot of negative feed back primarly by 3 - 4 posting characters. They in fact populate every page in this topic. If you include the characters they directly interact with. Then I'd say the negative feed back is being pushed by the narative of 3 main oponents and 5 - 7 supporters of thiers.
The community of EVE - Online are not represented in this thread and I'd also suggest that the majority of the solo community are not represented and tend not to post on the forums anyways; are also not widely represented here. Though I suspect many of them would not like this change.
Anyway.
40 seconds is not going to be fun. However, I do believe in fleets these will become nasty. I'm just not sure how far the new rapid light missiles will scale. Seems like a weapon that would find little use in larger scale engagements. Also, this change will most likely move me from Caldari missile ships towards Minmatar ones. Atleast Minmatar missile ships will still be doing atleast 80 damage per second (drones) while waiting for a reload. So, Loki, Bellicose, Scythe Fleet Issue and only use Cerberus, Caracal Navy or Caracal for some scaled engagements (3 - 5 pilot fleets). . |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 07:01:00 -
[1289] - Quote
I don't see much use of overheating with these new SRLML (S stands for sh1tty, not swarm) but perhaps it's because I don't understand. You want your target to die faster of course but how many times it will be worthy to damage mods just to reload sooner? |

Major Killz
Deep Core Mining Inc.
278
|
Posted - 2013.11.13 07:03:00 -
[1290] - Quote
Malcanis wrote: Disclaimer: I am however greatly reasssurred in my support of this idea by being on the same side of it as some players whom I hugely respect, such as eg: Prometheus Exenthal.
Snippy comments about me losing voters because I don't agree with your views will have even less effect on me than they will on Mynnna, since first I refused to alter a single one of my views to get votes in the first place and second I have no intention of running for CSM again. Not to mention that I'm the sort of person who reacts to being pressured by doubling down.
So thanks for motivating my to do my duty and follow my conscience with even greater fervour than before.
EVE thanks you for this support.
Prometheus Exenthal has been a plague for the past 2 years now. P much only respect he gets is from those who don't know any better and old bros of his. As a pilot he was always meh and his only real talent was his THEORY CRAFTING ability that has also been fail for the past 2 years.
I'm sure he is helping in the demise of this game one way or the other. Still, pre - 2011 Prom did inspire many in this game. . |
|

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? |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 13:37:00 -
[1321] - Quote
Moonaura wrote: 1. RLML are not some awesome weapons that needed balancing. At worst, give them a 10% reduction in RoF. Done.
Even at worst 10% RoF reduction is way too much. Now it may seem kinda agreeable, having this huge nerf in mind, but in a longer run it will make RLML weak and inadequate. Up to 5% would be reasonable but I'd rather reduce their range than cripple already modest dps. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
711
|
Posted - 2013.11.13 13:44:00 -
[1322] - Quote
Bouh Revetoile wrote: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 wrote: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 all 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. Do you have any idea of the dps medium turret do outside of web range ? I'm talking applyed dps, not paper one. I only checked it quickly, but HAM do 100% dps to a Vexor (either shield or armor) at full speed, and 85-90% with MWD on ; up to 30km.
For a good pilot that knows how to counter enemy transversal using your own speed? Usually over 90% "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
31
|
Posted - 2013.11.13 13:49:00 -
[1323] - Quote
Niena Nuamzzar wrote:Moonaura wrote: 1. RLML are not some awesome weapons that needed balancing. At worst, give them a 10% reduction in RoF. Done.
Even at worst 10% RoF reduction is way too much. Now it may seem kinda agreeable, having this huge nerf in mind, but in a longer run it will make RLML weak and inadequate. Up to 5% would be reasonable but I'd rather reduce their range than cripple already modest dps.
I tend to think a 5% damage nerf for light missiles combined with increased power grid needs for RLMLs was the way to go if they actually wanted to balance them. The thing is that this doesn't really feel like a change being made for the sake of balance so much as a change being made because Rise thinks the idea is cool. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 13:49:00 -
[1324] - Quote
Zvaarian the Red wrote: 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.
True though even with web applied dps to frigates will be very poor, which is often not the case with non-missile ships. |

ThunderRa
Airkio Mining Corp Gentlemen's Agreement
1
|
Posted - 2013.11.13 13:57:00 -
[1325] - Quote
Bouh Revetoile wrote: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 wrote: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 all 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. Do you have any idea of the dps medium turret do outside of web range ? I'm talking applyed dps, not paper one. I only checked it quickly, but HAM do 100% dps to a Vexor (either shield or armor) at full speed, and 85-90% with MWD on ; up to 30km.
Yes you missed the many constructive alternatives that were given by players such as: create an alternate weapon system that uses burst mode and leave the current RLML as they are in the game, create a special type of ammo that would be called swarm and have burst fire mode + long reload times, adjust the ridiclusly long reload time to 20 or 30 seconds and also adjust the damage/ROF of the missiles accordingly, and many more others. You also missed the fact that many players stated the RLML is not OP is just well balanced as it does actually have less dps than HML/HAML systems and is used by many people because there actually is no other practical alternative to apply good damage to small ships(HML and HAML suck at this after latest nerfs). Imo, instead of taking that alternative away from solo players, thus leaving them with 0 choices in this type of engagements, wouldn't it be smart for CCP to create a separate set of Swarm fire type of launchers and leave the current RLML and V1 RHML as they were initially implemented. This will offer players more choices instead of taking the only one good there is at this moment in the game, away, by stubbornly calling it OP when is nothing else that this: the ONLY choice for that purpose. Also those new Swarm missile launchers would be able to serve very well fleet blobs and large gang warfare and will not interfere with the current fits that people invested so much time training for. |

Electrique Wizard
Mutually Lucrative Business Proposals Market and Contract PVP
56
|
Posted - 2013.11.13 14:04:00 -
[1326] - Quote
ThunderRa wrote:
Wall of text quote I deleted for readability
Your last sentence illustrates your real issue: "I fear change and dont want to adapt" Change will always happen, wether you like it or not. If it wont come from devs it'll come from players changing their playstyle. Either way you'd be SOL and would have to embrace the glorious change you're forced into.
That said, I for one applaud and welcome the new missile changes, making large nullsec fleets more viable. |

ThunderRa
Airkio Mining Corp Gentlemen's Agreement
1
|
Posted - 2013.11.13 14:24:00 -
[1327] - Quote
Electrique Wizard wrote:ThunderRa wrote:
Wall of text quote I deleted for readability
Your last sentence illustrates your real issue: "I fear change and dont want to adapt" Change will always happen, wether you like it or not. If it wont come from devs it'll come from players changing their playstyle. Either way you'd be SOL and would have to embrace the glorious change you're forced into. That said, I for one applaud and welcome the new missile changes, making large nullsec fleets more viable.
Sorry I don't fear no change as long as it's well thought and balanced and this sadly is not. Actually I will welcome this concept of burst launchers if would it's mechanics would have been thoroughly tested, and based on anything else than impossible reload times and short ammo clips. |

Electrique Wizard
Mutually Lucrative Business Proposals Market and Contract PVP
58
|
Posted - 2013.11.13 14:52:00 -
[1328] - Quote
ThunderRa wrote:Electrique Wizard wrote:ThunderRa wrote:
Wall of text quote I deleted for readability
Your last sentence illustrates your real issue: "I fear change and dont want to adapt" Change will always happen, wether you like it or not. If it wont come from devs it'll come from players changing their playstyle. Either way you'd be SOL and would have to embrace the glorious change you're forced into. That said, I for one applaud and welcome the new missile changes, making large nullsec fleets more viable. Sorry I don't fear no change as long as it's well thought and balanced and this sadly is not. Actually I would have welcomed this concept of burst launchers if it's mechanics would have been thoroughly tested, and based on anything else than impossible reload times and short ammo clips.
There's nothing final yet, but as it is now it looks like offensive ASB's. That doesnt have to be a bad thing, and check it out on the test server before you criticize it. As they describe it now it'll work really well in fleets, or you'd have to adjust yourself for solo. |

Bouh Revetoile
TIPIAKS
420
|
Posted - 2013.11.13 14:59:00 -
[1329] - Quote
ThunderRa wrote:Yes you missed the many constructive alternatives that were given by players such as: create an alternate weapon system that uses burst mode and leave the current RLML as they are in the game, create a special type of ammo that would be called swarm and have burst fire mode + long reload times, adjust the ridiclusly long reload time to 20 or 30 seconds and also adjust the damage/ROF of the missiles accordingly, and many more others. You also missed the fact that many players stated the RLML is not OP is just well balanced as it does actually have less dps than HML/HAML systems and is used by many people because there actually is no other practical alternative to apply good damage to small ships(HML and HAML suck at this after latest nerfs). Imo, instead of taking that alternative away from solo players, thus leaving them with 0 choices in this type of engagements, wouldn't it be smart for CCP to create a separate set of Swarm fire type of launchers and leave the current RLML and V1 RHML as they were initially implemented. This will offer players more choices instead of taking the only one good there is at this moment in the game, away, by stubbornly calling it OP when is nothing else that this: the ONLY choice for that purpose. Also those new Swarm missile launchers would be able to serve very well fleet blobs and large gang warfare and will not interfere with the current fits that people invested so much time training for. So : - constructive alternative (as in "please don't touch my RLML, I need them as OP as they are now") ; - RLML are fine (as in "please let me have one medium launcher better than all the others") ; - no alternative : nothing justify to keep something OP, not even the lack of alternative, but I thought it was obvious ;
And finaly, these burst RLML are not good for blob but for guerilla warfare and hit and run tactics, something very few here seems knowing anything about.
Kagura Nikon wrote:For a good pilot that knows how to counter enemy transversal using your own speed? Usually over 90% I'm not denying you flying skills, but for most of us poor mortals, reducing transversal for medium LR weapons to track *perfectly* their target is not something as trivial as hiting F1 for your missiles to kill it. Otherwise pulse laser are the only short range weapon to have this kind of range and they don't do more damage than HAM at these ranges.
I also see that you like to smartly pick all the special cases which can support your views : perfect tracking scenario for turrets ; the most resilient frigates to talk about RLML. I'm not saying these cases don't exist, just that they are not the norm. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
34
|
Posted - 2013.11.13 15:06:00 -
[1330] - Quote
Electrique Wizard wrote:[quote=ThunderRa] There's nothing final yet, but as it is now it looks like offensive ASB's. That doesnt have to be a bad thing
By definition that's a bad thing. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
716
|
Posted - 2013.11.13 15:34:00 -
[1331] - Quote
Bouh Revetoile wrote:
I also see that you like to smartly pick all the special cases which can support your views : perfect tracking scenario for turrets ; the most resilient frigates to talk about RLML. I'm not saying these cases don't exist, just that they are not the norm.
So what you expected? For me to dumbly pick the most horrible scenarios to support my view? That is not how argumentation works, at least not outside the something awful forums. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 15:37:00 -
[1332] - Quote
Bouh Revetoile wrote:I'm not denying you flying skills, but for most of us poor mortals, reducing transversal for medium LR weapons to track *perfectly* their target is not something as trivial as hiting F1 for your missiles to kill it. Otherwise pulse laser are the only short range weapon to have this kind of range and they don't do more damage than HAM at these ranges.
It's simply not true. Pulse lasers (even re-balanced beam lasers tbh) do more applied damage than HAM's "outside of web range and up to 30 km". It's also not true that HAM's do "100% dps to a Vexor at full speed", you just don't know what you are talking about. Fit HAM Caracal, meet my Omen ingame and show me that awesome damage I'm unaware of. |

Ranger 1
Ranger Corp
4837
|
Posted - 2013.11.13 15:41:00 -
[1333] - Quote
Kagura Nikon wrote:Bouh Revetoile wrote:
I also see that you like to smartly pick all the special cases which can support your views : perfect tracking scenario for turrets ; the most resilient frigates to talk about RLML. I'm not saying these cases don't exist, just that they are not the norm.
So what you expected? For me to dumbly pick the most horrible scenarios to support my view? That is not how argumentation works, at least not outside the something awful forums. Actually, if you want anybody other than those that already agree with you to pay attention, you'd do exactly that. Provide data based on a typical scenario, and if you really want to present a convincing argument put up a worst case scenario to your argument.
If you have to rely only on an "ideal" situation to support your argument, it's not much of an argument and will receive little comment. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
35
|
Posted - 2013.11.13 15:45:00 -
[1334] - Quote
Ranger 1 wrote: If you have to rely only on an "ideal" situation to support your argument, it's not much of an argument and will receive little comment.
Ironically that is the exact approach all the supporters of these changes seem to be taking. |

Ganthrithor
GoonWaffe Goonswarm Federation
764
|
Posted - 2013.11.13 15:53:00 -
[1335] - Quote
Bouh Revetoile wrote:ThunderRa wrote:Yes you missed the many constructive alternatives that were given by players such as: create an alternate weapon system that uses burst mode and leave the current RLML as they are in the game, create a special type of ammo that would be called swarm and have burst fire mode + long reload times, adjust the ridiclusly long reload time to 20 or 30 seconds and also adjust the damage/ROF of the missiles accordingly, and many more others. You also missed the fact that many players stated the RLML is not OP is just well balanced as it does actually have less dps than HML/HAML systems and is used by many people because there actually is no other practical alternative to apply good damage to small ships(HML and HAML suck at this after latest nerfs). Imo, instead of taking that alternative away from solo players, thus leaving them with 0 choices in this type of engagements, wouldn't it be smart for CCP to create a separate set of Swarm fire type of launchers and leave the current RLML and V1 RHML as they were initially implemented. This will offer players more choices instead of taking the only one good there is at this moment in the game, away, by stubbornly calling it OP when is nothing else that this: the ONLY choice for that purpose. Also those new Swarm missile launchers would be able to serve very well fleet blobs and large gang warfare and will not interfere with the current fits that people invested so much time training for. So : - constructive alternative (as in "please don't touch my RLML, I need them as OP as they are now") ; - RLML are fine (as in "please let me have one medium launcher better than all the others") ; - no alternative : nothing justify to keep something OP, not even the lack of alternative, but I thought it was obvious ; And finaly, these burst RLML are not good for blob but for guerilla warfare and hit and run tactics, something very few here seems knowing anything about. Kagura Nikon wrote:For a good pilot that knows how to counter enemy transversal using your own speed? Usually over 90% I'm not denying you flying skills, but for most of us poor mortals, reducing transversal for medium LR weapons to track *perfectly* their target is not something as trivial as hiting F1 for your missiles to kill it. Otherwise pulse laser are the only short range weapon to have this kind of range and they don't do more damage than HAM at these ranges. I also see that you like to smartly pick all the special cases which can support your views : perfect tracking scenario for turrets ; the most resilient frigates to talk about RLML. I'm not saying these cases don't exist, just that they are not the norm.
RLMLs aren't OP. What is actually wrong with you? A RLML Cerb with 2x BCUs, faction ammo, and all V's does a heady 291 dps, max. UNDER THREE HUNDRED DPS! Meanwhile, a HAM Cerb with the same setup does a theoretical ~530 DPS with faction HAMs, but hits a Vagabond for a mere 194 of that, while hitting to half the range of the rapid light launcher. Heavies do a trivial 140 dps to the Vagabond while having tons of range.
Damage application on HAMs is so pathetic that they're only useful for shooting plus-sized targets (BCs and bigger), even when using faction ammo, and even that represents your best-case scenario for shooting "small" targets (shooting at plus-sized targets is supposed to be rage ammo's niche, not a default for the weapon system). The problem isn't that RLMLs are OP, it's that the closerange cruiser missiles are utterly worthless.
HAMs are useless for PvP because you can't sac a bunch of midslots on a shield-tank oriented PvP ship in order to fit the webs / target painters you need to apply damage. Combine this with the fact that PvP often involves having to peel small targets off your gang and you should see why suggesting that people use HAMs makes you look ridiculous.
There is a solution to this missile problem: trim a tiny bit of DPS off of RLMLs by reducing their rate of fire. 5-10% would do it. Then change the mechanics of heavies and HAMs to actually fit with the rest of the game: give the closerange weapon better damage output AND better damage application than the long-range system. HAMs should apply the majority of their raw DPS to cruiser-sized targets. Significant falloff should start with smaller targets, and rage missiles should actually fill the role of doing massive damage to battlecruiser-sized targets and up.
If RLMLs actually only did higher DPS than HAMs or heavies when used against destroyers and smaller, players would actually face a meaningful fitting decision when deciding whether or not to fit RLMLs. The actual applied DPS from RLMLs isn't fantastic: there's only a couple of ships in the game that can sqeeze enough DPS from RLMLs to make them a viable choice, and really it's just the Tengu that manages to reach a number that you could consider "OP." It's the uselessness of HAMs that makes using RLMLs a non-decision, because they can't do anywhere near their proper damage to anything smaller than a Drake.
So yeah, the notion is that Rise should actually accomplish something useful by properly differentiating missiles rather than subjecting us to a choice between three gimmick launchers that aren't generally useful (with the gimmicks being ridiculous one-shot burst damage to literally any ship in EVE, then dying in a fire; a high DPS launcher that's useless against at least 3/4 of the ships you'll encounter in PvP; and a launcher that gives you tons of range but nothing else). |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
717
|
Posted - 2013.11.13 15:55:00 -
[1336] - Quote
Ranger 1 wrote:Kagura Nikon wrote:Bouh Revetoile wrote:
I also see that you like to smartly pick all the special cases which can support your views : perfect tracking scenario for turrets ; the most resilient frigates to talk about RLML. I'm not saying these cases don't exist, just that they are not the norm.
So what you expected? For me to dumbly pick the most horrible scenarios to support my view? That is not how argumentation works, at least not outside the something awful forums. Actually, if you want anybody other than those that already agree with you to pay attention, you'd do exactly that. Provide data based on a typical scenario, and if you really want to present a convincing argument put up a worst case scenario to your argument. If you have to rely only on an "ideal" situation to support your argument, it's not much of an argument and will receive little comment.
Combat is about the WORST case scenario. The easy scenario even standard missiel lancuchers can work. There is no point arguing over something that is certain. Its a waste of time.
Same way I will not complain that the front load damage is not enough to kill a ship before it docks again at station, because thatis GIVEN, for any weapon other than large arties. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Major Killz
Deep Core Mining Inc.
282
|
Posted - 2013.11.13 15:55:00 -
[1337] - Quote
If you read what CCP Rise has stated so far. He says that this was an issue mainly surrounding the new "Rapid Heavy Missile Launcher" module. They, CCP, came to the conclusion that the "Rapid Heavy Missile Launcher" may obsolete a near used less weapon system (cruise missiles and cruise missile launcher). He seems to suggest that they came to this conclusion based on feedback from this forum, external and then internal sources. Not to mention some entities open statements that they intend to abuse (by abuse I mean use the module A LOT) this mechanic.
Now. CCP's issue and problem had NOTHING to do with light missiles or Rapid Light Missile Launchers.
Moving away from CCP for a second.
I've been hearing from time to time by players I fly with and those I do not. What were suggestive statement from time to time with no firm conclusion. However, overtime their conclusion became firm and directed towards any platform utilising light missiles. However, when you ask them to give more detail. Why is this bad or too powerful. The answer was ALWAYS "just nerf them".
Note: in this game as in real life perception can become reality. Irrespective of facts and or truth. So when I hear about a module, ship or race being perceived as powerful. You either confront it with facts and win the argument out right. There by convincing the other person that their conclusion is wrong or it turns into a needless NERF. Heavy missiles and Hurricane were recent victims of this phenomenon. No one cares about the real causes, just perceived cause. So the perceived cause gets strung up and murdered v0v
So, it is clear that the player base was starting to favour weapon systems using light missiles and when used with electronic warfare modules like tracking disruptors and remote sensor dampeners and ships providing warfare link bonuses off grid. A negative perception was starting to forum around light missiles, light missile launchers and rapid light missile launchers. There are PLENTY of pilots who want to see them NERFED.
Back to CCP and CCP Rise.
So, CCP had no intention of doing anything to light missiles, light missile launchers and or rapid light missiles. After all I firmly believe they saw no issues surrounding Rapid light missile launcher. However, after coming to the conclusion surrounding Rapid Heavy Missile Launchers and Heavy missile possibly overshadowing Cruise missiles. They just noticed the obvious with regard to Rapid light missile launchers and heavy missiles launchers. Read from the forums, external, internal sources and saw light missiles > heavy missiles. Came up with a way for RHML not to be abused. Thought you could not do to one weapon system and not to the one it was BASED OFF OF and here we are.
That last part was my TINFOIL hat explanation of how this all came about. . |

Ranger 1
Ranger Corp
4837
|
Posted - 2013.11.13 15:56:00 -
[1338] - Quote
So just to clarify to some of the posters that got started on this thread over night.
1: RLML are deemed a bit too effective in all situations and ARE going to be nerfed, either in general or in some very specific ways.
2: Rise wants to make that nerf situational instead of across the board. He want's to implement a "Burst" mechanic that makes them very effective against smaller vessels (dishing out huge volumes of effective damage) for a short period of time, but have a long reload that makes them actually take a roughly 20% decrease in DPS over the long run. So huge damage up front, lower DPS verse larger targets in the long run.
3: Some people think the small clip and slow reload will make them useless.
4: Other people think the huge amount of up front damage will make them ideal for dealing with smaller targets, or if used with hit and run tactics against a wider variety of targets. In fact, some worry that this will make them a bit overpowered in some ways... however these people are wisely not saying much at this point. 
5: As part of this change they are also introducing Rapid Heavy Missile Launchers for BS use, with much the same characteristics.
6: It looks like this system will be implemented, followed shortly thereafter by a tweak to how loading a different ammo type functions so that you still retain an advantage in being able to swap damage types. Other numbers may be tweaked as well (ammo amount, reload time, ROF) for balancing purposes.
7: These changes are now on Sisi to test out. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Viceorvirtue
The Hatchery Team Liquid
32
|
Posted - 2013.11.13 16:03:00 -
[1339] - Quote
So heres a bit of a comparison: Imagine you have an omen and a new rlm caracal shooting a target for 50 seconds. They end up doing relatively the same dps.
Now for the next 40 seconds, the caracal does 0 dps while the omen continues doing damage. Rlms currently have the 'interesting decision making' of "hmm, x, y, and z are on the field, what is the best ammo type to use here?'. Don't believe me? Shoot a jaguar with mjolnir fury, or try doing much damage to some afs and intys without swapping to percision ammo. The new rlms would have to wait 40 seconds in order to do this, which is long enough that you might as well leave the field because youll be chased off anyway. This means the only decision making in using new rlms will be 'can I kill the tackle in under 50 seconds assuming I have the right ammo preloaded to do so?' That is not an interesting choice to me.
If the fight lasts longer than 50 seconds, the omen becomes better and the caracal has a random chance of becoming useless or having to leave because suddenly something lands and you cant just reload to the right damage or missile type to kill it. In a small gang situation the new rlm caracal wouldn't want to shoot the primary, it would be too busy reloading incase the tackle that it just killed feels like reshipping. The omen and thorax are able to apply damage to a target regardless of how much ammo they have used and what point of the fight they are at.
I would much prefer a rof nerf and a pg requirement increase as a nerf to rlms. That way I still am able to make decisions about what ammo to use to get the best effect, and with an rlm nerf I would need to make the right ammo choice to be able to kill a number of things at all. Please reconsider this change, there are better ways of nerfing rlm than preventing people from reloading fast enough that missile type is actually a choice you can make during a fight and not something you have to hope you got right when you started engaging. |

Chris Winter
Zephyr Corp V.A.S.T.
268
|
Posted - 2013.11.13 16:14:00 -
[1340] - 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? No, reloading in space always requires the full reload time, even with fitting services. |
|

Chris Winter
Zephyr Corp V.A.S.T.
268
|
Posted - 2013.11.13 16:19:00 -
[1341] - Quote
Also, I totally just realized something: with the mobile depot taking 45 seconds to anchor...
Start with RLMLs fitted, with whatever general-purpose ammo you want. As soon as the fight starts, drop and anchor a mobile depot. 45 seconds later, it will be usable. 5 seconds after that, you'll be out of ammo on your RLMLs.
Then, if the fight's going to take longer than another 90 seconds, swap the RLMLs for something else! LMLs if you need to keep killing frigates, HAMs or HMLs against cruisers and bigger. Should take ~10seconds to switch, then a 10 second reload, and keep shooting with higher sustained dps!
I now fully support this change. |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.13 16:19:00 -
[1342] - Quote
Actually, does anyone see a correlation between bomb launchers and the way rapid launchers are being reimagined? Battlecruisers are steath bombers now?
Also, y'all know you are not required to link launchers, right? I could have a few double SeBoo Cerbs harrasing 5-6 frigates and destroyer class gangs. Each cerb can go after 3-4 targets at once.. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
35
|
Posted - 2013.11.13 16:23:00 -
[1343] - Quote
As it looks like these changes are going to go live no matter how much we argue against them, can we at least get range and explosion bonuses on them? The RHML specifically only benefits from full bonuses from two battleships I believe. So on top of having to deal with complete inflexibility when it comes to damage type and ridiculously long reloads that make you want to tear your own face off, you also get gimped performance from the very platform you stick them on in most cases. I keep trying to come up with a reason someone would want to use these things over precision cruise missiles or even regular cruise missiles on a hull with explosion bonuses and I'm drawing a blank. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
35
|
Posted - 2013.11.13 16:26:00 -
[1344] - Quote
Chris Winter wrote:Also, I totally just realized something: with the mobile depot taking 45 seconds to anchor...
Start with RLMLs fitted, with whatever general-purpose ammo you want. As soon as the fight starts, drop and anchor a mobile depot. 45 seconds later, it will be usable. 5 seconds after that, you'll be out of ammo on your RLMLs.
Then, if the fight's going to take longer than another 90 seconds, swap the RLMLs for something else! LMLs if you need to keep killing frigates, HAMs or HMLs against cruisers and bigger. Should take ~10seconds to switch, then a 10 second reload, and keep shooting with higher sustained dps!
I now fully support this change.
Thank you for perfectly illustrating why a 40s reload is ridiculous. When you can do things like that quicker than you can load the weapons you have equipped there is something truly wrong going on. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 16:26:00 -
[1345] - Quote
Nerfing RLML more than 5% without fixing HAM and HML previously is bad. Very bad. Terrible really! 5-10% doesn't seem to be much when dealing with frigates but can be too much when you need to kill a cruiser. Until you can deliver properly balanced cruiser size missile weapon system, please leave light missiles and light launchers alone. Just leave it. Stay away, keep your distance. Do your little experiments internally, we don't want to know until is finished, polished and properly tested - that should be your work, not ours. |

Ranger 1
Ranger Corp
4839
|
Posted - 2013.11.13 16:33:00 -
[1346] - Quote
Niena Nuamzzar wrote:Nerfing RLML more than 5% without fixing HAM and HML previously is bad. Very bad. Terrible really! 5-10% doesn't seem to be much when dealing with frigates but can be too much when you need to kill a cruiser. Until you can deliver properly balanced cruiser size missile weapon system, please leave light missiles and light launchers alone. Just leave it. Stay away, keep your distance. Do your little experiments internally, we don't want to know until is finished, polished and properly tested - that should be your work, not ours. They have discussed, experimented, and tweaked it internally. This is now the phase where we get our hands on it to test and comment on. It's just coming closer to release than we have gotten used to lately. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 16:47:00 -
[1347] - Quote
Ranger 1 wrote:Niena Nuamzzar wrote:Nerfing RLML more than 5% without fixing HAM and HML previously is bad. Very bad. Terrible really! 5-10% doesn't seem to be much when dealing with frigates but can be too much when you need to kill a cruiser. Until you can deliver properly balanced cruiser size missile weapon system, please leave light missiles and light launchers alone. Just leave it. Stay away, keep your distance. Do your little experiments internally, we don't want to know until is finished, polished and properly tested - that should be your work, not ours. They have discussed, experimented, and tweaked it internally. Discussed, experimented, and tweaked doesn't mean anything unless it's finished. And after it's finished it should be polished. This ancillary experiment is neither.
Quote: This is now the phase where we get our hands on it to test and comment on. It's just coming closer to release than we have gotten used to lately.
Yeh, we got our hands on a half-finished fail product that needs to be tweaked and re-tweaked for months until it's finally abandoned. Well done. Nice work. |

Ganthrithor
GoonWaffe Goonswarm Federation
768
|
Posted - 2013.11.13 16:50:00 -
[1348] - Quote
The cruise / torp / rapid heavy dynamic follows the exact same pattern: "Oh no, rapid heavies will be better than cruises or torps in 90% of situations: quick, nerf RHMLs instead of making these two utterly awful weapon systems viable for PvP."
Players want weapons that are useful: the current proposal just adds yet another mostly-useless, extreme-niche weapon to a collection of mostly-useless, extreme niche weapons. Stop theorycrafting ways to avoid being better than heavies / HAMs / cruises / torps and start figuring out some changes to missiles as a whole that will make missiles a viable PvP weapon in general.
Then there's the whole problem of Rise's attitude: ignoring player feedback, cramming some underdeveloped idea into an expansion at the last minute in some vague hope that it will "fix" a massive existing problem and that they'll "fix any problems later." Remember when they introduced that other great burst / long reload mechanic: ASBs? Those were the dumbest thing I'd seen introduced to the game since I started playing in 2007, and they've received exactly one iteration in the last year and a half, which consisted entirely of a tiny nerf to charge capacity and didn't address the fundamental problems of the module whatsoever.
Yeah, I have really high hopes that the same iterative approach will work this time. I'm sure some time within the next 4 years missiles will get sorted... |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
35
|
Posted - 2013.11.13 16:52:00 -
[1349] - Quote
Ganthrithor wrote:The cruise / torp / rapid heavy dynamic follows the exact same pattern: "Oh no, rapid heavies will be better than cruises or torps in 90% of situations: quick, nerf RHMLs instead of making these two utterly awful weapon systems viable for PvP."
Players want weapons that are useful: the current proposal just adds yet another mostly-useless, extreme-niche weapon to a collection of mostly-useless, extreme niche weapons. Stop theorycrafting ways to avoid being better than heavies / HAMs / cruises / torps and start figuring out some changes to missiles as a whole that will make missiles a viable PvP weapon in general.
I like this Goon. He speaks the truth.
Never though I'd say those words... =P |

Dav Varan
Spiritus Draconis Sicarius Draconis
96
|
Posted - 2013.11.13 17:00:00 -
[1350] - Quote
RHML dps = ( Cruise ml dps + Heavy ml dps ) / 2
It was literally this easy.
|
|

Hatsumi Kobayashi
Origin. Black Legion.
311
|
Posted - 2013.11.13 17:27:00 -
[1351] - Quote
Malcanis wrote:Chris Winter wrote:Can we get a list of which CSM members supported this change, so I know who not to vote for? I supported the change.
Remember that part where you're completely oblivious to even the simplest of game mechanics?
Not surprised you supported this, tbh. No sig. |

Dr Sraggles
The Covenant of Blood
1
|
Posted - 2013.11.13 17:41:00 -
[1352] - Quote
*IF* RLMLs need a nerf simply reduce their rate of fire. If you want to improve gameplay *reduce reload times*. You can cut turrets to 2.5 secs and launchers to 5 secs and make everyone happy. Doing crap dps with missiles is bad enough without enduring 10 seconds to change from precision to regular. Why in the hell is it 10 seconds to begin with? Terrible game mechanic.
Then, if you want to give us an "Assault RLML" with more front end dps give it a 20 second reload with a smaller clip to make it do less sustained dps than above. This would be a welcome addition to game play and make camps more fun for me. I might actually get on the KM.
A "ASB" type launcher should not be our only option though, or you reduce us to niche tactics.
If RHMLs are the only viable system for BS in your testing (who knew), well getting BS on the field in micro gangs might be a good thing? Just make the fitting requirements so that they only fit on BS. Cruise/Torps missiles need to arrive on target sometime before next week to be viable in small scale PVP.
Lastly, HMLs need a buff (reduce explosion radius). Make them viable against cruisers please so that um, cruisers can fight cruisers in PVP?
Nerf Links, plz. ITT they take HML/HAM missile boats off the field.
TL;DR.
Reload times are a terrible waste of my life but are ok for an "Assault Launcher" option. Emphasis on option.
Fix Heavies against cruisers so cruisers can fight cruisers with heavies. Narf sig Links plx.
Fix Cruise Missiles/Torps so that they arrive on targets before I'm old.
|

Chris Winter
Zephyr Corp V.A.S.T.
268
|
Posted - 2013.11.13 17:52:00 -
[1353] - Quote
Bob Niac wrote:Actually, does anyone see a correlation between bomb launchers and the way rapid launchers are being reimagined? Battlecruisers are steath bombers now? Battlecruisers aren't bonuses for RLMLs. As far as stealth, the only moderately effective stealth platform for these will be the Tengu, and it will still be worse than the Proteus or Stratios for stealthy dps.
Quote: Also, y'all know you are not required to link launchers, right? I could have a few double SeBoo Cerbs harrasing 5-6 frigates and destroyer class gangs. Each cerb can go after 3-4 targets at once..
Except that if you do that, you won't be able to kill them before needing to reload... |

Brib Vogt
DC-centre Destiny's Call
39
|
Posted - 2013.11.13 18:14:00 -
[1354] - Quote
Taoist Dragon wrote: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. If Rise and co got a load of these reports from multiple sources with realistic fittings etc showing an issue across a number of scenarios then they would take notice. One scrub (or alts of said scrub) constantly bleating 'don't mess with my stuff!' don't sway anyone in a decent argument.
I used a pvp dual anc/small rep fitted all V vengeance against a dual ASB close to all V Cerberus. Besides the fact that this PVP event would to lead only to both fractions to warp away my vengeance dominated the cerberus. And this was without the use of a faction repper i use on TQ. And i am not whining, because i couldn't care less. Never used the damn rapid launcher. I only have them on V because i like to fly destroyers and frigates with LMs.
It was a staged fight with a friend and no will not post fitting details and skills because it is not necessary to do that to see that if a ship survives one magazine of LMs it will survive all the following. --> crap
|

Bouh Revetoile
TIPIAKS
421
|
Posted - 2013.11.13 18:19:00 -
[1355] - Quote
Ok, I did some tests with HAM dps and here are my results.
Tested in Pyfa 1.1.16 ; dps values read on the dps graphs with speed and sig values entered manualy. Fit are mostly standard fit I saved with some exception. No implants, fleet boosters or drugs. Base fit : HAM Caracal with 3BCSII & CN ammo, 395 paper dps Numbers with MWD off/on Attack cruisers : Caracal, 2LSEII, 3 shield rigs : 395/388 Thorax, 800mm plate, 3 armor rigs : 300/281 Thorax, FS-9 LSE, 2 shield rigs : 335/296 Omen, 800mm plate, 3 armor rigs : 295/276 Stabber, 1 LSEII, 2 shield rigs : 255/227
combat cruisers : Moa, 2 LSEII, 3 shield rigs : 395/395 Maller, 1600mm plate, 3 armor rigs : 387/395 Vexor, 1600mm plate, 2 armor rigs : 395/392 Vexor, LSEII, overdrive injector, 3 shield rigs : 395/368 Rupture, 800mm plate, 3 armor rigs : 350/345 Rupture, LSEII, 3 shield rigs : 395/373
The numbers speak for themselves actually. Even attack cruisers take at least 70% damage ; combat cruisers take mostly always full damage. Stabber is of course in another league. Remember the missiles have 30km range on a Caracal. Now, if you don't like the fits, feel free to test by yourself.
To conclude, I'd say HAM are fine and people here are bad. Of course AB will reduce damage by approximately 50%, but that's the point of the module.
PS : I can't wait to see what naysayers will say now. :-) |

Mr Gojira
Overview Dynamics Inc
0
|
Posted - 2013.11.13 18:23:00 -
[1356] - Quote
Viceorvirtue wrote:So heres a bit of a comparison: Imagine you have an omen and a new rlm caracal shooting a target for 50 seconds. They end up doing relatively the same dps.
Now for the next 40 seconds, the caracal does 0 dps while the omen continues doing damage. Rlms currently have the 'interesting decision making' of "hmm, x, y, and z are on the field, what is the best ammo type to use here?'. Don't believe me? Shoot a jaguar with mjolnir fury, or try doing much damage to some afs and intys without swapping to percision ammo. The new rlms would have to wait 40 seconds in order to do this, which is long enough that you might as well leave the field because youll be chased off anyway. This means the only decision making in using new rlms will be 'can I kill the tackle in under 50 seconds assuming I have the right ammo preloaded to do so?' That is not an interesting choice to me.
If the fight lasts longer than 50 seconds, the omen becomes better and the caracal has a random chance of becoming useless or having to leave because suddenly something lands and you cant just reload to the right damage or missile type to kill it. In a small gang situation the new rlm caracal wouldn't want to shoot the primary, it would be too busy reloading incase the tackle that it just killed feels like reshipping. The omen and thorax are able to apply damage to a target regardless of how much ammo they have used and what point of the fight they are at.
I would much prefer a rof nerf and a pg requirement increase as a nerf to rlms. That way I still am able to make decisions about what ammo to use to get the best effect, and with an rlm nerf I would need to make the right ammo choice to be able to kill a number of things at all. Please reconsider this change, there are better ways of nerfing rlm than preventing people from reloading fast enough that missile type is actually a choice you can make during a fight and not something you have to hope you got right when you started engaging.
So as I stated to another person: what part of Rapid launchers being for use against smaller ships than the one your firing from is not being comprehended?
Perhaps the error of CCP RISE is that he is not properly explaining what a smaller ship is. |

Viceorvirtue
The Hatchery Team Liquid
32
|
Posted - 2013.11.13 19:00:00 -
[1357] - Quote
Mr Gojira wrote: So as I stated to another person: what part of Rapid launchers being for use against smaller ships than the one your firing from is not being comprehended?
Perhaps the error of CCP RISE is that he is not properly explaining what a smaller ship is.
What I am saying is that in a number of situations that may be completely beyond your control you might end up with a useless ship. I will have mjolnir percision loaded vs a merlin for example, what happens if he has a friend in a jag warp in before he dies? Even with percisions I wont be able to kill the jag because of it's resist profile. So I would have to give it atleast 40 seconds before I can start trying to force it off me. It likely won't die to a single clip so thats 50 seconds and another 40 second reload. During this reload the jaguar has probably has a decent amount of its shields back so it might take most of the next clip to finish him off. This isn't even taking into account the merlin pilot who has had well over a minute to reship, and may very well have come back in something that I will need to swap ammo for again in order to apply substantial damage to.
This is 130 seconds, over 2 minutes and I still haven't finished the jaguar off because I had mjolnir loaded to kill a merlin. Nerfing the rof of rapid lights and increasing their pg use would mean that it takes me longer to kill the merlin but I can properly react to the jaguar, or whatever additional tackle lands on field during the fight that might present a bigger threat then what I am currently dealing with.
Ships like the omen and thorax, even if they end up shooting em into a jaguar or kin/therm into an ishkur will be able to properly respond to things landing. This is an exceptionally strong case to not use an rlm boat in my eyes and instead use any other weapon system because it will be effective against tackle all the time, with the added bonus of being able to fight things larger than frigates as well as multiple people without having to change the guns its using. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 19:24:00 -
[1358] - Quote
Bouh Revetoile wrote:Ok, I did some tests with HAM dps and here are my results. ... ... PS : I can't wait to see what naysayers will say now. :-) That you don't have a clue, what else? Take Omen for example, add a frigate and see what happens if you compare graphs with Caracal. Properly piloted Omen will do full damage to both and your HAM Caracal will have a hard time dealing even with T1 frig, what to speak of T2. Now, where goes your damage when we add all those ships with role bonuses, having 50% reduced MWD sig radius penalty - could you do your Pyfa thingy for them too? |

Taoist Dragon
Bastion of Mad Behaviour
663
|
Posted - 2013.11.13 19:43:00 -
[1359] - Quote
Brib Vogt wrote: I used a pvp dual anc/small rep fitted all V vengeance against a dual ASB close to all V Cerberus. Besides the fact that this PVP event would to lead only to both fractions to warp away my vengeance dominated the cerberus. And this was without the use of a faction repper i use on TQ. And i am not whining, because i couldn't care less. Never used the damn rapid launcher. I only have them on V because i like to fly destroyers and frigates with LMs.
It was a staged fight with a friend and no will not post fitting details and skills because it is not necessary to do that to see that if a ship survives one magazine of LMs it will survive all the following. --> crap
Ok starting an argument with a claification that it's not a realistic scenario is a argument 101 fail. You have just stopped any credibility for your argument before you try to build it up.
And without the actuall fits then how can anyone reading your post investigate any numbers/results you are quoting to see if it is actually possible. Once again destroying any case you have built up.
Also you said it yourself, you don't use the module so your argument is invalid and you are just trying to shitstir the people who do use them regularly. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Taoist Dragon
Bastion of Mad Behaviour
663
|
Posted - 2013.11.13 19:52:00 -
[1360] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote:Ok, I did some tests with HAM dps and here are my results. ... ... PS : I can't wait to see what naysayers will say now. :-) That you don't have a clue, what else? Take Omen for example, add a frigate and see what happens if you compare graphs with Caracal. Properly piloted Omen will do full damage to both and your HAM Caracal will have a hard time dealing even with T1 frig, what to speak of T2. Now, where goes your damage when we add all those ships with role bonuses, having 50% reduced MWD sig radius penalty - could you do your Pyfa thingy for them too?
PAF! I have chased load of omens out of fw plexing in my rifters FFS! Cos the target thought 'I'm an omen I'll murder a rifter!' Then suddenly they can't hit me worth a dam and his drones are dead. Then I usually burn out a module or two that makes it a draw and we warp off. RLM cruiser however is a completely different setup and the only other cruiser setup apart from bonused drone boat that I am wary of engaging in a frigate.
And no I'm not an omen hater, I actually really like the ship but really people need to stop overstating how good these cruisers are at taking out small/fast frigs. It is the player who know what he is doing that can do that not the ship itself apart from RLML ships. Currently they just press F1 and watch the frig explode. and then they go and do the same thing to crusiers as they apply 100% of their damage in 99.99% of cases to a cruiser regardless of what the cruiser tries to do.
The new version will still see a RLML murder the typical frig but won't be able to scale the results up to a target the weapons were NOT designed to take on. And HAM Caracal is one of the best RLML carcal killers out there. Seen it many mnay times in FW. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 19:58:00 -
[1361] - Quote
Taoist Dragon wrote: PAF! I have chased load of omens out of fw plexing in my rifters FFS! Cos the target thought 'I'm an omen I'll murder a rifter!' Then suddenly they can't hit me worth a dam and his drones are dead. Then I usually burn out a module or two that makes it a draw and we warp off. RLM cruiser however is a completely different setup and the only other cruiser setup apart from bonused drone boat that I am wary of engaging in a frigate.
And no I'm not an omen hater, I actually really like the ship but really people need to stop overstating how good these cruisers are at taking out small/fast frigs. It is the player who know what he is doing that can do that not the ship itself apart from RLML ships. Currently they just press F1 and watch the frig explode. and then they go and do the same thing to crusiers as they apply 100% of their damage in 99.99% of cases to a cruiser regardless of what the cruiser tries to do.
The new version will still see a RLML murder the typical frig but won't be able to scale the results up to a target the weapons were NOT designed to take on. And HAM Caracal is one of the best RLML carcal killers out there. Seen it many mnay times in FW.
Your point being..? |

Ranger 1
Ranger Corp
4841
|
Posted - 2013.11.13 20:16:00 -
[1362] - Quote
Viceorvirtue wrote:Mr Gojira wrote: So as I stated to another person: what part of Rapid launchers being for use against smaller ships than the one your firing from is not being comprehended?
Perhaps the error of CCP RISE is that he is not properly explaining what a smaller ship is.
What I am saying is that in a number of situations that may be completely beyond your control you might end up with a useless ship. I will have mjolnir percision loaded vs a merlin for example, what happens if he has a friend in a jag warp in before he dies? Even with percisions I wont be able to kill the jag because of it's resist profile. So I would have to give it atleast 40 seconds before I can start trying to force it off me. It likely won't die to a single clip so thats 50 seconds and another 40 second reload. During this reload the jaguar has probably has a decent amount of its shields back so it might take most of the next clip to finish him off. This isn't even taking into account the merlin pilot who has had well over a minute to reship, and may very well have come back in something that I will need to swap ammo for again in order to apply substantial damage to. This is 130 seconds, over 2 minutes and I still haven't finished the jaguar off because I had mjolnir loaded to kill a merlin. Nerfing the rof of rapid lights and increasing their pg use would mean that it takes me longer to kill the merlin but I can properly react to the jaguar, or whatever additional tackle lands on field during the fight that might present a bigger threat then what I am currently dealing with. Ships like the omen and thorax, even if they end up shooting em into a jaguar or kin/therm into an ishkur will be able to properly respond to things landing. This is an exceptionally strong case to not use an rlm boat in my eyes and instead use any other weapon system because it will be effective against tackle all the time, with the added bonus of being able to fight things larger than frigates as well as multiple people without having to change the guns its using. Of course, they could always simply alter the "Change Ammo" mechanic... which is what they have already said they are going to do.
I think you'll also find that this system will deliver quite a bit more actual damage to smaller targets that a standard fit cruiser will in most circumstances. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 20:30:00 -
[1363] - Quote
Ranger 1 wrote: I think you'll also find that this system will deliver quite a bit more actual damage to smaller targets that a standard fit cruiser will in most circumstances.
1. How many frigates before reload? 2. What missile system remains to fight cruisers? |

Michael Harari
Genos Occidere HYDRA RELOADED
905
|
Posted - 2013.11.13 20:33:00 -
[1364] - Quote
Ranger 1 wrote:[ Of course, they could always simply alter the "Change Ammo" mechanic... which is what they have already said they are going to do. .
"Hey guys we are going to rework laser turrets - we are increasing cap use 10-fold, but in a few patches we are going to be reworking the bonuses on amarr ships to accommodate this increased cap use)"
This makes sense to you? |

Taoist Dragon
Bastion of Mad Behaviour
663
|
Posted - 2013.11.13 20:45:00 -
[1365] - Quote
Niena Nuamzzar wrote:Taoist Dragon wrote: PAF! I have chased load of omens out of fw plexing in my rifters FFS! Cos the target thought 'I'm an omen I'll murder a rifter!' Then suddenly they can't hit me worth a dam and his drones are dead. Then I usually burn out a module or two that makes it a draw and we warp off. RLM cruiser however is a completely different setup and the only other cruiser setup apart from bonused drone boat that I am wary of engaging in a frigate.
And no I'm not an omen hater, I actually really like the ship but really people need to stop overstating how good these cruisers are at taking out small/fast frigs. It is the player who know what he is doing that can do that not the ship itself apart from RLML ships. Currently they just press F1 and watch the frig explode. and then they go and do the same thing to crusiers as they apply 100% of their damage in 99.99% of cases to a cruiser regardless of what the cruiser tries to do.
The new version will still see a RLML murder the typical frig but won't be able to scale the results up to a target the weapons were NOT designed to take on. And HAM Caracal is one of the best RLML carcal killers out there. Seen it many mnay times in FW.
Your point being..? and 2. What missile system remains to fight cruisers?
Well I guess I need to highlight things more clearly for todays players eh?
The HVM and HAM work fine for killing cruisers. The new RLML will work fine for killing frigs/dessies.
Now for the terminally stoopid among you (you probably don't know who you are but I won't name names) here's a tip.
Missile based cruisers change the weapons to attack different sized targets, HVM & HAM for medium+ sized targets. RLML for small sized targets. These weapons are pretty good at applying damage to their intended targets.
Whereas medium turreted ship need to employ tactics/manual flying to enable them to hit small targets comfortably. No yes a turret cruiser can fit small guns to kill small targets but apart from a few noted example this generally completely gimps said fit.
The current RLML overlap too much into the realm of HVM/HAM performance, similar in the way HVM used to way outshine HAM before they were balanced. The new system will still allow RLML to fullfil the role of anti-frig but also making the choice to fit then a bit more meaningful.
After the changes a long T1 frig will still need balls of steel to attack a RLML cruiser. But a gang can more comfortably engage in a similar mannar to how thay can engage turret based ships. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Taoist Dragon
Bastion of Mad Behaviour
663
|
Posted - 2013.11.13 20:47:00 -
[1366] - Quote
Michael Harari wrote:Ranger 1 wrote:[ Of course, they could always simply alter the "Change Ammo" mechanic... which is what they have already said they are going to do. . "Hey guys we are going to rework laser turrets - we are increasing cap use 10-fold, but in a few patches we are going to be reworking the bonuses on amarr ships to accommodate this increased cap use)" This makes sense to you?
Now try and sensible less whiney argument rather than a childlike one please. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Michael Harari
Genos Occidere HYDRA RELOADED
905
|
Posted - 2013.11.13 20:50:00 -
[1367] - Quote
Taoist Dragon wrote:
The HVM and HAM work fine for killing cruisers. .
Just out of curiosity, when is the last time you have killed a cruiser, with say, fewer than 4 people and/or with anyone in your fleet using hmls? When was the last time you flew something other than a frigate or destroyer?
Edit: Ive gone back 6 months so far and I cant find one, but maybe I missed one? |

Ranger 1
Ranger Corp
4841
|
Posted - 2013.11.13 20:55:00 -
[1368] - Quote
Michael Harari wrote:Ranger 1 wrote:[ Of course, they could always simply alter the "Change Ammo" mechanic... which is what they have already said they are going to do. . "Hey guys we are going to rework laser turrets - we are increasing cap use 10-fold, but in a few patches we are going to be reworking the bonuses on amarr ships to accommodate this increased cap use)" This makes sense to you? To be perfectly frank it's not that high a priority. It needs to be done, but the way these encounters usually play out is you don't switch missiles types in the middle of combat. Most pilots would rather take longer to kill the target with not - so - ideal ammo types than stop firing altogether and swap to a better ammo.
Is that usually the best tactic? No, probably not. But if we are being truthful, in the heat of battle that is usually what happens.
If it turns out to be an easy task I doubt we'd even have to wait for a true point release, but I'd say the chances are good that it touches on some twitchy code that will force us to wait a bit.
As I've said before, I don't really care that much one way or another on the timing... although I do have a slight preference to get my hands on the base mechanics sooner rather than later. Quicker ammo changes aren't a deal breaker to me.
And in the context of this debate I think that flaw keeps getting dragged up as the easiest argument to present as an excuse not to implement the mechanic at all... despite knowing that it will be fixed in relatively short order. If they revealed that they had fixed the change ammo mechanic this morning, those people would simply switch to the next easiest argument to throw out there... primarily because they have no idea how to leverage this to their advantage.
I would strongly advise people to test this mechanic on Sisi in a variety of situations, and give some realistic input on how the ammo capacity, reload timer, and ROF can be best tweaked to obtain the desired results... instead of pulling what if arguments out of their back sides against a mechanic that WILL be implemented in one form or another. THAT would actually have some value. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Michael Harari
Genos Occidere HYDRA RELOADED
905
|
Posted - 2013.11.13 20:57:00 -
[1369] - Quote
Ranger 1 wrote: To be perfectly frank it's not that high a priority. It needs to be done, but the way these encounters usually play out is you don't switch missiles types in the middle of combat. Most pilots would rather take longer to kill the target with not - so - ideal ammo types than stop firing altogether and swap to a better ammo..

You are constantly swapping ammo in a fight, between damage types, between t2/faction, and into/out of fofs when you get jammed or damped. (Or you should be anyway) |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 21:07:00 -
[1370] - Quote
Taoist Dragon wrote: The HVM and HAM work fine for killing cruisers.
Ranger 1 wrote: To be perfectly frank it's not that high a priority. It needs to be done, but the way these encounters usually play out is you don't switch missiles types in the middle of combat.
 I refuse to believe you two are serious. Have fun trolling. |
|

Taoist Dragon
Bastion of Mad Behaviour
665
|
Posted - 2013.11.13 21:12:00 -
[1371] - Quote
Michael Harari wrote:Taoist Dragon wrote:
The HVM and HAM work fine for killing cruisers. .
Just out of curiosity, when is the last time you have killed a cruiser, with say, fewer than 4 people and/or with anyone in your fleet using hmls? When was the last time you flew something other than a frigate or destroyer? Edit: Ive gone back 6 months so far and I cant find one, but maybe I missed one?
Last time in something other than a frig/dessy........hmmm try last night :) This would ahve worked much better with the new RLML by the way.
Arbi fit with RLML (Oh MY!)
Last crusier kill with less then 4 people ok...last month
Stabber wandering around
Oh and a cruiser fight where there were less than 3 of us OMG!!
Cruiser fight in FW
ADmittedly I haven't used HVM in a long time in PVP as I mainly use them in pve grinding in a drake. which works fine BTW.
I think you need to check up on your searching skills.
Ans as I have repeatedly said on these forums. Blagging a KB is quite possibly the worst way to prove a point and just ruins any credibility you may build up with well thought out arguments. But hey you can go and try and way your epeen around more if you like. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Ranger 1
Ranger Corp
4842
|
Posted - 2013.11.13 21:12:00 -
[1372] - Quote
Michael Harari wrote:Ranger 1 wrote: To be perfectly frank it's not that high a priority. It needs to be done, but the way these encounters usually play out is you don't switch missiles types in the middle of combat. Most pilots would rather take longer to kill the target with not - so - ideal ammo types than stop firing altogether and swap to a better ammo..
 You are constantly swapping ammo in a fight, between damage types, between t2/faction, and into/out of fofs when you get jammed or damped. (Or you should be anyway) Not so much... and really.... someone out their still tries to use fof's? 
I'm not going to say that no one ever changes ammo because there are always exceptions to the rule.
But I will say for the average EVE pilot they don't do it in mid combat all that often, even if tactically speaking they should. Usually they will wait until they need to reload anyway.
Now I'm sure you'll try to insist that everybody changes ammo the second they realize that they have a better ammo type on board for their opponent of the moment, but the reality of it is in most fights you'll be engaging a variety of ship types. Most people feel they are better off sticking with what will work on "most" of their opponents and not waste time swapping ammo specific to each ship they happen to be facing at the moment. Now if you are in a 1v1 or other very small engagement that might be a different story, but for most that is NOT the norm.
Not to be a jerk to you, but if your combat technique involves spending time swapping ammo types constantly I'd recommend Amarr. 
To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

rhiload Feron-drake
TURN LEFT
6
|
Posted - 2013.11.13 21:14:00 -
[1373] - Quote
rise plz no. stahp |

Ranger 1
Ranger Corp
4842
|
Posted - 2013.11.13 21:14:00 -
[1374] - Quote
Niena Nuamzzar wrote:Taoist Dragon wrote: The HVM and HAM work fine for killing cruisers.
Ranger 1 wrote: To be perfectly frank it's not that high a priority. It needs to be done, but the way these encounters usually play out is you don't switch missiles types in the middle of combat.
 I refuse to believe you two are serious. Have fun trolling. I don't know Taoist Dragon, so I can't comment for him.
I will say that I have never had a problem killing cruisers quickly and efficiently with either HVM or HAM... or any other appropriate weapons system for that matter. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Taoist Dragon
Bastion of Mad Behaviour
665
|
Posted - 2013.11.13 21:15:00 -
[1375] - Quote
Michael Harari wrote:Ranger 1 wrote: To be perfectly frank it's not that high a priority. It needs to be done, but the way these encounters usually play out is you don't switch missiles types in the middle of combat. Most pilots would rather take longer to kill the target with not - so - ideal ammo types than stop firing altogether and swap to a better ammo..
 You are constantly swapping ammo in a fight, between damage types, between t2/faction, and into/out of fofs when you get jammed or damped. (Or you should be anyway)
Constantly swapping ammo types just dropps your dps down to abysmal figures...the only time you should be swapping is if you get a new target that is an effective counter fit to your desired weapons or are jammed/damped then you swap to FOF. Constant swapping will just ruin any perceived increase in damage you get from hitting resist holes that is why it is still 95% of the time to use kinetic missiles on the kinetic bonused caldari hulls... That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Taoist Dragon
Bastion of Mad Behaviour
666
|
Posted - 2013.11.13 21:17:00 -
[1376] - Quote
Ranger 1 wrote:Niena Nuamzzar wrote:Taoist Dragon wrote: The HVM and HAM work fine for killing cruisers.
Ranger 1 wrote: To be perfectly frank it's not that high a priority. It needs to be done, but the way these encounters usually play out is you don't switch missiles types in the middle of combat.
 I refuse to believe you two are serious. Have fun trolling. I don't know Taoist Dragon, so I can't comment for him. I will say that I have never had a problem killing cruisers quickly and efficiently with either HVM or HAM... or any other appropriate weapons system for that matter.
Killing cruiser with HVM/HAM is fine and always has been TBH. (well it used to be too easy with the OP HVM) and I I see some anti frig cruisers wandering around I'll pretty much always swap to cruiser killing mode with HAM/HVM (if I'm in the mood to fly caldari that is.) That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Taoist Dragon
Bastion of Mad Behaviour
666
|
Posted - 2013.11.13 21:17:00 -
[1377] - Quote
Niena Nuamzzar wrote:Taoist Dragon wrote: The HVM and HAM work fine for killing cruisers.
Ranger 1 wrote: To be perfectly frank it's not that high a priority. It needs to be done, but the way these encounters usually play out is you don't switch missiles types in the middle of combat.
 I refuse to believe you two are serious. Have fun trolling.
I'm always serious  That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Ranger 1
Ranger Corp
4843
|
Posted - 2013.11.13 21:22:00 -
[1378] - Quote
Taoist Dragon wrote:Michael Harari wrote:Ranger 1 wrote: To be perfectly frank it's not that high a priority. It needs to be done, but the way these encounters usually play out is you don't switch missiles types in the middle of combat. Most pilots would rather take longer to kill the target with not - so - ideal ammo types than stop firing altogether and swap to a better ammo..
 You are constantly swapping ammo in a fight, between damage types, between t2/faction, and into/out of fofs when you get jammed or damped. (Or you should be anyway) Constantly swapping ammo types just dropps your dps down to abysmal figures...the only time you should be swapping is if you get a new target that is an effective counter fit to your desired weapons or are jammed/damped then you swap to FOF. Constant swapping will just ruin any perceived increase in damage you get from hitting resist holes that is why it is still 95% of the time to use kinetic missiles on the kinetic bonused caldari hulls...  Agreed, which is why most people do exactly that.
Typically though, for my part, if I am jammed or damped out I'll use that as a opportunity to warp out and reposition instead of swapping to FoF's. 9 times out of 10 I'll have drones of some type on me as well and the FOF's simply go for them instead of the jamming/dampening vessel.... so unless I'm scrammed I'll just pop out and pop back in again, usually at a more appropriate range, while he's busy jamming/dampening some other poor *******. 
To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Viceorvirtue
The Hatchery Team Liquid
32
|
Posted - 2013.11.13 21:30:00 -
[1379] - Quote
Normally if you have the time to swap to fury vs cruisers you will ultimately be doing more damage than if you had stuck with cn. You tend to swap to percisions to remove intys off the field faster (yes it is generally worth doing this when you see it coming in) and for the most part you stick with cn to deal with random tackle until you are at a point where swpping to fury or percision becomes the ideal choice.
Switching to fofs when jammed is not horrible, it pays off if you get jammed for a second cycle immediately and given the rng nature of ecm it's usually the safer call to do so. If you are damped and expect to stay damped for atleast 2 cycles then swapping to fofs is also the safe call in tis case as well.
Yes most people likely don't swap ammo types, but those that do make that decision can gain what may end up being a significant edge. In the case of fofs it's either a great idea or a 'meh' idea but it's nearly always the better call just in case. Ammo switching and reloading is actually an interesting decision making mechanic and I would hate to see it removed as an option for rlms. |

Leto Atal
LoneStar Industries Comatose Alliance
11
|
Posted - 2013.11.13 21:37:00 -
[1380] - Quote
Terrible idea. Echo others in saying it will make them useless for solo work. |
|

Ranger 1
Ranger Corp
4843
|
Posted - 2013.11.13 21:37:00 -
[1381] - Quote
Viceorvirtue wrote:Normally if you have the time to swap to fury vs cruisers you will ultimately be doing more damage than if you had stuck with cn. You tend to swap to percisions to remove intys off the field faster (yes it is generally worth doing this when you see it coming in) and for the most part you stick with cn to deal with random tackle until you are at a point where swpping to fury or percision becomes the ideal choice.
Switching to fofs when jammed is not horrible, it pays off if you get jammed for a second cycle immediately and given the rng nature of ecm it's usually the safer call to do so. If you are damped and expect to stay damped for atleast 2 cycles then swapping to fofs is also the safe call in tis case as well.
Yes most people likely don't swap ammo types, but those that do make that decision can gain what may end up being a significant edge. In the case of fofs it's either a great idea or a 'meh' idea but it's nearly always the better call just in case. Ammo switching and reloading is actually an interesting decision making mechanic and I would hate to see it removed as an option for rlms. I would as well, it should remain an option... but I understand that revision involves mechanics that may take a bit longer.
Not to derail, but unless the jammer/ dampener is the only person aggressing you FOF's are of extremely limited value. They go for the closest person damaging or activating a module on you, and they only go after those within their range. This means that usually they go after any drones on you, possibly a tackler (usually ineffectively in either case), or if you are really lucky they'll go after someone repairing or boosting you on your own team.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
4843
|
Posted - 2013.11.13 21:42:00 -
[1382] - Quote
Oh, I almost forgot.
Swapping ammo to use a type that does better damage based on your targets sig radius or speed "can" be advantageous in the long run... it depends on how tough your target is.
Swapping ammo to hit what you hope is a more favorable resist value depends greatly on how they are fit, and often (if they have made any attempt what so ever to plug their resist holes) you end up doing such a small amount more damage before the fight is over you often are better off simply sticking with what you had (and not losing that extra volley or so due to reload time).
In the case of this new system, warping out to reposition will be by far the better tactic, as you'll be just about reloaded with better ammo by the time you get back to the fight. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1669
|
Posted - 2013.11.13 21:48:00 -
[1383] - Quote
Michael Harari wrote:Taoist Dragon wrote:
The HVM and HAM work fine for killing cruisers. .
Just out of curiosity, when is the last time you have killed a cruiser, with say, fewer than 4 people and/or with anyone in your fleet using hmls? When was the last time you flew something other than a frigate or destroyer? Edit: Ive gone back 6 months so far and I cant find one, but maybe I missed one?
Quite sure his point still stands that hams work fine on cruisers.
Range issues aside. BYDI recruitment closed-ish |

Viceorvirtue
The Hatchery Team Liquid
33
|
Posted - 2013.11.13 21:54:00 -
[1384] - Quote
Ranger 1 wrote:I would as well, it should remain an option... but I understand that revision involves mechanics that may take a bit longer. Not to derail, but unless the jammer/ dampener is the only person aggressing you FOF's are of extremely limited value. They go for the closest person damaging or activating a module on you, and they only go after those within their range. This means that usually the go after any drones on you, possibly a tackler (usually ineffectively in either case), or if you are really lucky they'll go after someone repairing or boosting you on your own team. 
If those drones are ecm drones then this is actually helpful. Also great vs sabre/falcon camps and such. Really though this would make a good argument that fofs need to be changed in some way to make them worth carrying as you said yourself theres a decent change they wont do much. If they only shot at the source of the jam/damp then everyone would likely be carrying them.
Breaking the reload and damage swapping option, even if just to reiterate on it down the line is still a poor idea imo. People have suggested just straight nerfing the rof of the rlm (perferabley increasing its pg use as well) and implementing this 'ancillary launcher' as a new weapon system hopefully implemented after you take a hard look at the missile dmg application equations. This way people using rlms do take a hit, but if they swap damage properly (even though they wont have to do it often) they will still be reasonably competitive vs other cruisers both at killing tackle and handling cruiser sized ships with the same weapon system.
Changing ammo based on target is great, changing weapons based on target is nonfeasable in many situations and makes me feel that just using a different weapon system that performs decently in both areas as the superior choice. If cn hmls applied more damage to cruisers than fury light missiles and percision hmls applied as much damage to frigates as cn lights then hml would be the right choice 100% of the time. This problem stems from the missile dmg equations and fixing those should be a rather high priority. |

Arthur Aihaken
The.VOID
548
|
Posted - 2013.11.13 21:55:00 -
[1385] - Quote
This is really a dead horse until the next post-Rubicon update. I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1061
|
Posted - 2013.11.13 22:03:00 -
[1386] - Quote
Arthur Aihaken wrote:This is really a dead horse until the next post-Rubicon update.
That doesn't stop people from continuing to argue with each other in the Marauders thread or ask if the SoE ships are deliberately missing a CPU bonus to probe launchers. |

Ranger 1
Ranger Corp
4843
|
Posted - 2013.11.13 22:03:00 -
[1387] - Quote
Viceorvirtue wrote:Ranger 1 wrote:I would as well, it should remain an option... but I understand that revision involves mechanics that may take a bit longer. Not to derail, but unless the jammer/ dampener is the only person aggressing you FOF's are of extremely limited value. They go for the closest person damaging or activating a module on you, and they only go after those within their range. This means that usually the go after any drones on you, possibly a tackler (usually ineffectively in either case), or if you are really lucky they'll go after someone repairing or boosting you on your own team.  If those drones are ecm drones then this is actually helpful. Also great vs sabre/falcon camps and such. Really though this would make a good argument that fofs need to be changed in some way to make them worth carrying as you said yourself theres a decent change they wont do much. If they only shot at the source of the jam/damp then everyone would likely be carrying them. Breaking the reload and damage swapping option, even if just to reiterate on it down the line is still a poor idea imo. People have suggested just straight nerfing the rof of the rlm (perferabley increasing its pg use as well) and implementing this 'ancillary launcher' as a new weapon system hopefully implemented after you take a hard look at the missile dmg application equations. This way people using rlms do take a hit, but if they swap damage properly (even though they wont have to do it often) they will still be reasonably competitive vs other cruisers both at killing tackle and handling cruiser sized ships with the same weapon system. Changing ammo based on target is great, changing weapons based on target is nonfeasable in many situations and makes me feel that just using a different weapon system that performs decently in both areas as the superior choice. If cn hmls applied more damage to cruisers than fury light missiles and percision hmls applied as much damage to frigates as cn lights then hml would be the right choice 100% of the time. This problem stems from the missile dmg equations and fixing those should be a rather high priority. I'll have to agree with that last bit. I've felt, like many others, that although the current missile combat mechanics simulate things in a clever way... they are in need of a revision or entire revamp.
I feel this revamp should be from the ground up however, and also heavily involve modules and rigs that affect missile combat. A lot of missile mechanics are in place to make them a distinct weapons system (which is nice) and to simulate things that the game engine really can't handle any other way (misses, evasive action, proximity damage).
I'd love to see missiles do "huge" alpha, but have a good chance of missing or being rendered ineffective (chaff, point defense weapons, really good evasive flying).
I'd love to see it all redone, but that is a huge proposition. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Viceorvirtue
The Hatchery Team Liquid
33
|
Posted - 2013.11.13 22:18:00 -
[1388] - Quote
Nerfing rlm rof and increasing their pg requirement would actually work to make the decision of ammo change have more impact. Currently people can get away with not changing ammo at ideal times, but lower the dps a bit and suddenly that edge that you get with proper ammo swapping becomes much more important.
People might regret not changing ammo to fury to deal with the cruiser that came in after they finished killing the tackle with cn or percision. As harari said a number of posts ago having the right ammo preloaded is incredibly important. But by just reducing the rof on existing rlms, you create a situation where people can actively switch between ammo during a fight and be rewarded for making the right choice, or punished for making the wrong one.
If an rlm pilot think 'man, I totally should have reloaded to x' or 'hmm reloading to x ammo was a poor decision there' then congratulations you have both nerfed rlms and made the mechanic more interesting and decision based. Also you get to make an entirely new launcher with the ancillary feature (it's a good idea but not worth throwing away current rlms for imo) that can ideally come out alongside an in depth missile rebalance. |

Arthur Aihaken
The.VOID
550
|
Posted - 2013.11.13 22:27:00 -
[1389] - Quote
Alvatore DiMarco wrote:That doesn't stop people from continuing to argue with each other in the Marauders thread or ask if the SoE ships are deliberately missing a CPU bonus to probe launchers. Sure... ask and ye shall not receive. 5 days to Rubicon, snowball's chance of anything changing... I am currently away, traveling through time and will be returning last week. |

Kane Fenris
NWP
117
|
Posted - 2013.11.13 22:49:00 -
[1390] - Quote
i read it repeatedly but HVM are not fine against cruisers !
GÇáRLML for solo welcome OP RLML large fleets....
or lets say:
"RLML are dead, Long live RLML!"
[edit] i would support pg increase for rlml instead of proposed change so 3x lse and xl-asb+lse fits are no longer possible that would imho fix the issue |
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1670
|
Posted - 2013.11.13 22:59:00 -
[1391] - Quote
Kane Fenris wrote:i read it repeatedly but HVM are not fine against cruisers !
GÇáRLML for solo welcome OP RLML large fleets....
or lets say:
"RLML are dead, Long live RLML!"
[edit] i would support pg increase for rlml instead of proposed change so 3x lse and xl-asb+lse fits are no longer possible that would imho fix the issue
RLML's are fine
LML's themselves are the overpowered bit
For fucks sake, just reduce the range of all types of lml's by say 25% and application by 15% BYDI recruitment closed-ish |

Kane Fenris
NWP
117
|
Posted - 2013.11.13 23:08:00 -
[1392] - Quote
Garviel Tarrant wrote:Kane Fenris wrote:i read it repeatedly ....
RLML's are fine LML's themselves are the overpowered bit For fucks sake, just reduce the range of all types of lml's by say 25% and application by 15%
application needs to stay else youl kill the weapon for frigs -> bad idea range is maybe matter of discussion but a nerf to range alone wont balance it
the resulting fits of rlml are the issue here .
[edit] let me elaborate that a bit if you dont allow the ships that are useing rlml to have exessive tank, the tradoff between tank and applied dmg would be inline with other ships. |

Major Killz
Deep Core Mining Inc.
283
|
Posted - 2013.11.13 23:08:00 -
[1393] - Quote
Using the arguments of the main opponents to these changes. In their own words no less, "there are no weapon systems worth using other than rapid light missile launchers". I'm also told that if you use ANY other weapon system. Then you're bad, stup!d and or ret@rded. The aforementioned can be found on these forums and external forum.
Based on the aforementioned conclusion that are clearly well thought out, correct and cannot be disputed. Well. Based on said conclusion we would inevitably come to another indisputable conclusion. That is ALL weapon systems that DO NOT use light missiles are in fact BROKEN.
Well sh!t.
Turns out that all turret based weapon systems in game have significant draw backs... What about light missiles? Well. light missiles main drawback is absolute damage output. Apparently, absolute damage output is not an issue when you can apply the majority of whatever damage at significant range v0v
Now. The aforementioned statement does not factor in a ship off grid providing bonuses to another ship on grid. Why? Because clearly if skirmish link bouneses were applied to ship being damage by either heavy missiles or light missiles. Said ship would mitigate more of said damage. However, rockets and light missiles would be significantly less effected than any other target and click weapon system in game
Also, I like to use dual propulsion cruisers and have been since 2011. Without receiving bonuses from warfare links; dual propulsion cruisers can if not completely mitigate will at least substantially mitigate incoming damage from another cruiser using medium turrets at 500 - 2000m even with a stasis webifier applied.
Hmm. Lets play with our nuts for a bit and create a scenario.
The scenario I have in mind is 5 orbiting, after-burning REVengeances have magically tackled 5 cruisers @ 500m that use differing weapon systems. The 5 cruisers are using one of each of these weapon systems to esplode the ships that have them tackled: medium auto cannons (stabber fleet), medium Railguns (thorax), heavy missile launchers (caracal), heavy assault missile launchers (caracal) and rapid light missile launchers (caracal). No stasis webifier or drone damage applied and each Vengeance has only a damage control for tank.
In this sceinero.
What weapon system would do the most significant amount of damage in the shortest amount of time and which weapon systems would NOT eventually destroy their target? . |

zbaaca
POD Based Lifeforms DarkSide.
60
|
Posted - 2013.11.13 23:13:00 -
[1394] - Quote
from the start , RLML are abdomination. maybe it needs "rapid light missiles" with different application then lights or maybe just remove it and fix med size missiles Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn
|

Baron' Soontir Fel
Justified Chaos
73
|
Posted - 2013.11.13 23:30:00 -
[1395] - Quote
If you factor in links. HAMs and HMLs perform terribly. Even with a web applied.
And there's nothing the user can do to improve his damage output. Gunnery ships can maneuver to reduce transversal but missile boats are just dead in space. |

Kara Trix
PVE Corporation
10
|
Posted - 2013.11.13 23:33:00 -
[1396] - Quote
This is a terrible idea and you are destroying the use of these weapons.
They will not be used for PVE at all now. No one in there right mind will fit these again if it takes a year to reload them (40 seconds is very much a year in EVE combat)
I have several toons skilled for RLML as they were wonderful weapons for the following reasons.
1) They hold 80 Missiles (That is fantastic) and you are making them only hold 23.... (Unusable) 2) They reload quickly (like 10 seconds) which is fair.... now it's going to 40 seconds (Crazy)
Wow,,, talk about a total and complete fail.
If anything, make a RLML variant that is called something else (unless I am reading this wrong already).
You are effectively removing this weapon from PVE use period.
|

Kara Trix
PVE Corporation
10
|
Posted - 2013.11.13 23:51:00 -
[1397] - Quote
GallowsCalibrator wrote:Lots of people not getting the potential of front-loaded dps against smaller targets in this thread I think.
if you want to make a Front loaded weapon, .... make a new one... don't keep killing missiles....wow! |

Vypri
Pirate Code
0
|
Posted - 2013.11.14 00:13:00 -
[1398] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
T2 Rapid Light Launchers can carry roughly 18 charges T2 Rapid Heavy Launchers can carry roughly 23 charges
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
Guys, remember it takes a long time to skill for weapons, ships, etc.
RLML were the only good thing about Missiles for PVP.
They will no longer be used at all, so if the point was to remove them from game, looks like you're doing it the right way.
Why not make every weapons reload time as stupid as this idea..... it's like you're putting a BS weapon on a cruiser now. I won't even comment on the charge capacity, since it's just another nail in the coffin.
Better sell all those Caracals, Cerbs, quick.... otherwise they're just good for scrap reprocessing now.
|

Elisk Skyforge
Touring New Eden Haven.
7
|
Posted - 2013.11.14 00:14:00 -
[1399] - Quote
How about implementing two firing mode for these launchers? Just like how bastion mod is activated, these launchers can activate their "rapid" mode with these new stats including 40 sec reload time penalty, while the "classic" mode is there if anyone wants to switch to and have the previous rapid launchers stats. I think everyone will be happy this way. I think I broke your game CCP-->-áhttp://i.imgur.com/4pGZ5qJ.jpg?1 |

Arthur Aihaken
The.VOID
553
|
Posted - 2013.11.14 01:07:00 -
[1400] - Quote
700+ DPS on a Tengu with RLMLs. Yeah, I'm cryin' my eyes out... Just suck it up and adapt (it's not like you have a choice for the next 3 months anyway). I am currently away, traveling through time and will be returning last week. |
|

Taoist Dragon
Bastion of Mad Behaviour
671
|
Posted - 2013.11.14 01:08:00 -
[1401] - Quote
Kara Trix wrote:This is a terrible idea and you are destroying the use of these weapons.
They will not be used for PVE at all now. No one in there right mind will fit these again if it takes a year to reload them (40 seconds is very much a year in EVE combat)
I have several toons skilled for RLML as they were wonderful weapons for the following reasons.
1) They hold 80 Missiles (That is fantastic) and you are making them only hold 18.... (Unusable, as is they insta popped PVE frigs, why more damage?) 2) They reload quickly (like 10 seconds) which is fair.... now it's going to 40 seconds (Crazy)
Wow,,, talk about a total and complete fail.
If anything, make a RLML variant that is called something else (unless I am reading this wrong already).
You are effectively removing this weapon from PVE use period.... and they will unlikely be used for PVP as well, due to the reload times.
I am blown away by this news..... what a complete fail.
Did I say FAIL enough times.........wait..... FAIL.. there now I am going to reskill for the already failed HML...
Wow another perfectly formed argument based on fact and testing to prove how much the new system is going to broken! That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Taoist Dragon
Bastion of Mad Behaviour
671
|
Posted - 2013.11.14 01:09:00 -
[1402] - Quote
Vypri wrote:CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
T2 Rapid Light Launchers can carry roughly 18 charges T2 Rapid Heavy Launchers can carry roughly 23 charges
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks Guys, remember it takes a long time to skill for weapons, ships, etc. RLML were the only good thing about Missiles for PVP. They will no longer be used at all, so if the point was to remove them from game, looks like you're doing it the right way. Why not make every weapons reload time as stupid as this idea..... it's like you're putting a BS weapon on a cruiser now. I won't even comment on the charge capacity, since it's just another nail in the coffin. Better sell all those Caracals, Cerbs, quick.... otherwise they're just good for scrap reprocessing now.
Meh indicidual weapons systems upt medium spec don't take that long in reality with a decently foccussed skill plan etc.
And once again another perfectly formed argument based on facts and a touch of whine at all here.  That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Scooter6976
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.14 01:47:00 -
[1403] - Quote
RLM's as is, when compared to other cruiser size modules that can reliably kill frigs have much less dps.
The only ships where this is not AS TRUE, is ships with kinetic missile bonus that APPLIES to lights aswell as the obvious hml and ham variants. THEN if you fill with fury, the dps stats start looking comparable to other racial med weapon systems (but STILL subpar).
now, all of you experts, for a moment pretend you don't have 100mil sp's spread across all ship types and weapon systems in game. pretend for a moment that you are a caldari pilot only. As a caldari pilot, you have two options when flying anything larger than a dessi to kill frigs on par with other racial equivalents: rlm's and blasters. I say blasters, kind of as a joke, but a blaster boat with CAN sometimes kill certain frigs if flown right. but lest say as a caldari pilot you pick the obvious rlm choice, since caldari ships that can fit blasters don't get thing like tracking bonuses. IF as a caldari pilot you like to use rlm's to kill frigs, and coincidentaly cruisers as last ditch, once these changes take effect, you will be met with a ceiling on how many frigs you will be able to kill in a set period of time. Remember other racial weapons systems don't face this 'cap'. An ac or blaster boat, if fit for strictly killing frigs WILL NOT face a 'CAP' on how many frigs it can potentially kill in a 1-2minute window. So, as a caldari pilot flying in a cruiser, you find yourself with a weapons system that is good at one thing only, and that's killing a set # of frigs in a set period of time, and then being forced to leave grid/die/play poker/whatever.
for pvp, there are generally better things to fly than rlm caracals and cerb's unless you are only fighting frigs/cruisers. The minute a bc/bs shows up, your dps is far below what it SHOULD be to expect to kill those targets efficiently. That's AS IS.
With the new change, rlm's will ONLY be good for killing frigs, and even then, only a 'CAPPED' amount of damage can be expected in a given time frame. ac/blaster/pulse don't have this problem. they do have tracking to worry about, but then missiles have speed and sig to worry about, so they ALMOST offset, with missiles having the advantage IF your using the right size for your target. THATS a BIG IF.
all races have strengths, but caldari are the easiest to fly, and have the best ships for pve if your a noob, because they don't require extensive knowledge of ingame mechanics to have fun flying. they usually have plenty of cpu for fitting, they always hit for SOME damage, even if its ****, and they can fit some of the best passive tanks in the game.... HINT HINT, caldari if OP at anything, are OP for noobs trying to learn the game, and for pve in particular.
Ever since the hml nerf, you all know caldari have been largely knocked off their pedestal for pvp, tengu being a constant exception to all rules< lol.
the last great thing caldari had going for it was the rlm ships, for frig clearing. for EVERY other in-game activity, caldari falls in 2nd at best, but generally 3rd or 4th when compared to other racial ship types/tactics.
but EVERYONE always knew caracals where not to be tampered with if your in a frig/dessi. if your in anything else, you had a damn good likelyhood of winning. even frig GANGS had to think twice about caracals, bc of the potential tank they can fit while ALSO dishing death. Post change however, caracals will be manageable by even frig gangs, as the frig fc can simple do some quick math based on established #'s and say, yea, we can win, we'll lose exactly 3 ships, but he will be dead once caught. how is that 'added tension to gameplay'?
the way I see it, caracal and cerb rlm fits for SOLO are absolutely DEAD on arrival. Always.
in small gangs its going to be a math and nano game. it has huge potential with huge consequences. not necessarily something eve CANT support, so go ahead, add a NEW module, but don't **** up the original. IF the original is so great for caldari pilots it IS BECAUSE hml and ham are so inconsequential to small targets. Arty pilots don't have to wonder if even with 0 m/s transversal 'will my volley only hit for .x% dmg. ham and hml do indeed have to consider something else in that scenario: speed and sig. The comparisons mean nothing if not given context and all you forum/eft warriors are well aware of that fact.
plz stop acting like you are unable to fill in the blanks in certain scenarios ppl are trying to describe(it makes you look scarily similar to trolls). be honest when saying why you like the change....it means x # of rlm ships will be able to tear down even hi tanked ships of any size, IF you bring the right # to fill in 'x' and thus offset the local/logi rep rate. yea, you kno you've thought it; even ab logi will tremble when seeing 5x cerbs land. even 10x drakes would struggle to make that tremble happen. And you all kno why.
Eve is largely a #'s game, and that's ok. this just hurts caldari pilots particularly bad, when they hardly warrant such attention, at least when talking about rapid light missiles. everyone ive shown the rlm tengu to just roll their eyes, and for generally good reasons, but vs a lvl 4 full of various sized ships, no other caldari ship can manage the targets aswell as the rlm can. Even arty ships when flown right can insta pop frigs in lvl 4's, rails and lasers too. There is NO caldari ship that can enter a lvl 4 expecting to tank the damage that can ALSO insta pop frigs. doesn't exist. |

Scooter6976
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.14 02:02:00 -
[1404] - Quote
There is NO caldari ship that can enter a lvl 4 expecting to tank the damage that can ALSO insta pop frigs. doesn't exist.[/quote]
please pardon all the caps, and poor grammar punctuation etc, lots of thoughts, and little patience for this thread at this point.
the pros and cons are fairly well documented. pve has mostly been ignored in this thread.
and for the record, by my own testing, rlm's are only 'better in lvl 4's' because they can dispose of frigs quickly, something hml's and hams have no hope of doing. as a downside, it takes ages to kill larger ships with light missiles. duh, built in 'con' of using rlml's. ccp has yet to explain how rlm's are OP, as have the rest of the proponents of these changes. so hows bout we apply YOUR rules for argument making to YOU. . . .
IF rlml's are so OP, and this change that gives them buff dps in short term but 20% less over long term, FIXES the OP-ness the plz explain how. Describe the scenario, link the fits, with any boosts/implants/etc, show a battle report for your imagined scenarios, fraps, your grandma's ss #, your mother's maiden name, a list of your dads siblings etc, so then we can properly pick your logic apart...much as you like to do to others who disagree with you but forget to provide each detail you'd like them to.
There, im done for today, will come back tomorrow to see how many more pages of garbage have been added to read thru by the tro... I mean devs...er.... I mean pvp'ers...er... I mean pve'ers...er... I mean masters of the galaxy...er... I mean noobs...er... I mean.....
geezus, why's all these things gota get bogged down by bs. really? |

Liquid'Courage
THE BOARD OF EDUCATION
6
|
Posted - 2013.11.14 02:50:00 -
[1405] - Quote
Ranger 1 wrote:Oh, I almost forgot. Swapping ammo to use a type that does better damage based on your targets sig radius or speed "can" be advantageous in the long run... it depends on how tough your target is. Swapping ammo to hit what you hope is a more favorable resist value depends greatly on how they are fit, and often (if they have made any attempt what so ever to plug their resist holes) you end up doing such a small amount more damage before the fight is over you often are better off simply sticking with what you had (and not losing that extra volley or so due to reload time). In the case of this new system, warping out to reposition will be by far the better tactic, as you'll be just about reloaded with better ammo by the time you get back to the fight. Edit: Frankly, it's as Tao said, you're always better off making those kind of ammo swaps before the battle begins. That's why the Icelandic gods created Dscan and scouts.  It's like you've never been in a fight where there are more enemies than friendlies on grid.....
I don't like pvp in this game. I like pvppp or pppvppppppppppppp..... There's not really a lot of ships that can pull that off, and the ships that can pull it off require good decision making and good piloting skill, otherwise you will die in a fire.
Through these changes to rapid lights, CCP is taking 4 of those few ships out of the game. RIP Caracal, Nosprey, Scythe fleet, and Cerberus. :(
Don't get me wrong, in a way, I like the idea of the changes. They definitely have some uses and look like they'll be very useful in some niche roles. But they're taking a good thing out of the game to make this change.
If this goes through, can I get a bunch of level 5 support skills in missiles taken back and put into equivalent gunnery skills? And switch Caldari cruiser 5 to Amarr cruiser 5? I spent a few months training these skills to fly Caracals, only to have the skills become unnecessary and the ship I was training for taken from me in such a terrible way..... |

Snape Dieboldmotor
Minotaur Congress
29
|
Posted - 2013.11.14 03:01:00 -
[1406] - Quote
What I would like to see for burst-style rapid heavies is a 60 second clip that starts with BS level damage then moves to cruiser level damage then finishes with frigate level damage - then a 10 second reload. This could pose some interesting game play for people that figure out the best time to stop and reload. |

Elizabeth Norn
Nornir Research
101
|
Posted - 2013.11.14 03:50:00 -
[1407] - Quote
Aren't Torpedoes already obsolete thanks to the new Cruise Missiles? .
|

To mare
Advanced Technology
272
|
Posted - 2013.11.14 03:56:00 -
[1408] - Quote
Elizabeth Norn wrote:Aren't Torpedoes already obsolete thanks to the new Cruise Missiles? They are more of a niche than before but they still have some use and CCP said already they are gonna take a look at them, I think they said soonGäó
|

Anomaly One
Imperial Academy Amarr Empire
25
|
Posted - 2013.11.14 04:18:00 -
[1409] - Quote
heh, these things are gonna be pretty good actually.. beats getting a 15% ROF nerf /cringe |

Korgreim
Shadows of the Day HeII Gate Alliance
2
|
Posted - 2013.11.14 05:20:00 -
[1410] - Quote
Yo dawg! I heard you hate reloading so I added new Rapid Reload so you could reload really fast while you reload with your old Rapid Reload. p.s. consider this as proposal to add a new skill useless for Amarr and useful for all others. Like Controlled Burst useless for Matar, useful for hybrid users and totally necessary for lazors, this could be same useless for lenses, useful for projectiles\common missile launchers, a bit useful for hybrid and totally necessary for RL missile users. |
|

Morwennon
Aliastra Gallente Federation
32
|
Posted - 2013.11.14 05:48:00 -
[1411] - Quote
Anomaly One wrote:heh, these things are gonna be pretty good actually.. beats getting a 15% ROF nerf /cringe A straight 15% ROF nerf would correspond to a dps reduction of 13%. This nerf reduces dps by around 20% and adds a 40 second reload that prevents ammo switching on the fly in return for a useless gimmick. A straight ROF/damage nerf would have been *vastly* preferable. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 06:55:00 -
[1412] - Quote
Elisk Skyforge wrote:How about implementing two firing mode for these launchers? Just like how bastion mod is activated, these launchers can activate their "rapid" mode with these new stats including 40 sec reload time penalty, while the "classic" mode is there if anyone wants to switch to and have the previous rapid launchers stats. I think everyone will be happy this way. You don't understand do you?  Missile haters will never stop crying OP! OP!! OP!!! OP!!!! OP!!!!!!! until the last working missile system is nerfed to the ground or out of the game (RIP old RLML). Soon they will discover that cruise missiles are not weak enough... oh and those damn rockets that can kill you at 15 km... ARGH  |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 07:51:00 -
[1413] - Quote
Is it me or it seems that heavy and heavy assault missiles can be patched (not yet fixed!) and temporarily made usable almost over night - simply by altering the damn numbers (approximate values given)?
Caldari Navy Scourge Heavy Missile *Explosion velocity: 190 *Explosion radius: 65
Scourge Fury Heavy Missile *Explosion velocity: 150 *Explosion radius: 100
Caldari Navy Scourge Heavy Assault Missile *Explosion velocity: 225 *Explosion radius: 50
Scourge Rage Heavy Assault Missile *Explosion velocity: 165 *Explosion radius: 90
-- *with good skills and implants |

Connall Tara
Conquering Darkness
109
|
Posted - 2013.11.14 08:40:00 -
[1414] - Quote
Morwennon wrote:Anomaly One wrote:heh, these things are gonna be pretty good actually.. beats getting a 15% ROF nerf /cringe A straight 15% ROF nerf would correspond to a dps reduction of 13%. This nerf reduces dps by around 20% and adds a 40 second reload that prevents ammo switching on the fly in return for a useless gimmick. A straight ROF/damage nerf would have been *vastly* preferable.
timeframe: 90 seconds
current dps with scourge fury and 3xBCU's = 257
new missile system dps over 50 seconds = 409
409x50 = 20450 damage
but as we know due to the reload we'll be doing the same damage at 90 seconds so...
20450/90 seconds = 227
227/257 = 0.883 x 100 = 88.3%
total dps loss 11.7%
or to be specifc... 30 dps
well damn.... i appear to have somehow cut the 20% damage nerf almost in half! you might think people were exaggerating numbers rather than checking them up and considering that there might be some merit in this concept. but that would imply that people are frothing rather than thinking wouldn't it? Fly reckless cohost and all round bad pilot o7
Naomi Knight - "You must be CCP Rise alt , that would explain everything" |

Morwennon
Aliastra Gallente Federation
32
|
Posted - 2013.11.14 08:51:00 -
[1415] - Quote
Connall Tara wrote:rampant innumeracy
As i mentioned earlier, you're talking utter rubbish. Assuming a 3 BCS caracal shooting fury ammo with T2 launchers and maxed skills:
New caracal: 18 volleys of 1008 damage each over 50 seconds, followed by 40 seconds of reloading = 18144 damage, or 202 dps
Current caracal: ROF = 3.8s, so you get 90/3.8 = 23.7 volleys in 90 seconds. Rounding down to 23, that's 23*1008 = 23184 damage, or 258 dps
202/258 = 0.78 |

To mare
Advanced Technology
272
|
Posted - 2013.11.14 08:56:00 -
[1416] - Quote
Connall Tara wrote:Morwennon wrote:Anomaly One wrote:heh, these things are gonna be pretty good actually.. beats getting a 15% ROF nerf /cringe A straight 15% ROF nerf would correspond to a dps reduction of 13%. This nerf reduces dps by around 20% and adds a 40 second reload that prevents ammo switching on the fly in return for a useless gimmick. A straight ROF/damage nerf would have been *vastly* preferable. timeframe: 90 seconds current dps with scourge fury and 3xBCU's = 257 new missile system dps over 50 seconds = 409 409x50 = 20450 damage but as we know due to the reload we'll be doing the same damage at 90 seconds so... 20450/90 seconds = 227 227/257 = 0.883 x 100 = 88.3% total dps loss 11.7% or to be specifc... 30 dps well damn.... i appear to have somehow cut the 20% damage nerf almost in half! you might think people were exaggerating numbers rather than checking them up and considering that there might be some merit in this concept. but that would imply that people are frothing rather than thinking wouldn't it? This is wrong if you run the number the new rlml on a caracal w 3 bcs will take a bit more than 46 seconds dealing 18150 damage ( let's say 400 dps to be optimistic ) factor the 40s reload and you are around 210 dps at the end of the reload.
Said that rlml will catch up again due to the superior dps to the point when they finish the second round of charges new rlml will do the same (or just a tiny wee more) damage as current rlml would have done in the same amount of time. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 09:05:00 -
[1417] - Quote
Connall Tara wrote: well damn.... i appear to have somehow cut the 20% damage nerf almost in half! you might think people were exaggerating numbers rather than checking them up and considering that there might be some merit in this concept. but that would imply that people are frothing rather than thinking wouldn't it?
Imagine you have precision missiles loaded and you see a cruiser on dscan, what do you do? Or worse, you have fury missiles loaded and you see 2 interceptors coming...
Your math is wrong! |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
742
|
Posted - 2013.11.14 09:31:00 -
[1418] - Quote
Connall Tara wrote:Morwennon wrote:Anomaly One wrote:heh, these things are gonna be pretty good actually.. beats getting a 15% ROF nerf /cringe A straight 15% ROF nerf would correspond to a dps reduction of 13%. This nerf reduces dps by around 20% and adds a 40 second reload that prevents ammo switching on the fly in return for a useless gimmick. A straight ROF/damage nerf would have been *vastly* preferable. timeframe: 90 seconds current dps with scourge fury and 3xBCU's = 257 new missile system dps over 50 seconds = 409 409x50 = 20450 damage but as we know due to the reload we'll be doing the same damage at 90 seconds so... 20450/90 seconds = 227 227/257 = 0.883 x 100 = 88.3% total dps loss 11.7% or to be specifc... 30 dps well damn.... i appear to have somehow cut the 20% damage nerf almost in half! you might think people were exaggerating numbers rather than checking them up and considering that there might be some merit in this concept. but that would imply that people are frothing rather than thinking wouldn't it?
stop makign calculatiosn based in DPS and use the POTENTAIL damage the laucher has. Avoid roundign errors, because the secodns are not EXACT like this.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Connall Tara
Conquering Darkness
109
|
Posted - 2013.11.14 10:22:00 -
[1419] - Quote
very well. commense flipping of numbers!
18 launches at 1008 damage each = 18144 damage.
in the interest of not making the seconds rounded, being so important, we should figure out how long these launchers will actually fire for.
we know these new launchers are going to have a "base" rate of fire of 6.24s before you apply mods and skills.
currently the launchers have a base RoF of 9.6 so taking the proportion of this value and comparing it with the new launchers and then working things out against the 3.7 RoF with BCU's and RoF bonuses on caracal gives us...
18 launches with 2.405 intervals gives us 43.29 seconds of FIRE ZE MISSILES!
so, accordingly we'll be doing 18144 damage in 43.29 seconds and that stays constant for the 40 second reload.
so, how many more launches would current LML's get in the same time frame?
well we're talking 83.29 seconds in total so, at 3.7 seconds duration we will get...
83.29/3.7 = 22.5
which, at the same damage value of 1008 for 4 launches gives us a total of 22690 damage over the same timeframe.
18144/22690 = 0.79
well dang, happily I'll tip my head over to a 20% damage decrease over the relevent timeframe. funkeh.
so accordingly I pass my appologies over my mismatched numbers. does this steer me clear of my opinions on this matter however? not really, burst DPS still has significant advantages AND disadvantages over the prolonged dps of the traditional format.
I will however concede that there has very well been a bit of an overall long term dps nerf, but the raw DAKKA DAKKA DAKKA! of the 44 seconds, in my mind, more than compensates for this loss.
the concern about having teribly difficultly adjusting missile type to your targets has, after all, been anknowledged by CCP rise and with luck we should see a solution to this problem, however the intrinsic advantage of dealing significant quantities of damage to your targets in such spectacularly short periods of time SHOULD NOT BE DISCOUNTED.
so, as i said i'm sorry for ballocksed numberage in my previous post and this post should serve as testimant for my willingness to doublecheck my facts ^^ Fly reckless cohost and all round bad pilot o7
Naomi Knight - "You must be CCP Rise alt , that would explain everything" |

Theon Severasse
SniggWaffe WAFFLES.
40
|
Posted - 2013.11.14 10:22:00 -
[1420] - Quote
Another thing, that I don't think has been considered yet, is that with Rubicon Warp Speed changes, if you do warp off when your start to reload then you can expect to be met by the frigates that you were running away from (presumably after killing one of them), and if the warp is under 20AU (which is likely), then you can expect to still be reloading by the time that you get there. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
744
|
Posted - 2013.11.14 10:29:00 -
[1421] - Quote
We were not attakcign your poitn. Jsut the data you were usign to defend it, because other people use that same data to make stupid claims ( as some others made same mistake of usign the dps and believing in 50 secodns time to make other assertions) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Connall Tara
Conquering Darkness
109
|
Posted - 2013.11.14 10:52:00 -
[1422] - Quote
Kagura Nikon wrote:We were not attakcign your poitn. Jsut the data you were usign to defend it, because other people use that same data to make stupid claims ( as some others made same mistake of usign the dps and believing in 50 secodns time to make other assertions)
certainly, and it was valid to do so. I've got no issues with people being on the other side of an arguement as long as they do their fact checking and i'm rather happy that people called me out so i could correct my facts ^^
all told, if anything, the correction lends itself more towards the idea of enlarging the RLML's clip size in the burst varient by a missile or two, raised up to perhaps 20 missiles as opposed to 18 which would solve a lot of the dps complaints and infact shift the "firing time" back towards the 50 second mark.
the mechanic is awesome, its all about the fine tuning. Fly reckless cohost and all round bad pilot o7
Naomi Knight - "You must be CCP Rise alt , that would explain everything" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
744
|
Posted - 2013.11.14 10:59:00 -
[1423] - Quote
Connall Tara wrote:Kagura Nikon wrote:We were not attakcign your poitn. Jsut the data you were usign to defend it, because other people use that same data to make stupid claims ( as some others made same mistake of usign the dps and believing in 50 secodns time to make other assertions) certainly, and it was valid to do so. I've got no issues with people being on the other side of an arguement as long as they do their fact checking and i'm rather happy that people called me out so i could correct my facts ^^ all told, if anything, the correction lends itself more towards the idea of enlarging the RLML's clip size in the burst varient by a missile or two, raised up to perhaps 20 missiles as opposed to 18 which would solve a lot of the dps complaints and infact shift the "firing time" back towards the 50 second mark. the mechanic is awesome, its all about the fine tuning.
That is exactly what I have been defending sicne start. The long time is not as problematic as the size of the clip. If the clip was enlarged by 2 units you get much broader spectrum of engagement. THe long reloas is an aspect of gameplay, the short number of charges is a hard restriction, not a gameplay aspect by itself..
And before nayone spits crap, yes I ran the numbers on several common fits for EHP and it allows you to kill a few more T2 frigates and ensures you have damage to kill 2 T1 frigates even if well fit. With 18 charges the number of scenarios htat you do not kill a target increases a lot on my listing (and I have made 21 scenarios here at my spreadsheets) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 11:08:00 -
[1424] - Quote
Connall Tara wrote: the concern about having teribly difficultly adjusting missile type to your targets has, after all, been anknowledged by CCP rise and with luck we should see a solution to this problem...
With LUCK you say... do you know when? No, you can't know when. Do they know when? No, no one knows when but somehow you and others like you fail to see a problem there!? To you it's perfectly okay that missile users end up with half-broken mechanic, waiting for weeks, months or longer (if UNLUCKY) to get something functional. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
38
|
Posted - 2013.11.14 11:10:00 -
[1425] - Quote
Why is there no response to the idea of keeping the rapid launchers as they are with minor nerfs (5% damage reduction and 15% PWG increase for instance) and adding these new weapon systems to the roster separately? That seems like a really good compromise and would actually add choices to the game instead of taking them away. |

Evander1992
UU-Matter Syndicate
2
|
Posted - 2013.11.14 11:23:00 -
[1426] - Quote
Kagura Nikon wrote:
That is exactly what I have been defending sicne start. The long time is not as problematic as the size of the clip. If the clip was enlarged by 2 units you get much broader spectrum of engagement. THe long reloas is an aspect of gameplay, the short number of charges is a hard restriction, not a gameplay aspect by itself..
And before nayone spits crap, yes I ran the numbers on several common fits for EHP and it allows you to kill a few more T2 frigates and ensures you have damage to kill 2 T1 frigates even if well fit. With 18 charges the number of scenarios htat you do not kill a target increases a lot on my listing (and I have made 21 scenarios here at my spreadsheets)
What about adding a 5 second timer to switch missile types, in addition to the +2 clip increase? Obviously, changing missile type wouldn't allow the player to refill the clip, but only to switch between missiles mantaining the same number of charges previously loaded
That way, you end up with a good dps during the burst time and can do the right damage type, in addition to the already decent damage application vs small targets. That would create a more versatile weapon system and compensate for the 40 seconds downtime. |

Electrique Wizard
Mutually Lucrative Business Proposals Market and Contract PVP
84
|
Posted - 2013.11.14 11:25:00 -
[1427] - Quote
Evander1992 wrote:
What about adding a 5 second timer to switch missile types, in addition to the +2 clip increase? Obviously, changing missile type wouldn't allow the player to refill the clip, but only to switch between missiles mantaining the same number of charges previously loaded
That way, you end up with a good dps during the burst time and can do the right damage type, in addition to the already decent damage application vs small targets. That would create a more versatile weapon system and compensate for the 40 seconds downtime.
not a terrible idea |

the jury
SPANK THE MONKEY
0
|
Posted - 2013.11.14 11:33:00 -
[1428] - Quote
guys everyone knows that ccp are a law to themselves doesn't matter what you write . only thing they understand is profit margins. you can ***** and complain all you want if they want it in game its going in. personally I think messing around with old weapon systems so a new weapon system doesn't get the OP badge on it is lame . med guns got a buff not so long ago and missiles systems get nerfed. some might say that it's not a nerf but going by the way most pilots use the RLML it's a nerf . you can change up game play by other means . what's stopping you from next patch coming out with the I know how to make gang warfare fights more tense lets give small guns and 40 second reload time but up their dps and give them smaller magazines  |

Uncle Gagarin
Caldari Provisions Caldari State
24
|
Posted - 2013.11.14 11:39:00 -
[1429] - Quote
The idea of 40s reload is terrible as long as there no viable option for missile users.
|

Kara Trix
PVE Corporation
13
|
Posted - 2013.11.14 12:29:00 -
[1430] - Quote
I think everyone is only thinking PVP and very short fights.
Log on to SISI as I did and build your RLML ship of choice and TRY TO PVE with it.
It's a complete Joke... 40 second reload and 18 shots is a such a slam in the face to PVE players.
If you mission, there are dozens of frigs to kill and these missiles are now useless due to reload times.
For PVP, hope you don't expect a fight lasting longer than 18 shots, because your opponent is going to completely heal while your missiles reload.
The only people liking this are the players who don't use missiles. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
747
|
Posted - 2013.11.14 12:31:00 -
[1431] - Quote
Kara Trix wrote:I think everyone is only thinking PVP and very short fights.
Log on to SISI as I did and build your RLML ship of choice and TRY TO PVE with it.
It's a complete Joke... 40 second reload and 18 shots is a such a slam in the face to PVE players.
If you mission, there are dozens of frigs to kill and these missiles are now useless due to reload times.
For PVP, hope you don't expect a fight lasting longer than 18 shots, because your opponent is going to completely heal while your missiles reload.
The only people liking this are the players who don't use missiles.
Not true. People that expect to use moderately to very large gangs will like it. 50 tengus wil be able to dish impressive damage with great application .
The problems resides in solo and very small gangs where you were the only dps with the other guy being tackle or ewar. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Jove Death
Jovian Vengeance
179
|
Posted - 2013.11.14 12:36:00 -
[1432] - Quote
I heard a while back in a vid somebody mentioning they dont like fighting drakes because they pretty much can hit anything in the park and to go against one in a talos would be a bad idea.
It seems your trying to take the edge of cal ships in order for other ship to be able to whack them whilst there reloading.
So lets say we did take a talos and a drake and the drake was fitted with a new type of rapid launch missile.
Talos would hit the mwd and play around at 2k per second and wait for the drake to reload and if the talos is blaster fit it will just come along its broadside and blast the crap out of it
The drake pilot may aswell say hi im reloading come kill me as im not interested in ejecting.
Even in a fleet this wouldnt work as Fc's will be saying right half you lot fire then the next lot of you fire whilst the first lot is reloading.
If your going to go ahead with it the reload should only be 20 seconds.
Also if your basing this on quick hit squad ie get in fire, warp away and reload whilst in warp this too wont work as the warp mechanics will change and unless your in a 40 second warp inties will blast the crap out of you when you drop warp.
the idea it will work solo or in a fleet is pretty mindless with a 40s timer tbh and a waste of effort and time put in.
Quoting "you will die" in EvE is fail Chars dont die in EvE. Unless you have a heart attack eek
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 12:40:00 -
[1433] - Quote
Kara Trix wrote:I think everyone is only thinking PVP and very short fights.
Not everyone no, read older posts  |

Kara Trix
PVE Corporation
14
|
Posted - 2013.11.14 12:56:00 -
[1434] - Quote
Taoist Dragon wrote:Meh indicidual weapons systems upt medium spec don't take that long in reality with a decently foccussed skill plan etc. And once again another perfectly formed argument based on facts and a touch of whine at all here. 
You absolutely don't get it, since you most likely have played this game a very long time. I would also guess RLML are not your primary weapon. based on your killboard stats... you fly Amarr and Mini.
When CCP completely changes the use of a weapon, it deeply effects a new players skill plan.
It takes a month of focused skilling to shoot RLML effectively..... now it's worthless, since the weapon is useless, in terms of it's original multi-purpose use on Cruiser hulls. It's only a PVP weapon now and it's an extremely weak solo one at that.
A month is FOREVER for a new player. |

Kara Trix
PVE Corporation
14
|
Posted - 2013.11.14 13:02:00 -
[1435] - Quote
Kagura Nikon wrote: Not true. People that expect to use moderately to very large gangs will like it. 50 tengus wil be able to dish impressive damage with great application .
The problems resides in solo and very small gangs where you were the only dps with the other guy being tackle or ewar.
You said it...
They removed this weapon from the game. No one will use them now because there are so many better options after this nerf.
PS... No Tengu pilot will fit these for solo work and keep them as a primary weapon, and I don't know what game you're playing, but where is this 50 Tengu fleet? If they did exist, why in the world would they fit these piles when they can just fit HAMS and own. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 13:03:00 -
[1436] - Quote
Kagura Nikon wrote: Not true. People that expect to use moderately to very large gangs will like it. 50 tengus wil be able to dish impressive damage with great application .
The problems resides in solo and very small gangs where you were the only dps with the other guy being tackle or ewar.
Hopefully soon(TM) we'll be able to see more cool stuff: Bringing Solo Back == EPISODE XY (November 19) *Rubicon Episode* |

To mare
Advanced Technology
272
|
Posted - 2013.11.14 13:05:00 -
[1437] - Quote
Connall Tara wrote:very well. commense flipping of numbers!
18 launches at 1008 damage each = 18144 damage.
in the interest of not making the seconds rounded, being so important, we should figure out how long these launchers will actually fire for.
we know these new launchers are going to have a "base" rate of fire of 6.24s before you apply mods and skills.
currently the launchers have a base RoF of 9.6 so taking the proportion of this value and comparing it with the new launchers and then working things out against the 3.7 RoF with BCU's and RoF bonuses on caracal gives us...
18 launches with 2.405 intervals gives us 43.29 seconds of FIRE ZE MISSILES!
so, accordingly we'll be doing 18144 damage in 43.29 seconds and that stays constant for the 40 second reload.
so, how many more launches would current LML's get in the same time frame?
well we're talking 83.29 seconds in total so, at 3.7 seconds duration we will get...
83.29/3.7 = 22.5
which, at the same damage value of 1008 for 4 launches gives us a total of 22690 damage over the same timeframe.
18144/22690 = 0.79
well dang, happily I'll tip my head over to a 20% damage decrease over the relevent timeframe. funkeh.
so accordingly I pass my appologies over my mismatched numbers. does this steer me clear of my opinions on this matter however? not really, burst DPS still has significant advantages AND disadvantages over the prolonged dps of the traditional format.
I will however concede that there has very well been a bit of an overall long term dps nerf, but the raw DAKKA DAKKA DAKKA! of the 44 seconds, in my mind, more than compensates for this loss.
the concern about having teribly difficultly adjusting missile type to your targets has, after all, been anknowledged by CCP rise and with luck we should see a solution to this problem, however the intrinsic advantage of dealing significant quantities of damage to your targets in such spectacularly short periods of time SHOULD NOT BE DISCOUNTED.
so, as i said i'm sorry for ballocksed numberage in my previous post and this post should serve as testimant for my willingness to doublecheck my facts ^^ Wrong again 2.405 it's not the correct new rof if you fail at math don't post
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 13:18:00 -
[1438] - Quote
Kara Trix wrote: PS... No Tengu pilot will fit these for solo work and keep them as a primary weapon, and I don't know what game you're playing, but where is this 50 Tengu fleet? If they did exist, why in the world would they fit these piles when they can just fit HAMS and own.
Err, not really. HAM is a short range weapon with bad damage application to anything smaller than a battlecruiser. Tengu blobs with SRLML could be... well, not something you would like to see on the other side. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
747
|
Posted - 2013.11.14 13:24:00 -
[1439] - Quote
Kara Trix wrote:Kagura Nikon wrote: Not true. People that expect to use moderately to very large gangs will like it. 50 tengus wil be able to dish impressive damage with great application .
The problems resides in solo and very small gangs where you were the only dps with the other guy being tackle or ewar.
You said it... They removed this weapon from the game. No one will use them now because there are so many better options after this nerf. PS... No Tengu pilot will fit these for solo work and keep them as a primary weapon, and I don't know what game you're playing, but where is this 50 Tengu fleet? If they did exist, why in the world would they fit these piles when they can just fit HAMS and own.
No one will use it solo anymore. But there is always achance it become some sort of doctrine for some weird scenario. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1670
|
Posted - 2013.11.14 13:27:00 -
[1440] - Quote
Niena Nuamzzar wrote:Kara Trix wrote: PS... No Tengu pilot will fit these for solo work and keep them as a primary weapon, and I don't know what game you're playing, but where is this 50 Tengu fleet? If they did exist, why in the world would they fit these piles when they can just fit HAMS and own.
Err, not really. HAM is a short range weapon with bad damage application to anything smaller than a battlecruiser. Tengu blobs with SRLML could be... well, not something you would like to see on the other side.
What? HAM's hit a cruiser at full speed for around 70% damage, although it goes down to about 50% with a overheated mwd.
That is out of web range, compare that to other medium close range weapons....
With a web on your opponent you apply ALL your damage.. all of it... Even if its an ABing attack cruiser you still get around 75% dps within web range.
HAM's have their flaws but saying that they can't apply damage to cruisers is just plain wrong. BYDI recruitment closed-ish |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
747
|
Posted - 2013.11.14 13:36:00 -
[1441] - Quote
Garviel Tarrant wrote:Niena Nuamzzar wrote:Kara Trix wrote: PS... No Tengu pilot will fit these for solo work and keep them as a primary weapon, and I don't know what game you're playing, but where is this 50 Tengu fleet? If they did exist, why in the world would they fit these piles when they can just fit HAMS and own.
Err, not really. HAM is a short range weapon with bad damage application to anything smaller than a battlecruiser. Tengu blobs with SRLML could be... well, not something you would like to see on the other side. What? HAM's hit a cruiser at full speed for around 70% damage, although it goes down to about 50% with a overheated mwd. That is out of web range, compare that to other medium close range weapons.... With a web on your opponent you apply ALL your damage.. all of it... Even if its an ABing attack cruiser you still get around 75% dps within web range. HAM's have their flaws but saying that they can't apply damage to cruisers is just plain wrong.
50% is what most call rather bad damage application. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 13:53:00 -
[1442] - Quote
Garviel Tarrant wrote: What? HAM's hit a cruiser at full speed for around 70% damage, although it goes down to about 50% with a overheated mwd.
Ye ye and for some cruisers even below that, which is bad m'kay?
Quote: HAM's have their flaws but saying that they can't apply damage to cruisers is just plain wrong.
Who said they can't? |

Bouh Revetoile
TIPIAKS
425
|
Posted - 2013.11.14 14:05:00 -
[1443] - Quote
Kagura Nikon wrote:50% is what most call rather bad damage application. Again using a worst case scenario as a critical concern...
You know, turret apply 0% damage to something orbiting too close, yet nobody have problem with turrets, because this is a worst case scenario and reality is different.
Same goes with HAM : reality will be closer to 90% dps on average on cruisers.
Niena Nuamzzar wrote:Err, not really. HAM is a short range weapon with bad damage application to anything smaller than a battlecruiser. Tengu blobs with SRLML could be... well, not something you would like to see on the other side. I *proved* you wrong with numbers. Come back to reality please.
Most short range weapon are better used with scram+web BTW, and then HAM should even be able to shred a destroyer. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
747
|
Posted - 2013.11.14 14:11:00 -
[1444] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:50% is what most call rather bad damage application. Again using a worst case scenario as a critical concern... You know, turret apply 0% damage to something orbiting too close, yet nobody have problem with turrets, because this is a worst case scenario and reality is different. Same goes with HAM : reality will be closer to 90% dps on average on cruisers. Niena Nuamzzar wrote:Err, not really. HAM is a short range weapon with bad damage application to anything smaller than a battlecruiser. Tengu blobs with SRLML could be... well, not something you would like to see on the other side. I *proved* you wrong with numbers. Come back to reality please. Most short range weapon are better used with scram+web BTW, and then HAM should even be able to shred a destroyer.
A no. sorry if you think this is a worsrt case scenario you have NEVER pvped in this game.
A worst case scenario is a Fleet scimitar with halo set, under squimish links with a 100 MN AB.
THAT IS an extreme scenario. And yet, I see it every week!
So stop pretending the people that DO pvp are arguing with scenarios that are rare, because they are NOT.
Rare is a scenario where the enemy cruiser is NOT moving under prop mod ! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 14:25:00 -
[1445] - Quote
Bouh Revetoile wrote: I *proved* you wrong with numbers. Come back to reality please.
Unfortunately, you didn't. Look back and see for yourself. Best you can do is hit like 7 or 8 cruisers in total, dealing semi-decent damage, and only if they are MWD fitted. Against ab cruisers, mwd HAC's and frigates in general your damage application is rather pathetic. |

HazeInADaze
L'Avant Garde Surely You're Joking
68
|
Posted - 2013.11.14 14:40:00 -
[1446] - Quote
I'm agreeing with Rise, this thread is a mess.
I think the changes are poor because they pigeon hole the main cruiser class missile system while doing nothing to help the whoafully under-performing HAM/HML systems.
But we are gonna get this blap RLML, so might as well get used to it. |

Major Killz
Deep Core Mining Inc.
284
|
Posted - 2013.11.14 14:40:00 -
[1447] - Quote
Whole thread has been exaggerated this and that to support singular minded arguments. Especially when comparing HAMS AND HMLS TO A MISSILE THAT IS SUPPOSE TO HIT SMALLER TARGETS. HAMS AND HMLS SHOULD BE COMPARED TO MEDIUM TURRETS AND OR OTHER MEDIUM MISSILE PLATFORMS THAT ARE SUPPOSE TO BE USED AGAINST MEDIUM TARGETS. When compared to other medium weapon systems HAMS AND HML are balanced. Still I agree a 40 second reload is TOO long.
Anyway.
Players will definitely use Rapid Light Missile Launchers and like I stated before; missile ships with sizable drone bays and bandwidth have an advantage over those without: Bellicose instead of Caracal, and Scythe Fleet Issue instead of Caracal Navy Issue (rather have drone damage instead of no damage). I'm still not a fan of 40 second reload times and I think 30 seconds could be done while still keeping the proposed rate of fire intact.
As for Rapid Heavy Missile Launcher? Garbage to be honest. I don't know. Might be worth putting on a rattlesnake or something. I mean it MAY work for EXTREME DAMAGE and then docking games but I'm not sure.
As far as I'm aware. Pilots and fleet commanders I know who were interested in Rapid Heavy Missile previously are all writing it off completely.
Why release a new module that YOU KNOW players won't use? Why allow said module to effect one that is used so much?
Anywho.
No doubt, light missiles signature resolution could be increased by 50 - 100 % (45 - 60 signature resolution); increase it's explosion velocity by 20 - 40% and lower flight time significantly (something like 6,000m). Apart from that there was no need to do the proposed change... Whatever this change is. With that said. The proposed changes to Rapid Light Missile Launchers does work and some of it's lame qualities can be mitigated. . |

HazeInADaze
L'Avant Garde Surely You're Joking
68
|
Posted - 2013.11.14 15:21:00 -
[1448] - Quote
Major Killz, if you have a non-RLML fit caracal that can beat my RLML fit caracal, I have a friendly wager for you. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
749
|
Posted - 2013.11.14 15:27:00 -
[1449] - Quote
HazeInADaze wrote:Major Killz, if you have a non-RLML fit caracal that can beat my RLML fit caracal, I have a friendly wager for you.
He will bring a caracal with 3 damps, armor tank and kill you with a drone and patience! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

HazeInADaze
L'Avant Garde Surely You're Joking
68
|
Posted - 2013.11.14 15:30:00 -
[1450] - Quote
Kagura Nikon wrote:HazeInADaze wrote:Major Killz, if you have a non-RLML fit caracal that can beat my RLML fit caracal, I have a friendly wager for you. He will bring a caracal with 3 damps, armor tank and kill you with a drone and patience!
Auto targeting lvl5. I have it and it works. Tee hee |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
46
|
Posted - 2013.11.14 15:39:00 -
[1451] - Quote
1... 2... 3... 4... 5... 6... 7... 8... 9... 10... 11... 12... 13... boring, right? 14... 15... 16... 17... 18... 19... 20... 21... 22... 23.... 24... 25... 26... 27... 28... it feels like eternity! 29... 30... 31... 32... 33... 34... shall I self destruct and end this? 35... 36... 37... 38... 39... 40... 41... 42... 43... 44... 45... 46... (after almost falling asleep) oh, I can shoot again  |

Suleiman al-Amarr
Imperial Academy Amarr Empire
1
|
Posted - 2013.11.14 15:50:00 -
[1452] - Quote
So much for my beloved RLM mission Caracal... 
Not sure if would approve of any weapon system that is labeled "exclusively for PvP". Forever faithful to the Imperial Academy. |

Major Killz
Deep Core Mining Inc.
284
|
Posted - 2013.11.14 15:51:00 -
[1453] - Quote
Kagura Nikon wrote:HazeInADaze wrote:Major Killz, if you have a non-RLML fit caracal that can beat my RLML fit caracal, I have a friendly wager for you. He will bring a caracal with 3 damps, armor tank and kill you with a drone and patience!
That's the right attitude! I think I'm going to call that set up Maulus.
Also NERF DAMPS AND TD's! . |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
362
|
Posted - 2013.11.14 15:58:00 -
[1454] - Quote
Niena Nuamzzar wrote:1... 2... 3... 4... 5... 6... 7... 8... 9... 10... 11... 12... 13... boring, right? 14... 15... 16... 17... 18... 19... 20... 21... 22...  23.... 24... 25... 26... 27... 28... it feels like eternity! 29... 30... 31... 32... 33... 34... shall I self destruct and end this? 35... 36... 37... 38... 39... 40... 41... 42... 43... 44... 45... 46... (after almost falling asleep) oh, I can shoot again  now do the same for 5-10% TiDi, please... Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |

Kane Fenris
NWP
117
|
Posted - 2013.11.14 16:06:00 -
[1455] - Quote
Niena Nuamzzar wrote:1... 2... 3... 4... 5... 6... 7... 8... 9... 10... 11... 12... 13... boring, right? 14... 15... 16... 17... 18... 19... 20... 21... 22...  23.... 24... 25... 26... 27... 28... it feels like eternity! 29... 30... 31... 32... 33... 34... shall I self destruct and end this? 35... 36... 37... 38... 39... 40... 41... 42... 43... 44... 45... 46... (after almost falling asleep) oh, I can shoot again 
could be :
1... 2... 3... 4... 5... 6... 7... 8... 9... 10... 11... 12... 13... boring, right? 14... 15... 16... 17... 18... 19... 20... 21... 22... 23.... 24... 25... 26... 27... 28... it feels like eternity! 29... 30... 31... 32... 33... 34... (after almost falling asleep) 35... whos pod is this? oh damn... |

Baron' Soontir Fel
Justified Chaos
73
|
Posted - 2013.11.14 16:07:00 -
[1456] - Quote
Kirimeena D'Zbrkesbris wrote:Niena Nuamzzar wrote:1... 2... 3... 4... 5... 6... 7... 8... 9... 10... 11... 12... 13... boring, right? 14... 15... 16... 17... 18... 19... 20... 21... 22...  23.... 24... 25... 26... 27... 28... it feels like eternity! 29... 30... 31... 32... 33... 34... shall I self destruct and end this? 35... 36... 37... 38... 39... 40... 41... 42... 43... 44... 45... 46... (after almost falling asleep) oh, I can shoot again  now do the same for 5-10% TiDi, please...
You know, I never want to go to nullsec because of the horrendous waiting times in between fights. Forming up fleets, finding a fight, bashing sov structures, etc. But imagine waiting through all of that, getting into a fight at last, then waiting nearly 7 minutes for your missile launchers to reload mid fight.
|

Platypus King
Doughboys Shadow Cartel
12
|
Posted - 2013.11.14 17:03:00 -
[1457] - Quote
I guess I never will understand the need to nerf ships that require a player to put a lot of effort, isk, and money (in form of a link account) to make good. Yes when all of this is applied to a caracal it's fantastic but so are most ships. Regardless people who solo successfully will continue to do so without RLML. It's just a sore feeling to lose the nano drake and then get the caracal or cerb and remember how much fun the nano drake was only to lose it again.
You may feel like you are fixing the RLML problem and maybe half of eve is wrong and you are right. But LML are still a platform that has all the benefits of the old RLML and you aren't touching those. A fix to LML would have been more well deserved. Now instead of caracals we can fly a crow or two and have the same engagement profile. Not sure I follow your thought process on this one.
Goodbye caracal. Hello crow. |

Natalia Sidorovich
Blood Covenant Pandemic Legion
3
|
Posted - 2013.11.14 17:14:00 -
[1458] - Quote
This thread is absurd. I knew eve players were whiny, entitled and short sighted but I've never seen so much proof of it packed into one thread.
Split your guns people. Everything will be okay.
|

Ranger 1
Ranger Corp
4844
|
Posted - 2013.11.14 17:17:00 -
[1459] - Quote
Major Killz wrote:Whole thread has been exaggerated this and that to support singular minded arguments. Especially when comparing HAMS AND HMLS TO A MISSILE THAT IS SUPPOSE TO HIT SMALLER TARGETS. HAMS AND HMLS SHOULD BE COMPARED TO MEDIUM TURRETS AND OR OTHER MEDIUM MISSILE PLATFORMS THAT ARE SUPPOSE TO BE USED AGAINST MEDIUM TARGETS. When compared to other medium weapon systems HAMS AND HML are balanced. Still I agree a 40 second reload is TOO long.
Anyway.
Players will definitely use Rapid Light Missile Launchers and like I stated before; missile ships with sizable drone bays and bandwidth have an advantage over those without: Bellicose instead of Caracal, and Scythe Fleet Issue instead of Caracal Navy Issue (rather have drone damage instead of no damage). I'm still not a fan of 40 second reload times and I think 30 seconds could be done while still keeping the proposed rate of fire intact.
As for Rapid Heavy Missile Launcher? Garbage to be honest. I don't know. Might be worth putting on a rattlesnake or something. I mean it MAY work for EXTREME DAMAGE and then docking games but I'm not sure.
As far as I'm aware. Pilots and fleet commanders I know who were interested in Rapid Heavy Missile previously are all writing it off completely.
Why release a new module that YOU KNOW players won't use? Why allow said module to effect one that is used so much?
Anywho.
The Rapid Light Missile Launcher is a medium size weapon system that uses small size ammunition. There is no turret equivalent. Comparing another medium size weapon system with medium ammunition to another that uses small size ammunition comes off a bit false to me. Not to mention the Rapid Light Missile Launcher compensates for light missiles ONLY draw back when used with a light missile launcher. That's absolute damage per second.
No doubt, light missiles signature resolution could be increased by 50 - 100 % (45 - 60 signature resolution); increase it's explosion velocity by 20 - 40% and lower flight time significantly (something like 6,000m). Apart from that there was no need to do the proposed change... Whatever this change is. With that said. The proposed changes to Rapid Light Missile Launchers does work and some of it's lame qualities can be mitigated. Side note about turrets, Rise mentioned that a similar treatment might be done to the smaller medium and large turrets as well... the one's nobody ever uses.
I believe he means (for example) the smallest medium turret might end up using small ammo and have small turret stats... but with a vastly improved ROF for a short duration (and long reload).
This interests me a great deal.
Edit: Yeah, I'd also kind of like to see how things play out with the reload being a flat 30 seconds. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
56
|
Posted - 2013.11.14 17:30:00 -
[1460] - Quote
Platypus King wrote: Goodbye caracal. Hello crow.
Definition of abundance anyone? Interceptor with 4 mids  |
|

Ranger 1
Ranger Corp
4844
|
Posted - 2013.11.14 17:40:00 -
[1461] - Quote
Niena Nuamzzar wrote:1... 2... 3... 4... 5... 6... 7... 8... 9... 10... 11... 12... 13... boring, right? 14... 15... 16... 17... 18... 19... 20... 21... 22...  23.... 24... 25... 26... 27... 28... it feels like eternity! 29... 30... 31... 32... 33... 34... shall I self destruct and end this? 35... 36... 37... 38... 39... 40... 41... 42... 43... 44... 45... 46... (after almost falling asleep) oh, I can shoot again  I feel the need to point out that a long reload timer is not a new mechanic. Bombers have used this same mechanic for their high damage attacks (bombs) since their inception.
Yes, it requires different tactics and organization, but time has proven that it is completely viable.
The only question at this point is how to balance ammo amount, ROF, and reload time into the most workable proportions. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
758
|
Posted - 2013.11.14 17:40:00 -
[1462] - Quote
Ranger 1 wrote:Major Killz wrote:Whole thread has been exaggerated this and that to support singular minded arguments. Especially when comparing HAMS AND HMLS TO A MISSILE THAT IS SUPPOSE TO HIT SMALLER TARGETS. HAMS AND HMLS SHOULD BE COMPARED TO MEDIUM TURRETS AND OR OTHER MEDIUM MISSILE PLATFORMS THAT ARE SUPPOSE TO BE USED AGAINST MEDIUM TARGETS. When compared to other medium weapon systems HAMS AND HML are balanced. Still I agree a 40 second reload is TOO long.
Anyway.
Players will definitely use Rapid Light Missile Launchers and like I stated before; missile ships with sizable drone bays and bandwidth have an advantage over those without: Bellicose instead of Caracal, and Scythe Fleet Issue instead of Caracal Navy Issue (rather have drone damage instead of no damage). I'm still not a fan of 40 second reload times and I think 30 seconds could be done while still keeping the proposed rate of fire intact.
As for Rapid Heavy Missile Launcher? Garbage to be honest. I don't know. Might be worth putting on a rattlesnake or something. I mean it MAY work for EXTREME DAMAGE and then docking games but I'm not sure.
As far as I'm aware. Pilots and fleet commanders I know who were interested in Rapid Heavy Missile previously are all writing it off completely.
Why release a new module that YOU KNOW players won't use? Why allow said module to effect one that is used so much?
Anywho.
The Rapid Light Missile Launcher is a medium size weapon system that uses small size ammunition. There is no turret equivalent. Comparing another medium size weapon system with medium ammunition to another that uses small size ammunition comes off a bit false to me. Not to mention the Rapid Light Missile Launcher compensates for light missiles ONLY draw back when used with a light missile launcher. That's absolute damage per second.
No doubt, light missiles signature resolution could be increased by 50 - 100 % (45 - 60 signature resolution); increase it's explosion velocity by 20 - 40% and lower flight time significantly (something like 6,000m). Apart from that there was no need to do the proposed change... Whatever this change is. With that said. The proposed changes to Rapid Light Missile Launchers does work and some of it's lame qualities can be mitigated. Side note about turrets, Rise mentioned that a similar treatment might be done to the smaller medium and large turrets as well... the one's nobody ever uses. I believe he means (for example) the smallest medium turret might end up using small ammo and have small turret stats... but with a vastly improved ROF for a short duration (and long reload). This interests me a great deal. Edit: Yeah, I'd also kind of like to see how things play out with the reload being a flat 30 seconds.
That would be even far more horrible FAR MORE HORRIBLE.
The smaller turrets are used when you cannot fit the larger ones.
The main reason why larger turrets are better is their RANGE. Standard missile have long enough range to be useful on cruisers an d heavy missiles to be useful on battleships. A Small blasters doe snto have range enough to be used in a mega.. even if it had 2 times the neutron DPS!
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Bouh Revetoile
TIPIAKS
425
|
Posted - 2013.11.14 17:54:00 -
[1463] - Quote
Niena Nuamzzar[/quote wrote:Unfortunately, you didn't. Look back and see for yourself. Best you can do is hit like 7 or 8 cruisers in total, dealing semi-decent damage, and only if they are MWD fitted. Against ab cruisers, mwd HAC's and frigates in general your damage application is rather pathetic. There is a module called Warp Scrambler. It disable ennemy MWD. It's short range, but HAM are short range missiles I heard.
Also, AB is a tank module someone use to mitigate incoming damage. I think it's fair if you need another module to counter the counter to your weapon, like a web.
Kagura Nikon wrote:A no. sorry if you think this is a worsrt case scenario you have NEVER pvped in this game.
A worst case scenario is a Fleet scimitar with halo set, under squimish links with a 100 MN AB.
THAT IS an extreme scenario. And yet, I see it every week!
So stop pretending the people that DO pvp are arguing with scenarios that are rare, because they are NOT.
Rare is a scenario where the enemy cruiser is NOT moving under prop mod ! The scram thing still apply, but I wasn't talking to you anyway as you are a pvp god able to blap a light drone with large artillery. I really wonder BTW why you still bother with missiles as their whole point is to have average performances in most cases, and you clearly don't deserve average if you can always have more with turrets.
And sorry to say it, but linked 100MN AB ship are not most cases. That might be the most cases YOU face, but EVE doesn't revolve around you, as godlike as you can be. As I said, for simple mortals there is also web and TP which can help you apply more damage, be it with turrets or missiles. Yes, because for the poor soul we are, turrets don't do 100% dps all the time, because we are so bad we can't always shoot in optimale with zero transversale as the ennemy inferior enough to us, if he is even inferior that is.
To finish, I'd say that missile damage being mitigated by speed and signature is a feature. That mean ONLY speed and sig affect missile damage, and that something you need to account for when you pick this weapon. If you expect to fight 100MN AB overlinked, drugged and implanted blingy, then choose another weapon, because he have exactly the counter to missiles. I thought that was obvious, my bad. Though now I understand the love for light missiles.
Oh, and 100MN AB, skirmish link and sig in general do affect turrets too. People just don't see it because of the mostly random nature of turrets (we call it statistics ; usually, people are more affected by bad experiences, but with turrets it seem to be the opposite). |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
758
|
Posted - 2013.11.14 18:00:00 -
[1464] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:Unfortunately, you didn't. Look back and see for yourself. Best you can do is hit like 7 or 8 cruisers in total, dealing semi-decent damage, and only if they are MWD fitted. Against ab cruisers, mwd HAC's and frigates in general your damage application is rather pathetic. There is a module called Warp Scrambler. It disable ennemy MWD. It's short range, but HAM are short range missiles I heard. Also, AB is a tank module someone use to mitigate incoming damage. I think it's fair if you need another module to counter the counter to your weapon, like a web. Kagura Nikon wrote:A no. sorry if you think this is a worsrt case scenario you have NEVER pvped in this game.
A worst case scenario is a Fleet scimitar with halo set, under squimish links with a 100 MN AB.
THAT IS an extreme scenario. And yet, I see it every week!
So stop pretending the people that DO pvp are arguing with scenarios that are rare, because they are NOT.
Rare is a scenario where the enemy cruiser is NOT moving under prop mod ! The scram thing still apply, but I wasn't talking to you anyway as you are a pvp god able to blap a light drone with large artillery. I really wonder BTW why you still bother with missiles as their whole point is to have average performances in most cases, and you clearly don't deserve average if you can always have more with turrets. And sorry to say it, but linked 100MN AB ship are not most cases. That might be the most cases YOU face, but EVE doesn't revolve around you, as godlike as you can be. As I said, for simple mortals there is also web and TP which can help you apply more damage, be it with turrets or missiles. Yes, because for the poor soul we are, turrets don't do 100% dps all the time, because we are so bad we can't always shoot in optimale with zero transversale as the ennemy inferior enough to us, if he is even inferior that is. To finish, I'd say that missile damage being mitigated by speed and signature is a feature. That mean ONLY speed and sig affect missile damage, and that something you need to account for when you pick this weapon. If you expect to fight 100MN AB overlinked, drugged and implanted blingy, then choose another weapon, because he have exactly the counter to missiles. I thought that was obvious, my bad. Though now I understand the love for light missiles. Oh, and 100MN AB, skirmish link and sig in general do affect turrets too. People just don't see it because of the mostly random nature of turrets (we call it statistics ; usually, people are more affected by bad experiences, but with turrets it seem to be the opposite).
I am holding myself to not call names on you. I NEVER SAID THESE ARE COMMON CASES. I said THE SCYTHE WITH !))MN AB AND LINKS IS A EXTREME CASE!!. Because you said a simple prop mod was a extreme case!!
Yuu really try to be unable to comprehend anything anyone post ?
For the others sorry for the CAPS LOCK, but this guy clearly has some reading issues.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Ranger 1
Ranger Corp
4844
|
Posted - 2013.11.14 18:09:00 -
[1465] - Quote
Liquid'Courage wrote:Ranger 1 wrote:Oh, I almost forgot. Swapping ammo to use a type that does better damage based on your targets sig radius or speed "can" be advantageous in the long run... it depends on how tough your target is. Swapping ammo to hit what you hope is a more favorable resist value depends greatly on how they are fit, and often (if they have made any attempt what so ever to plug their resist holes) you end up doing such a small amount more damage before the fight is over you often are better off simply sticking with what you had (and not losing that extra volley or so due to reload time). In the case of this new system, warping out to reposition will be by far the better tactic, as you'll be just about reloaded with better ammo by the time you get back to the fight. Edit: Frankly, it's as Tao said, you're always better off making those kind of ammo swaps before the battle begins. That's why the Icelandic gods created Dscan and scouts.  It's like you've never been in a fight where there are more enemies than friendlies on grid..... I don't like pvp in this game. I like pvppp or pppvppppppppppppp..... There's not really a lot of ships that can pull that off, and the ships that can pull it off require good decision making and good piloting skill, otherwise you will die in a fire. Through these changes to rapid lights, CCP is taking 4 of those few ships out of the game. RIP Caracal, Nosprey, Scythe fleet, and Cerberus. :( Don't get me wrong, in a way, I like the idea of the changes. They definitely have some uses and look like they'll be very useful in some niche roles. But they're taking a good thing out of the game to make this change. If this goes through, can I get a bunch of level 5 support skills in missiles taken back and put into equivalent gunnery skills? And switch Caldari cruiser 5 to Amarr cruiser 5? I spent a few months training these skills to fly Caracals, only to have the skills become unnecessary and the ship I was training for taken from me in such a terrible way.....
Actually, these changes would make those 4 ships nearly ideal for the hit and run tactics necessary for a smaller gang to deal with a larger, less mobile force. It's all in knowing how.
Squeezing twice the damage into a smaller window of time, fewer ships needed, reload timer occurring when you will be either kiting or warping to reposition anyway, lure out another victim, rinse and repeat... think about it. You'll have to figure this one out on your own, because the people that know exactly how to leverage this won't be saying anything for a while yet... not til the results start showing up on their kill board.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
56
|
Posted - 2013.11.14 18:14:00 -
[1466] - Quote
Bouh Revetoile wrote: As I said, for simple mortals there is also web and TP which can help you apply more damage, be it with turrets or missiles.
Yes, of course, shield tanked missile cruiser can afford to fit scram, web and TP in mids - everyone knows that. Excellent thinking! |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
56
|
Posted - 2013.11.14 18:23:00 -
[1467] - Quote
Ranger 1 wrote: Squeezing twice the damage into a smaller window of time, fewer ships needed, reload timer occurring when you will be either kiting or warping to reposition anyway, lure out another victim, rinse and repeat... think about it.
Perhaps... if you increase launcher capacity to 25 and reduce reload time to 30, missile swap to 5, idk... maybe, just maybe... someone could even use it now and then. |

Ranger 1
Ranger Corp
4844
|
Posted - 2013.11.14 18:29:00 -
[1468] - Quote
Kagura Nikon wrote:Connall Tara wrote:Kagura Nikon wrote:We were not attakcign your poitn. Jsut the data you were usign to defend it, because other people use that same data to make stupid claims ( as some others made same mistake of usign the dps and believing in 50 secodns time to make other assertions) certainly, and it was valid to do so. I've got no issues with people being on the other side of an arguement as long as they do their fact checking and i'm rather happy that people called me out so i could correct my facts ^^ all told, if anything, the correction lends itself more towards the idea of enlarging the RLML's clip size in the burst varient by a missile or two, raised up to perhaps 20 missiles as opposed to 18 which would solve a lot of the dps complaints and infact shift the "firing time" back towards the 50 second mark. the mechanic is awesome, its all about the fine tuning. That is exactly what I have been defending sicne start. The long time is not as problematic as the size of the clip. If the clip was enlarged by 2 units you get much broader spectrum of engagement. THe long reloas is an aspect of gameplay, the short number of charges is a hard restriction, not a gameplay aspect by itself.. And before nayone spits crap, yes I ran the numbers on several common fits for EHP and it allows you to kill a few more T2 frigates and ensures you have damage to kill 2 T1 frigates even if well fit. With 18 charges the number of scenarios htat you do not kill a target increases a lot on my listing (and I have made 21 scenarios here at my spreadsheets) As far as adjustments go, that would be my choice as well. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Jinshu
Girl Friends Please Ignore Ev0ke
0
|
Posted - 2013.11.14 18:41:00 -
[1469] - Quote
I don't want to contribute about the pros and cons of burst against reload. However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. |

Ranger 1
Ranger Corp
4844
|
Posted - 2013.11.14 18:46:00 -
[1470] - Quote
Jinshu wrote:I don't want to contribute about the pros and cons of burst against reload. However, at least the current singularity implementation for RLML shows another signifigant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. I can live with that IF some of the other stats get nudged in the direction others have mentioned (slightly larger clip, 30 second reload, fast swap ammo type).
Previously one of the mitigating factors was the amount of tank and other mods the RLML would still allow (which would facilitate a hit and run play style for small gangs). If that advantage is removed that's cutting things awfully thin. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

Ranger 1
Ranger Corp
4844
|
Posted - 2013.11.14 18:51:00 -
[1471] - Quote
Kagura Nikon wrote:Ranger 1 wrote:Major Killz wrote:Whole thread has been exaggerated this and that to support singular minded arguments. Especially when comparing HAMS AND HMLS TO A MISSILE THAT IS SUPPOSE TO HIT SMALLER TARGETS. HAMS AND HMLS SHOULD BE COMPARED TO MEDIUM TURRETS AND OR OTHER MEDIUM MISSILE PLATFORMS THAT ARE SUPPOSE TO BE USED AGAINST MEDIUM TARGETS. When compared to other medium weapon systems HAMS AND HML are balanced. Still I agree a 40 second reload is TOO long.
Anyway.
Players will definitely use Rapid Light Missile Launchers and like I stated before; missile ships with sizable drone bays and bandwidth have an advantage over those without: Bellicose instead of Caracal, and Scythe Fleet Issue instead of Caracal Navy Issue (rather have drone damage instead of no damage). I'm still not a fan of 40 second reload times and I think 30 seconds could be done while still keeping the proposed rate of fire intact.
As for Rapid Heavy Missile Launcher? Garbage to be honest. I don't know. Might be worth putting on a rattlesnake or something. I mean it MAY work for EXTREME DAMAGE and then docking games but I'm not sure.
As far as I'm aware. Pilots and fleet commanders I know who were interested in Rapid Heavy Missile previously are all writing it off completely.
Why release a new module that YOU KNOW players won't use? Why allow said module to effect one that is used so much?
Anywho.
The Rapid Light Missile Launcher is a medium size weapon system that uses small size ammunition. There is no turret equivalent. Comparing another medium size weapon system with medium ammunition to another that uses small size ammunition comes off a bit false to me. Not to mention the Rapid Light Missile Launcher compensates for light missiles ONLY draw back when used with a light missile launcher. That's absolute damage per second.
No doubt, light missiles signature resolution could be increased by 50 - 100 % (45 - 60 signature resolution); increase it's explosion velocity by 20 - 40% and lower flight time significantly (something like 6,000m). Apart from that there was no need to do the proposed change... Whatever this change is. With that said. The proposed changes to Rapid Light Missile Launchers does work and some of it's lame qualities can be mitigated. Side note about turrets, Rise mentioned that a similar treatment might be done to the smaller medium and large turrets as well... the one's nobody ever uses. I believe he means (for example) the smallest medium turret might end up using small ammo and have small turret stats... but with a vastly improved ROF for a short duration (and long reload). This interests me a great deal. Edit: Yeah, I'd also kind of like to see how things play out with the reload being a flat 30 seconds. That would be even far more horrible FAR MORE HORRIBLE. The smaller turrets are used when you cannot fit the larger ones. The main reason why larger turrets are better is their RANGE. Standard missile have long enough range to be useful on cruisers an d heavy missiles to be useful on battleships. A Small blasters doe snto have range enough to be used in a mega.. even if it had 2 times the neutron DPS! Blasters would be the most difficult to deal with if this came to be, although a Mega would be using medium sized weaponry. That being said, most Mega's get right on top of their opponent anyway... although the targets they would be going for would tend to be cruiser size, which complicates things yet again. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Kujun Nashja
Full Contact Blinky Red Brotherhood
10
|
Posted - 2013.11.14 19:07:00 -
[1472] - Quote
I guess everything that can be said has been said already so i will just leave it at that. Just a few things:
1) The Dev team is on the brink of getting out of touch with their own game and its playerbase again. Don-¦t ruin what you accomplished after the Incarna debacle.
2) Of all people i expected CCP Rise to actually hold on to sanity and being able to approach things in a non -¦Fozzyesque` way. Remember the times when you actually flew a pixel spaceship? A thing that Fozzy clearly has not done in a long time? Yeah, maybe it-¦s a good idea to hop into one from time to time and actually play the damn game. Metrics rarely hold up against reality. Your argumentation in this thread as to why this change is the right thing to do were not coherent at all.
"Switching ammo types (other damage types or to FOF(does anyone actually use fof?)...." - CCP Rise (formerly known as Kil2), 2013
Are you serious? Did you really just say that? Yes, RLMs could use a small adjustment. No, this is not the way to do it.
3) What the hell did we learn about rushing features out, heh? Coming up with a massive change like this just a few days before the actual patch day without any proper way of getting it balanced out on SiSi is considered a good idea these days? If you can not integrate a feature (aka. RHMLs) to your full satisfaction then don-¦t do it! Push them back, take your time to balance them out. I guess most of your customers will survive waiting for them for another few weeks.
Common guys, get your **** together. |

Cown
Ministry of Destruction SCUM.
4
|
Posted - 2013.11.14 19:24:00 -
[1473] - Quote
Kujun Nashja wrote:I guess everything that can be said has been said already so i will just leave it at that. Just a few things:
1) The Dev team is on the brink of getting out of touch with their own game and its playerbase again. Don-¦t ruin what you accomplished after the Incarna debacle.
2) Of all people i expected CCP Rise to actually hold on to sanity and being able to approach things in a non -¦Fozzyesque` way. Remember the times when you actually flew a pixel spaceship? A thing that Fozzy clearly has not done in a long time? Yeah, maybe it-¦s a good idea to hop into one from time to time and actually play the damn game. Metrics rarely hold up against reality. Your argumentation in this thread as to why this change is the right thing to do were not coherent at all.
"Switching ammo types (other damage types or to FOF(does anyone actually use fof?)" - CCP Rise (formerly known as Kil2), 2013
Are you serious? Did you really just say that? Yes, RLMs could use a small adjustment. No, this is not the way to do it.
3) What the hell did we learn about rushing features out, heh? Coming up with a massive change like this just a few days before the actual patch day without any proper way of getting it balanced out on SiSi is considered a good idea these days? If you can not integrate a feature (aka. RHMLs) to your full satisfaction then don-¦t do it! Push them back, take your time to balance them out. I guess most of your customers will survive waiting for them for another few weeks.
Common guys, get your **** together.
+1 |

Viribus
Love Squad Black Legion.
178
|
Posted - 2013.11.14 19:49:00 -
[1474] - Quote
Don't you think frig hulls already dominate the small gang scene enough? The warp speed changes are gonna make them even more ubiquitous, now missile ships are pretty ****** if they have to do more than one reload of damage to the unkillable tank-and-MWD bonused AFs that are everywhere now |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
4
|
Posted - 2013.11.14 19:51:00 -
[1475] - Quote
So what I'm seeing here is a very subtle shove for all missile pilots to use a "real" weapon system (i.e. anything except missiles) while CCP continues to blow smoke up our asses that missiles are a perfectly viable weapon system for all sorts of uses and not the highly situational and almost always second rate weapon system that they effectively are.
EDIT: And also, that despite the majority of people that don't want this change, CCP is going to go ahead and ram it down our throats anyways and MAYBE fix it later. What kind of dumb ass decides to institute a major change like this, knowing that it's busted and people don't want it, in favor of being able to come back and fix it later? Why would you not decide to wait a bit, come up with a GOOD original change, and push that out later? |

Kara Trix
PVE Corporation
20
|
Posted - 2013.11.14 20:07:00 -
[1476] - Quote
Almost 1500 comments (many from me) about this change
I like reading the forums (not sure why, maybe i like drama), but most of the time the troll has some idea of what they are talking about and bash me or someone like me to a proper place.... but this thread is much different.
Most people REALLY don't like this change and are puzzled why?
The only ones who have made a voice that approve of it, don't even use the weapon at all now (look up their kill boards) and most likely just don't like facing them on the field.
Enough Said... I'm done with this topic.... I relent.
|

Bouh Revetoile
TIPIAKS
425
|
Posted - 2013.11.14 20:09:00 -
[1477] - Quote
Citing again, because I might have not explain myself clearly ; bold is mine : Kagura Nikon wrote:A no. sorry if you think this is a worsrt case scenario you have NEVER pvped in this game.
A worst case scenario is a Fleet scimitar with halo set, under squimish links with a 100 MN AB.
THAT IS an extreme scenario. And yet, I see it every week!
So stop pretending the people that DO pvp are arguing with scenarios that are rare, because they are NOT.
Rare is a scenario where the enemy cruiser is NOT moving under prop mod ! So, to sum up, you are saying that a "Fleet scimitar with halo set, under squimish links with a 100 MN AB" is "extreme", worst case" and "comon" scenario.
And this to deny what I am stating, which is that HAM hit cruisers fine. I don't need to quote again I guess.
So, not only I never said that a worst case had to be rare, but you also agreed that this case was extreme.
So what should I conclude ? That we should base the balance of HAM on these kind of worst case scenario ? Because that's why I understand when someone say that HAM are bad because of crap damage application and showing this as an example.
Whereas I showed that the vast majority of normal cruisers will take more than 90% of HAM dps while MWDing. Overload won't last forever. MWD overload is even very short most of the time, so capitalizing on it is, IMO, unreliable and definitely not a normal case. A HAC will also reduce missiles damage because of its MWD bonus, but that's not a normal case, because that's a special feature for this class of ship.
I am aware that there is a lot of counters to missile damage, like AB, links and all speed mods, but everything should have a counter. That is normal scenario, but they hurt missiles by design. If they would not counter missiles, missiles would be OP.
Take the worst case for turrets for exemple : as soon as a crucifier, a cheap T1 frigate, land on grid, you are screwed and won't do anything to the ennemy. Yet I see tracking disruptors almost each time I play. But as common as that can be, they are normal counters to turrets. Asking to buff turrets because of TD would be stupid. Stating that turrets are crap because of TD would be equally stupid.
In the same way, stating that missiles are crap and need to be buffed because of AB and skirmish links is stupid.
|

Bouh Revetoile
TIPIAKS
425
|
Posted - 2013.11.14 20:13:00 -
[1478] - Quote
Kara Trix wrote:Almost 1500 comments (many from me) about this change
I like reading the forums (not sure why, maybe i like drama), but most of the time the troll has some idea of what they are talking about and bash me or someone like me to a proper place.... but this thread is much different.
Most people REALLY don't like this change and are puzzled why?
The only ones who have made a voice that approve of it, don't even use the weapon at all now (look up their kill boards) and most likely just don't like facing them on the field.
Enough Said... I'm done with this topic.... I relent. If I was affraid of anything, I would be opposed to these changes, as these burst RLML will murder frigates a lot more violently than before.
Those who don't like the changes either don't know what they are talking about or already use RLML for other less specialized role than anti-frigate platform. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
0
|
Posted - 2013.11.14 20:30:00 -
[1479] - Quote
I recently started using RLML on my scyFI. Havent gotten any kills yet but had a couple fights that I had to disengage from. Damned ec300s. Anyway this is not the end of missiles, hams are close range, so I would fit at least a scram and web if fitting allows. HML are longrange, without web you need tp and rigor/flare rigs. I have a scyFI fit that applies dps the same as rlml but with HML. IF YOU WANT GOOD APPLIED DPS YOU MUST BE WILLING TO SACRIFICE EHP OR PAPER DPS. Same with turrets. You want tracking with large guns? Gonna need TE or TC or use metastasis rigs. Same principle on hams and hml. Missiles are hampered more because there are not modules that give applied dmg bonus' like TE or TC do. Missiles only have rigs. Wheres our ballistic targeting computer? That would make Hml more feasible for most. In terms of rlml I still think a rig that adds charges is best. Want to kill only frigs? Fill rigs with tank/dmg. Thinking you may run into larger targets? Add some rigs that give plus 2 charges each. Use additional cpu or pg as rig drawback. Simple. Its up to how YOU want to fit it. |

Viceorvirtue
The Hatchery Team Liquid
33
|
Posted - 2013.11.14 20:30:00 -
[1480] - Quote
If you could switch the ammo in the launchers instantly without reloading them then yes, this does become a good weapon system that has it's own benefits and drawbacks. However it has been rather clearly stated that this will not happen in the initial release of the weapon system and this, while not being a dealbreaker for making the changes, is a dealbreaker for using the new system for many people.
Being unable to load, say, percisions when an interceptor comes on field without waiting 40 seconds is not fun. Mostly because in those 40 seconds the interceptor could easily run me down and I would be unable to force it away since split weapons using cn will not quite have the ability to worry an inty. If i could instantly switch to percisions then yes, I would have to keep my guns split but I would be able to react to a changing field. Hand waving this issue away and saying you can warp out and back every minute to reload just does not sit well with many people, because it seems like you are ignoring a potential issue that should be addressed before release.
The idea of the system itself, as many others have said is good. The biggest issue is the reload time without being able to switch missile types to adapt without being useless for 40 seconds. If you can fix this problem before throwing it on tq then I don't think many people will be upset. However implementing something like this and saying 'don't worry well fix it later' results in a large amount of backlash and negativity.
Swapping ammo types is important, removing the ability to do so just to implement it later is, atleast in my opinion, a very half assed way of doing things and terrible design. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
56
|
Posted - 2013.11.14 20:32:00 -
[1481] - Quote
Jinshu wrote:However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. Can anyone confirm it please? It's that's true, it will be an epic fail because you can nerf one or the other, never both. At least not for this one. |

X'ret
Shirak SkunkWorks
20
|
Posted - 2013.11.14 20:51:00 -
[1482] - Quote
Niena Nuamzzar wrote:Jinshu wrote:However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. Can anyone confirm it please? It's that's true, it will be an epic fail because you can nerf one or the other, never both. At least not for this one.
Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so..
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
56
|
Posted - 2013.11.14 21:06:00 -
[1483] - Quote
X'ret wrote: Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so..
Thank you, didn't see it somehow. So not only Cerb pilots need to wait 4 times longer to reload, now they can say good bye to XLASB - LSE combo as well. It gets better and better. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
4
|
Posted - 2013.11.14 21:17:00 -
[1484] - Quote
Niena Nuamzzar wrote:X'ret wrote: Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so..
Thank you, didn't see it somehow. So not only Cerb pilots need to wait 4 times longer to reload, now they can say good bye to XLASB - LSE combo as well. It gets better and better. Drink the Kool-Aid and switch to turrets. The more people that make the switch, the sooner CCP can stop going full-****** on missiles and just get rid of them like I imagine they want to. I got back into Eve after a 10-month Persian Gulf break and decided to step out of my little Eve-world and the biggest thing I have discovered is that missiles are near-pointless. My cruise missiles are accurate over 200km, which is laughable outside of using a MJD(or similar tactic) for missions. My torps are mediocre as long as I am shooting something size of a station that has zero movement and I don't mind scrapping my tank for TPs and still being outdone by blasters. My Heavies suck so bad that light missiles tend to be a more useful alternative, and my HAMs will probably only see use on a T3 cruiser. My capital options aren't even worth mentioning except as the subject of a very poor joke. I have the only weapon system in the game that has a flight time, which means that the only time I can outperform a projectile weapon (that somehow manages to lob a projectile at the same speed as a ******* laser *while a missile has a max velocity in a vacuum instead of a max acceleration) is if I am close enough to mitigate the flight time or if I have luxury of having the target completely immobilized. The well-touted damage selection of missiles seems like a pretty poor trade-off when the standard reaction I have gotten when trying to do anything with other people by using missiles is "Couldn't you bring anything better?" And now, because CCP seems to have a major disconnect with the players and places more importance on forcing a half-assed change instead of taking the time to do the job right, I feel like I am getting shafted even more. Of course as a missile pilot this seems to pretty damn standard. |

Kane Fenris
NWP
118
|
Posted - 2013.11.14 21:20:00 -
[1485] - Quote
X'ret wrote:Niena Nuamzzar wrote:Jinshu wrote:However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. Can anyone confirm it please? It's that's true, it will be an epic fail because you can nerf one or the other, never both. At least not for this one. Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so..
while this does not make me any happier a normal cara fit 2x lse is still possible so the nerf isnt that big of a deal
dunno about the cerb fits though.
im very unhappy of how CCP deals with us here. imho they should be communicating a bit more.... as a player that realy loves eve i feel treated like a dumb child atm. beeing told were going to disneyland while were heading for the dentist....
|

Elusive Panda
Gendry's Leech Eternal Pretorian Alliance
0
|
Posted - 2013.11.14 21:38:00 -
[1486] - Quote
What about keeping the current reload time of 40 seconds, but make it so the weapons auto-reload one charge at a time while not firing? (If you reactivate the weapon, it stops reloading).
This would allow skirmishing Caracal/Cerb to fly in, snipe a frig or two, pull range, wait to reload a bit and reengage without the fear of getting caught while reloading and be unable to do anything about it. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
56
|
Posted - 2013.11.14 21:43:00 -
[1487] - Quote
scorchlikeshiswhiskey wrote: Drink the Kool-Aid and switch to turrets.
I am turret already but still, I do care for the game  Rise, don't you think it would be fair to provide some kind of intro warning for new players so they can avoid/skip training missiles at the moment and rather invest their time and isk into something less hated? |

Major Killz
Deep Core Mining Inc.
284
|
Posted - 2013.11.14 22:03:00 -
[1488] - Quote
Kane Fenris wrote:X'ret wrote:Niena Nuamzzar wrote:Jinshu wrote:However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. Can anyone confirm it please? It's that's true, it will be an epic fail because you can nerf one or the other, never both. At least not for this one. Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so.. while this does not make me any happier a normal cara fit 2x lse is still possible so the nerf isnt that big of a deal dunno about the cerb fits though. im very unhappy of how CCP deals with us here. imho they should be communicating a bit more.... as a player that realy loves eve i feel treated like a dumb child atm. beeing told were going to disneyland while were heading for the dentist....
No big deal. Some of us decided to go full William Wallace with the Cerberus. Blue, black and Gray Kilt (X-Large Ancillary Shield Booster & DCl) and no underwear (no large shield extender). Just one big Bastard Sword (maximum damage output) and good legs to run on. I mean sure you could get one volleyed by a long bowmen (Tornado) but real men die pant-less.
Also LSE setup is still possible with PG change. . |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
40
|
Posted - 2013.11.15 00:10:00 -
[1489] - Quote
Jinshu wrote:I don't want to contribute about the pros and cons of burst against reload. However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it.
ROFL...and the hits keep coming.
Seriously this has to be some kind of practical joke right?
Rise? Are you even reading this thread anymore? |

Ganthrithor
GoonWaffe Goonswarm Federation
773
|
Posted - 2013.11.15 00:24:00 -
[1490] - Quote
Are you sure you don't want to change your mind and deny me my Tengu that hits frigates for 600 DPS? It's not too late to stop the retardation! |
|

Ganthrithor
GoonWaffe Goonswarm Federation
773
|
Posted - 2013.11.15 00:27:00 -
[1491] - Quote
Just kidding: I know you're not reading this, Rise. Why bother when you've already made up your mind about ~*game balance*~. While I'm talking about game balance, though, I hear there's a position for an expert game designer open at SOE that you might want to apply for: someone has to make the TR guns in Planetside 2 more overpowered: Vanu keep winning alerts with their superior weapons. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
40
|
Posted - 2013.11.15 00:31:00 -
[1492] - Quote
Ganthrithor wrote:Are you sure you don't want to change your mind and deny me my Tengu that hits frigates for 600 DPS? It's not too late to stop the retardation!
The most amazing thing about these changes is how they are managing to make RLMLs overpowered or useless depending on the situation, with nothing in between. Truly wonderful game design. |

Chi Garu
Dos Dedos Inc
0
|
Posted - 2013.11.15 00:37:00 -
[1493] - Quote
This is what happens when you hire players as game developers.  |

Scatim Helicon
GoonWaffe Goonswarm Federation
2622
|
Posted - 2013.11.15 00:47:00 -
[1494] - Quote
I'm thinking more and more that what should happen is that the rapid launchers should go back to the more conventional design, and this theme of high RoF, long reload time should be introduced in a complete new range of launchers (concept name: "salvo launchers"?) covering all missile types from rockets to cruise missiles (maybe even citadels!). CCP: Not out to ruin your game, out to ruin their game. |

Ganthrithor
GoonWaffe Goonswarm Federation
773
|
Posted - 2013.11.15 00:58:00 -
[1495] - Quote
Scatim Helicon wrote:I'm thinking more and more that what should happen is that the rapid launchers should go back to the more conventional design, and this theme of high RoF, long reload time should be introduced in a complete new range of launchers (concept name: "salvo launchers"?) covering all missile types from rockets to cruise missiles (maybe even citadels!).
Or maybe there should be no such thing as a weapon that turns you into an essentially tracking-free, ultra-high DPS weapon for any period of time, because EVE doesn't need even lower TTKs or even-harder-to-mitigate damage application. What was the point of nerfing tracking enhancers and fiddling with medium gun tracking values etc if they're then going to come in and add a missile launcher that hits to over 60km and does ~400 to ~600 DPS to frigates on the hulls that are bonused for their use?
Rise keeps comparing his RLMLs to artillery because "both do front-loaded damage," while conveniently forgetting that alpha is not the same as sustained DPS over almost a minute of combat and that the guns that do that high alpha come with massive tracking drawbacks and the inability to apply any damage at all to small targets except for rare cases (high pilot skill, pilot error on the receiving end, bad luck, etc).
Saying these RLMLs are like artillery assumes that artillery has the tracking and signature size of a small autocannon combined with the range and damage of 1400mm... and somehow the "long reload" is supposed to make this OK by "adding suspense."
tl;dr:
- Such damage!
- Most application!
- So scare!
- Wow! |

Anomaly One
26
|
Posted - 2013.11.15 02:11:00 -
[1496] - Quote
Zvaarian the Red wrote:Ganthrithor wrote:Are you sure you don't want to change your mind and deny me my Tengu that hits frigates for 600 DPS? It's not too late to stop the retardation! The most amazing thing about these changes is how they are managing to make RLMLs overpowered or useless depending on the situation, with nothing in between. Truly wonderful game design.
CCP > if it ain't broke, break it  *~~*running my own mission and have some class bully run up and blow me up because they think its funny, then give the excuses that I was just firing fireworks at you*~~* |

Arthur Aihaken
The.VOID
573
|
Posted - 2013.11.15 03:28:00 -
[1497] - Quote
4 days until the new RHMLs. Can't wait!  I am currently away, traveling through time and will be returning last week. |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
74
|
Posted - 2013.11.15 03:44:00 -
[1498] - Quote
So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely eliminating their potential to kill other decently tanked cruisers solo since you'll need to either kite/tank for 40 seconds or warp off to reload in safety (i.e. letting your target go).
CCP Rise Taking Solo Away |

Ganthrithor
GoonWaffe Goonswarm Federation
773
|
Posted - 2013.11.15 04:03:00 -
[1499] - Quote
Iyacia Cyric'ai wrote:So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely eliminating their potential to kill other decently tanked cruisers solo since you'll need to either kite/tank for 40 seconds or warp off to reload in safety (i.e. letting your target go).
CCP Rise Taking Solo Away
Pretty much. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
4
|
Posted - 2013.11.15 04:08:00 -
[1500] - Quote
Ganthrithor wrote:Iyacia Cyric'ai wrote:So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely eliminating their potential to kill other decently tanked cruisers solo since you'll need to either kite/tank for 40 seconds or warp off to reload in safety (i.e. letting your target go).
CCP Rise Taking Solo Away Pretty much. Or, as Rise has pointed out you could always set your launchers into 2 groups and stagger them. This way, because an overall 20% drop in DPS is completely different if you use 2 groups, you'll have the same dps as you do now without the downtime. Also, if your ship blows up he'll sprinkle you with magic pixie dust from his pocket and let you ride on his boyfriend the unicorn all the way to Narnia where he did the math to come up with those figures. |
|

Ganthrithor
GoonWaffe Goonswarm Federation
774
|
Posted - 2013.11.15 04:23:00 -
[1501] - Quote
scorchlikeshiswhiskey wrote:Ganthrithor wrote:Iyacia Cyric'ai wrote:So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely eliminating their potential to kill other decently tanked cruisers solo since you'll need to either kite/tank for 40 seconds or warp off to reload in safety (i.e. letting your target go).
CCP Rise Taking Solo Away Pretty much. Or, as Rise has pointed out you could always set your launchers into 2 groups and stagger them. This way, because an overall 20% drop in DPS is completely different if you use 2 groups, you'll have the same dps as you do now without the downtime. Also, if your ship blows up he'll sprinkle you with magic pixie dust from his pocket and let you ride on his boyfriend the unicorn all the way to Narnia where he did the math to come up with those figures.
Hey man, Rise doesn't need math to do game balancing: he just needs his natural talent. |

Arthur Aihaken
The.VOID
573
|
Posted - 2013.11.15 04:41:00 -
[1502] - Quote
Is all this griping cathartic? I am currently away, traveling through time and will be returning last week. |

Sylvous
Bigger than Jesus
128
|
Posted - 2013.11.15 05:18:00 -
[1503] - Quote
Perhaps a new skill would be in order? Call it: Ordnance Auto-Loader Operation (reduce reload time of weapon modules by 3% per level)
Obviously not a fix, but could help with the long delay issue? (Would apply only to high slot modules (turrets and launchers) so as not to make the ASB needlessly more powerful)
Just a idea that I put no time researching the far reaching effects and how this would make anything imbalanced (so flame away if need be).
edit: 3% per level was just a suggestion, could be anything |

Ganthrithor
GoonWaffe Goonswarm Federation
775
|
Posted - 2013.11.15 05:40:00 -
[1504] - Quote
Arthur Aihaken wrote:Is all this griping cathartic?
Is white-knighting the work of an inept douchebag satisfying?
Sylvous wrote:Perhaps a new skill would be in order? Call it: Ordnance Auto-Loader Operation (reduce reload time of weapon modules by 3% per level)
Obviously not a fix, but could help with the long delay issue? (Would apply only to high slot modules (turrets and launchers) so as not to make the ASB needlessly more powerful)
Just a idea that I put no time researching the far reaching effects and how this would make anything imbalanced (so flame away if need be).
edit: 3% per level was just a suggestion, could be anything
Could that "anything" possibly consist of not making this stupid change in the first place? |

Arthur Aihaken
The.VOID
575
|
Posted - 2013.11.15 07:03:00 -
[1505] - Quote
Ganthrithor wrote:Is white-knighting the work of an inept douchebag satisfying? I'm not "white-knighting" anything. Scroll back to some of the first posts in this thread and you'll see that my take on this is "interesting". In terms of timing, my suggestion was to defer the proposed changes until players had a chance to test them. However, in their infinite wisdom TPTB have decided to forge ahead. Since it's abundantly clear that no amount of rational or logic arguments are going to persuade otherwise, griping is an even further waste of time. I am currently away, traveling through time and will be returning last week. |

Major Killz
Deep Core Mining Inc.
284
|
Posted - 2013.11.15 08:05:00 -
[1506] - Quote
Ganthrithor wrote:Scatim Helicon wrote:I'm thinking more and more that what should happen is that the rapid launchers should go back to the more conventional design, and this theme of high RoF, long reload time should be introduced in a complete new range of launchers (concept name: "salvo launchers"?) covering all missile types from rockets to cruise missiles (maybe even citadels!). Or maybe there should be no such thing as a weapon that turns you into an essentially tracking-free, ultra-high DPS weapon for any period of time, because EVE doesn't need even lower TTKs or even-harder-to-mitigate damage application. What was the point of nerfing tracking enhancers and fiddling with medium gun tracking values etc if they're then going to come in and add a missile launcher that hits to over 60km and does ~400 to ~600 DPS to frigates on the hulls that are bonused for their use? Rise keeps comparing his RLMLs to artillery because "both do front-loaded damage," while conveniently forgetting that alpha is not the same as sustained DPS over almost a minute of combat and that the guns that do that high alpha come with massive tracking drawbacks and the inability to apply any damage at all to small targets except for rare cases (high pilot skill, pilot error on the receiving end, bad luck, etc). Saying these RLMLs are like artillery assumes that artillery has the tracking and signature size of a small autocannon combined with the range and damage of 1400mm... and somehow the "long reload" is supposed to make this OK by "adding suspense." tl;dr: - Such damage! - Most application! - So scare! - Wow!
Glad you finally get it.
The changed module is VERY STRANGE. Using it for blob warfare is just bad and using it for solo is just difficult. What you want is the magical in-between where IT IS OVERPOWERED.
Blob (40 seconds wonGÇÖt be popular here) Small Scale (just right and nasty starting at 3 pilots and up to the point where using a Rapier makes sense and then heavy missiles makes more sense because of long range webs v0v)
Solo (difficult but can be mitigated threw module management, drones and or split weapon systems).
So where it shines and is OP is in small-scale fleets or small gangs if you will.
The whole thing still smacks of bad game design and the 40 seconds is horrible but you must adapt and move on. However, light missiles did need a NERF. Unfortunately we spent pages reading terrible and singularly focused facts and stats to support NO CHANGE INSTEAD OF SUGGESTING a slightly less lame module. . |

Tinkerrbell
Sefem Velox Swift Angels Alliance
4
|
Posted - 2013.11.15 08:08:00 -
[1507] - Quote
I do not support this idea at all. Ether keep the current weapon system or make this a new one. This needs to be tested by your paying customers before this goes ahead. I don't like the idea of a weapon system becoming useless once it was working "OK" beforehand. Would this make me use it more? Don't know it needs to be tested. The "40 second" Reload timer is a major killer for refilling or swapping ammo.
|

Vorll Minaaran
Centre Of Attention Middle of Nowhere
24
|
Posted - 2013.11.15 08:20:00 -
[1508] - Quote
I dont like these changes, but if you CCP want so much long reload, at least give the players tools to mitigate some portion of it: light missile skill affecting reload time, new reload rig, new reload skill, or something. With those players could be reduce reload time by 10-15 sec. Then you get your high reload time, we get chance to lower it to an acceptable level.
I know Rubicon coming very soon, but letting this change go out and fixing later dont sound good. |

Arthur Aihaken
The.VOID
577
|
Posted - 2013.11.15 08:39:00 -
[1509] - Quote
RavenGǪ RHMLGǪ 1200+ DPS... I am currently away, traveling through time and will be returning last week. |

Ganthrithor
GoonWaffe Goonswarm Federation
777
|
Posted - 2013.11.15 08:44:00 -
[1510] - Quote
Arthur Aihaken wrote:Ganthrithor wrote:Is white-knighting the work of an inept douchebag satisfying? I'm not "white-knighting" anything. Scroll back to some of the first posts in this thread and you'll see that my take on this is "interesting". In terms of timing, my suggestion was to defer the proposed changes until players had a chance to test them. However, in their infinite wisdom TPTB have decided to forge ahead. Since it's abundantly clear that no amount of rational or logic arguments are going to persuade otherwise, griping is an even further waste of time.
Fair enough. I didn't read the first pages of this thread (I found out about this moronic idea just a few days ago, unfortunately), but saying that "it's too late" and that we might as well not gripe is sort of defeatist. TBH I'm hoping someone else at CCP will read this stuff, realize how dumb this idea is, and take the matter out of Rise's hands. |
|

Sentinel Smith
Center for Advanced Studies Gallente Federation
145
|
Posted - 2013.11.15 09:04:00 -
[1511] - Quote
Was nice of CCP Rise on the video today.. saying he wants feedback, when he's virtually ignored everyone and everything said.
I suppose my quality was set too low to see the *only if it reinforces the direction we've chosen to take. |

Arthur Aihaken
The.VOID
577
|
Posted - 2013.11.15 09:12:00 -
[1512] - Quote
Ganthrithor wrote:Fair enough. I didn't read the first pages of this thread (I found out about this moronic idea just a few days ago, unfortunately), but saying that "it's too late" and that we might as well not gripe is sort of defeatist. TBH I'm hoping someone else at CCP will read this stuff, realize how dumb this idea is, and take the matter out of Rise's hands. You won't get any argument from me. We tried for over a month to get some dialog on the original RHML iteration and this was the net result (I think it's fair to say it caught everyone completely by surprise, because RLMLs weren't on anyone's radar).
Sentinel Smith wrote:Was nice of CCP Rise on the video today.. saying he wants feedback, when he's virtually ignored everyone and everything said. I suppose my quality was set too low to see the *only if it reinforces the direction we've chosen to take. Nope, you didn't miss anything. In fact, RHMLs on Ravens pretty much dominated the subject (RLMLs were really only a footnote, gee - wonder whyGǪ)  I am currently away, traveling through time and will be returning last week. |

Dav Varan
Spiritus Draconis Sicarius Draconis
97
|
Posted - 2013.11.15 09:23:00 -
[1513] - Quote
Tinkerrbell wrote:I do not support this idea at all. Ether keep the current weapon system or make this a new one. This needs to be tested by your paying customers before this goes ahead. I don't like the idea of a weapon system becoming useless once it was working "OK" beforehand. Would this make me use it more? Don't know it needs to be tested. The "40 second" Reload timer is a major killer for refilling or swapping ammo.
Completelly agree with this.
Leaving aside meta variants there are only 3 launchers to choose from at the moment for mediums. This compares with 6 for most medium guns iirc.
Given that burst launchers are going to be niche weapons at best reducing the number of general purpose launchers to 1 short range and 1 long range for general purpose is very bad form.
Make this abomination as a new launcher type is a much safer idea, that way when it turns out to be trash at least missile users still have choices when it comes to fitting.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
57
|
Posted - 2013.11.15 10:03:00 -
[1514] - Quote
Ganthrithor wrote:TBH I'm hoping someone else at CCP will read this stuff, realize how dumb this idea is, and take the matter out of Rise's hands.
|

Kujun Nashja
Full Contact Blinky Red Brotherhood
10
|
Posted - 2013.11.15 10:04:00 -
[1515] - Quote
Arthur Aihaken wrote:RavenGǪ RHMLGǪ 1200+ DPS...
Extensively tested on internal testserver...yeah i was laughing my ass off as well. |

the jury
SPANK THE MONKEY
0
|
Posted - 2013.11.15 10:16:00 -
[1516] - Quote
because 90% of the csm is null sec operators ccp just give them a battleship weapon system that can kill tech 3 and smaller sig fleet's to balance out null sec combat. most battleship fleets in null only stay on grid for a while b4 pinging off for better position so they can reload while pinging . looks like everyone else got dumped on by messing with RLML's only way to show ccp that the new RLML's is a bad idea nobody use them.  |

Ganthrithor
GoonWaffe Goonswarm Federation
777
|
Posted - 2013.11.15 10:33:00 -
[1517] - Quote
the jury wrote:because 90% of the csm is null sec operators ccp just give them a battleship weapon system that can kill tech 3 and smaller sig fleet's to balance out null sec combat. most battleship fleets in null only stay on grid for a while b4 pinging off for better position so they can reload while pinging . looks like everyone else got dumped on by messing with RLML's only way to show ccp that the new RLML's is a bad idea nobody use them. 
Really battleship fleets in nullsec mostly get dunked on by bombers, which is a big part of why people prefer to use tanky cruiser hulls instead of BS ships when they can afford to, but you're right: big fleets will be able to exploit the hell out of these things (though I see RLMLs being even easier to exploit this way, since they're much more manueverable / difficult to catch and their RLMLs will instagib any light tackle within 60km of them. Have fun trying to bubble a fleet of those for a bomb run!
In b4 100mn, interdiction-nullified RLML Tengus become fleet meta of the month! |

Kane Fenris
NWP
118
|
Posted - 2013.11.15 10:34:00 -
[1518] - Quote
the jury wrote:...... only way to show ccp that the new RLML's is a bad idea nobody use them. 
that wont work because of: a.) people adapt really slow to new meta most will jus keep on doing what they used to even if those launchers would suddenly be shooting yourself....
b.) even if everybody would stop using them ccps reaction wuld be like this: CCP.: "you just haven't figured out how awesome those modules are wee not changing them they are awesome you all suck" |

the jury
SPANK THE MONKEY
0
|
Posted - 2013.11.15 10:52:00 -
[1519] - Quote
Ganthrithor brings up a good point they buff the dictors but make it a lot quicker to kill with RLML's sounds like dictors are back to square 1 . all the big null sec bro's use battleships cfc with mega's + domi's n3 + nc. mealstroms pl + Russians raven's . will that change after patch might do but raven fleets with RHML's just might be a real pain in the ass for sig tank fleets .? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
763
|
Posted - 2013.11.15 12:26:00 -
[1520] - Quote
Incredble how a balance thread over a module no one complained about before managed to create a new rift on costumers and CCP confidence and an overal PR hickup.
Just wait and see when it HITS the game, because most players have not seen this thread yet. THe rage on general discussion forums will be epic. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Druthlen
Republic Military School Minmatar Republic
41
|
Posted - 2013.11.15 13:05:00 -
[1521] - Quote
Cruise missiles out range Heavy missiles. So its ok if a rapid slightly outdamages its longer range counterpart. 40 sec reload time is garbage. Noone will use these. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
57
|
Posted - 2013.11.15 13:11:00 -
[1522] - Quote
Kagura Nikon wrote: Just wait and see when it HITS the game, because most players have not seen this thread yet. THe rage on general discussion forums will be epic.
Could be interesting to see how many of those missioning in RLML Caracals will be enraged enough to (come here and) protest. |

Julian DeCroix
Socialist Death Panel
4
|
Posted - 2013.11.15 14:12:00 -
[1523] - Quote
As a primarily PvE pilot, I've greatly enjoyed flying my Caracal with RLMLs in missions, anomalies and escalations in which I have to deal with dozens of frigate-class ships with a smattering of cruiser-size targets. Anything smaller than a cruiser has trouble fitting the necessary tank, let alone fit a salvager/tractor/salvage drones; a larger ship often is not permitted, and standard mid-size weapon systems frequently cannot apply enough damage to small targets to be useful (at least, not without sacrificing a significant portion of tank, which defeats the purpose of bringing the larger hull to begin with). The cruiser using a juiced-up small weapon system is the perfect solution. I was looking forward to a similar solution for running some of the more advanced anomalies and L4 missions which focus on larger numbers of smaller elite targets; running them in a BC often is still problematic, while applying damage using cruise missiles or torpedoes is suboptimal at best. Drones can help to an extent, but still can't fully bridge the gap, especially not with the improved NPC AI. Being able to fit RHMLs to my Raven for such missions was a very appealing idea. However, for my purposes (and yes, I realize that my playstyle does not constitute that of the larger subscription base) I feel the proposed mechanics for RMLs render them useless to me. The biggest problem I see actually stems from missile flight time. For the sake of simplicity, let's assume a 5s cycle time on the launcher and 5k m/s velocity for the missiles. Unless you're being very careful, any target over 25km away will have at least one salvo en route when it explodes; anything over 50km, at least two salvos. With the current iteration, this isn't that big a deal, but for the new mechanics this would mean that 5-20% of your ammo capacity could easily be wasted *per target*...and then you hope you can survive the reload. When I first found the RLMLs, I was ecstatic; I immediately tried to find similar systems for turret ships, but instead found that the "dual/quad $smallergun" turrets do not follow anything close to the same formula for being a viable means of combating numerous smaller ships from a larger hull. Is it intended that drones be the most, or perhaps even only, reasonable solution for this situation? |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
6
|
Posted - 2013.11.15 14:18:00 -
[1524] - Quote
Arthur Aihaken wrote:RavenGǪ RHMLGǪ 1200+ DPS... That's just amazing and very exciting. What's even more exciting is when your launchers run dry and it's time for a 40 second game of everyone shoot the stupid Raven pilot. Sure he could warp off to reload, unless of course someone throws a scram on him before he blows his wad and he's left trying to kite in a Raven for close to a minute.
Idea for 1.1: How about we take cruise missiles and only make them effective beyond 50km? If you're closer than that you should be using torps and CCP just needs to show us what's good for us. Now some of you may be saying that torps don't work as well and that's why you would prefer to use cruise missiles, but the metrics clearly show that lots of people love using torps. Secondly, it torps are worse than cruise, cruise missiles need a nerf so they can be as ineffective as torps. Anyone ever read "Harrison Bergeron"? |

Kane Fenris
NWP
118
|
Posted - 2013.11.15 14:24:00 -
[1525] - Quote
scorchlikeshiswhiskey wrote:Arthur Aihaken wrote:RavenGǪ RHMLGǪ 1200+ DPS... That's just amazing and very exciting. What's even more exciting is when your launchers run dry and it's time for a 40 second game of everyone shoot the stupid Raven pilot. Sure he could warp off to reload, unless of course someone throws a scram on him before he blows his wad and he's left trying to kite in a Raven for close to a minute. Idea for 1.1: How about we take cruise missiles and only make them effective beyond 50km? If you're closer than that you should be using torps and CCP just needs to show us what's good for us. Now some of you may be saying that torps don't work as well and that's why you would prefer to use cruise missiles, but the metrics clearly show that lots of people love using torps. Secondly, it torps are worse than cruise, cruise missiles need a nerf so they can be as ineffective as torps. Anyone ever read "Harrison Bergeron"?
if this is not troll plz do us all a favor and push the self destruct button... |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
6
|
Posted - 2013.11.15 14:32:00 -
[1526] - Quote
Kane Fenris wrote:scorchlikeshiswhiskey wrote:Arthur Aihaken wrote:RavenGǪ RHMLGǪ 1200+ DPS... That's just amazing and very exciting. What's even more exciting is when your launchers run dry and it's time for a 40 second game of everyone shoot the stupid Raven pilot. Sure he could warp off to reload, unless of course someone throws a scram on him before he blows his wad and he's left trying to kite in a Raven for close to a minute. Idea for 1.1: How about we take cruise missiles and only make them effective beyond 50km? If you're closer than that you should be using torps and CCP just needs to show us what's good for us. Now some of you may be saying that torps don't work as well and that's why you would prefer to use cruise missiles, but the metrics clearly show that lots of people love using torps. Secondly, it torps are worse than cruise, cruise missiles need a nerf so they can be as ineffective as torps. Anyone ever read "Harrison Bergeron"? if this is not troll plz do us all a favor and push the self destruct button... I can understand your consternation, and I think your post should have been the second post in this thread. |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.15 15:02:00 -
[1527] - Quote
Plz increase mag size on the RHML , more like 40 would be way more useful. |

Arthur Aihaken
The.VOID
577
|
Posted - 2013.11.15 15:03:00 -
[1528] - Quote
Chrom Shakiel wrote:Plz increase mag size on the RHML  , more like 40 would be way more useful. Time to save up for Faction or Officer. I am currently away, traveling through time and will be returning last week. |

Dr Sraggles
The Covenant of Blood
1
|
Posted - 2013.11.15 15:10:00 -
[1529] - Quote
Julian DeCroix wrote:As a primarily PvE pilot, I've greatly enjoyed flying my Caracal with RLMLs in missions, anomalies and escalations in which I have to deal with dozens of frigate-class ships with a smattering of cruiser-size targets. Anything smaller than a cruiser has trouble fitting the necessary tank, let alone fit a salvager/tractor/salvage drones; a larger ship often is not permitted, and standard mid-size weapon systems frequently cannot apply enough damage to small targets to be useful (at least, not without sacrificing a significant portion of tank, which defeats the purpose of bringing the larger hull to begin with). The cruiser using a juiced-up small weapon system is the perfect solution. I was looking forward to a similar solution for running some of the more advanced anomalies and L4 missions which focus on larger numbers of smaller elite targets; running them in a BC often is still problematic, while applying damage using cruise missiles or torpedoes is suboptimal at best. Drones can help to an extent, but still can't fully bridge the gap, especially not with the improved NPC AI. Being able to fit RHMLs to my Raven for such missions was a very appealing idea. However, for my purposes (and yes, I realize that my playstyle does not constitute that of the larger subscription base) I feel the proposed mechanics for RMLs render them useless to me. The biggest problem I see actually stems from missile flight time. For the sake of simplicity, let's assume a 5s cycle time on the launcher and 5k m/s velocity for the missiles. Unless you're being very careful, any target over 25km away will have at least one salvo en route when it explodes; anything over 50km, at least two salvos. With the current iteration, this isn't that big a deal, but for the new mechanics this would mean that 5-20% of your ammo capacity could easily be wasted *per target*...and then you hope you can survive the reload. When I first found the RLMLs, I was ecstatic; I immediately tried to find similar systems for turret ships, but instead found that the "dual/quad $smallergun" turrets do not follow anything close to the same formula for being a viable means of combating numerous smaller ships from a larger hull. Is it intended that drones be the most, or perhaps even only, reasonable solution for this situation?
The Devs would probably say "there are many other tools to successfully complete your complex available..."
Translation: "after about 2 months of training Drones and watching nothing actually fun get better (and paying us for the privilege) Drones are good enough to actually kill something, slowly... Then the 2 Drones for your Caracal bay really are worth $40...to us. When you realize this, you will spend another 2 months training for another ship to get it done and realize you need 5 months of gunnery skills to make that fun. We profit. The End." |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.15 15:11:00 -
[1530] - Quote
Arthur Aihaken wrote:Chrom Shakiel wrote:Plz increase mag size on the RHML  , more like 40 would be way more useful. Time to save up for Faction or Officer.
If only i was space rich then i to could pvp and win |
|

Sirinda
Oberon Incorporated RAZOR Alliance
255
|
Posted - 2013.11.15 15:14:00 -
[1531] - Quote
Alright.
If the missile systems mentioned in the OP would receive an overall DPS buff (1.5 times of what other missile systems of comparable size do) I could maybe imagine RLML and RHML as worthwhile.
Also, seeing as a T2 HML already fits around 40 missiles, it's rather preposterous to assume a larger launcher would only be able to load 28 missiles. Take the ammo capacity of the standard LML and HML, then buff rate of fire while nerfing reload speed.
Make it a truly devastating weapon - hell, give RHML fit Golems the ability to spike 2000-3000 DPS without factoring in reloads, with the caveat of having to wait for almost a minute once they've run dry.
Basically, survive the first barrage and stand a good chance of either burning away or obliterating your target - or continuously tanking the damage and repping up once they've shot their wad.
Also, this concept basically puts all Caldari missile boats at a disadvantage because they're only bonused for kinetic damage. |

Morniee
Barbs Hammer Insane Asylum
0
|
Posted - 2013.11.15 15:31:00 -
[1532] - Quote
Gorski Car wrote:Michael Harari wrote:This is a terrible idea.
1) Having a lot of downtime is just bad gameplay design. In a gang, you might stay on the field to provide point and webs, but if you are solo, you basically are going to kill 1-2 targets and warp out. And then nobody gets to do anything for the next 40s while you reload. It promotes non-interactive gameplay.
2) Its not intuitive. Its yet another thing that vets know that noobs dont.
3) Its not that people use rapid lights because they are really good. We use them because the other medium missile systems are utter trash. I would love to be able to use heavy missiles again, but there is just no reason since they are currently the worst weapon system in the entire game for anything but giant blobs.
4) There is no alternative. You can use normal shield boosters instead of ancillary boosters. You can use normal armor reps instead of ancillary reps. There are good reasons to choose each. For medium missile launchers, there isnt any alternative to rapid lights. Heavy missiles are too slow, do too little damage for the fitting, and apply too poorly. Heavy assaults are too short range, and apply even more poorly.
5) While roaming, its can be very difficult to make a 40s reload when going gate to gate. This will just slow gangs down, with no real reason to do so.
Making this change will basically just end the use of missile ships in small gangs. People will just go to other ships, instead of dealing with the possibility of being tackled and having to wait for close to a minute to return fire.
If you want people to choose heavy missiles, then make heavy missiles be something besides a trash tier weapons system. This pretty much sums up why this is a horrible idea.
I subscribe this... CCP, Also, Please make the Precision and navy Heavy missiles apply more damage. At least, So normal cruisers might have a chance against frigs with medium missile weapon systems. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
59
|
Posted - 2013.11.15 15:38:00 -
[1533] - Quote
Sirinda wrote:Also, this concept basically puts all Caldari missile boats at a disadvantage because they're only bonused for kinetic damage. That's ok cause Caldari pilots only use kinetic when bonused. Ask Rise if you don't believe me. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1671
|
Posted - 2013.11.15 15:39:00 -
[1534] - Quote
Sirinda wrote:Alright.
If the missile systems mentioned in the OP would receive an overall DPS buff (1.5 times of what other missile systems of comparable size do) I could maybe imagine RLML and RHML as worthwhile.
Also, seeing as a T2 HML already fits around 40 missiles, it's rather preposterous to assume a larger launcher would only be able to load 28 missiles. Take the ammo capacity of the standard LML and HML, then buff rate of fire while nerfing reload speed.
Make it a truly devastating weapon - hell, give RHML fit Golems the ability to spike 2000-3000 DPS without factoring in reloads, with the caveat of having to wait for almost a minute once they've run dry.
Basically, survive the first barrage and stand a good chance of either burning away or obliterating your target - or continuously tanking the damage and repping up once they've shot their wad.
Also, this concept basically puts all Caldari missile boats at a disadvantage because they're only bonused for kinetic damage.
Maybe the mechanism to rapidly fire missiles is huge?
And also i think the entire point here is that Rapid launchers aren't supposed to be a primary weapon system, their supposed to be a niche thing. Something you fit only with a specific engagement type in mind.
At least thats what i take from it. BYDI recruitment closed-ish |

Baron' Soontir Fel
Justified Chaos
75
|
Posted - 2013.11.15 15:44:00 -
[1535] - Quote
How do people still think RLMLs gives cruiser sized DPS numbers. Vexors can hit 700DPS... RLML Caracals hit like 260dps. There's a reason I'm getting less than 50% of a Vexor's DPS, and it's called a trade-off. |

Morniee
Barbs Hammer Insane Asylum
0
|
Posted - 2013.11.15 15:45:00 -
[1536] - Quote
     
Or... I got an idea, that has ben debated before... somewere...
Ballistic Guidance System : 2 Scripts 1 for missile flight time, other for exp Velocity medium power slot.
A new Rig: Advanced Loading System: reduces the time your Lauchers take to reload by 20% And increases PWG need for Missile lauchers by 10%.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
60
|
Posted - 2013.11.15 16:00:00 -
[1537] - Quote
Garviel Tarrant wrote: And also i think the entire point here is that Rapid launchers aren't supposed to be a primary weapon system, their supposed to be a niche thing.
Really? How incredibly fortunate missile pilots are, being the only one's in game with 4 (four!) niche weapon systems: - rapid light missiles - rapid heavy missiles - heavy missiles - heavy assault missiles
Having that much luck soon they can expect two more niche systems coming: - swarm rockets - rapid cruise missiles
Train Caldari, the most specialized race in EvE. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1675
|
Posted - 2013.11.15 16:17:00 -
[1538] - Quote
Niena Nuamzzar wrote:Garviel Tarrant wrote: And also i think the entire point here is that Rapid launchers aren't supposed to be a primary weapon system, their supposed to be a niche thing.
Really? How incredibly fortunate missile pilots are, being the only one's in game with 4 (four!) niche weapon systems: - rapid light missiles - rapid heavy missiles - heavy missiles - heavy assault missiles Having that much luck soon they can expect two more niche systems coming: - swarm rockets - rapid cruise missiles Train Caldari, the most specialized race in EvE.
Heavy missiles are in a bad spot, they were nerfed to the level of other long range weapons and then the other long range weapons got massive buffs. So i agree that they need a balance pass.. Don't need a lot though.
HAMs however are not niche at all, i can't really see how you would think that. They have really good range for short range weapons. Applies dps pretty damn decently, especially on webbed targets and in many cases has selectable damage types..
are they perfect in all situations? No they will struggle against many things.. but so do all the other medium weapon systems. BYDI recruitment closed-ish |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
73
|
Posted - 2013.11.15 16:23:00 -
[1539] - Quote
If you are planning on nerfing this, without really trying to find a real way to fix them, (which they aren't OP anyway) then just get rid of them. 40s reload on a weapon system, that is just ridiculous, and I don't like where it could lead with other weapon system later on. Either find a REAL way to fit the issues you think the rapid launchers have WITHOUT adding 40s to relaod and taking the amount of missiles it holds away, or just get rid of them all together.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
60
|
Posted - 2013.11.15 16:39:00 -
[1540] - Quote
Garviel Tarrant wrote: HAMs however are not niche at all, i can't really see how you would think that. They have really good range for short range weapons. Applies dps pretty damn decently, especially on webbed targets and in many cases has selectable damage types..
are they perfect in all situations? No they will struggle against many things.. but so do all the other medium weapon systems.
Range is not a problem, damage application is. They are usable of course, just not nearly as good as medium turrets, which makes them kinda semi-niche. Try to hit a frigate or speedy cruiser with HAM's. What you can easily kill are noobs, with skilled pilot you will struggle even if you are skilled yourself. Turrets are different cause with good piloting you can make a difference. Web makes everything better, sure thing but... it's not always easy to fit web on a shield tanked ship. |
|

Dav Varan
Spiritus Draconis Sicarius Draconis
97
|
Posted - 2013.11.15 16:43:00 -
[1541] - Quote
Julian DeCroix wrote:As a primarily PvE pilot, I've greatly enjoyed flying my Caracal with RLMLs in missions, anomalies and escalations in which I have to deal with dozens of frigate-class ships with a smattering of cruiser-size targets. Anything smaller than a cruiser has trouble fitting the necessary tank, let alone fit a salvager/tractor/salvage drones; a larger ship often is not permitted, and standard mid-size weapon systems frequently cannot apply enough damage to small targets to be useful (at least, not without sacrificing a significant portion of tank, which defeats the purpose of bringing the larger hull to begin with). The cruiser using a juiced-up small weapon system is the perfect solution. I was looking forward to a similar solution for running some of the more advanced anomalies and L4 missions which focus on larger numbers of smaller elite targets; running them in a BC often is still problematic, while applying damage using cruise missiles or torpedoes is suboptimal at best. Drones can help to an extent, but still can't fully bridge the gap, especially not with the improved NPC AI. Being able to fit RHMLs to my Raven for such missions was a very appealing idea. However, for my purposes (and yes, I realize that my playstyle does not constitute that of the larger subscription base) I feel the proposed mechanics for RMLs render them useless to me. The biggest problem I see actually stems from missile flight time. For the sake of simplicity, let's assume a 5s cycle time on the launcher and 5k m/s velocity for the missiles. Unless you're being very careful, any target over 25km away will have at least one salvo en route when it explodes; anything over 50km, at least two salvos. With the current iteration, this isn't that big a deal, but for the new mechanics this would mean that 5-20% of your ammo capacity could easily be wasted *per target*...and then you hope you can survive the reload. When I first found the RLMLs, I was ecstatic; I immediately tried to find similar systems for turret ships, but instead found that the "dual/quad $smallergun" turrets do not follow anything close to the same formula for being a viable means of combating numerous smaller ships from a larger hull. Is it intended that drones be the most, or perhaps even only, reasonable solution for this situation?
Sorry you are not in a blob in 0.0. You do not matter. No council representation for your playstyle. No dev consideration for your playstyle. You have to be stuck with 25% more grind in your mission.
|

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
73
|
Posted - 2013.11.15 17:09:00 -
[1542] - Quote
Wrong, I did a test on SiSi, I used HAMs and RMLs against a faction cruisers the HAMs rocked it compared to the RLMLs, and against an HAC the RLMLs and HAMS did within 5 points of the same damage, and as HAMs shoot faster they would have done more DPS. Now against destroyers and frigates RMLs rock them compared to HAMs, but so do dual 180mm compared to 420mms and so on. And range, well any range gun will nail any ship no matter the size unless said ship is moving in a Z. It's common to see large guns take out frigates with ease., but that's not OP at all right? Show me cruise and torp that can do anything to frigates. So before everyone goes crazy about how great rapids are, maybe test them out some.
My test was against a 2008 player in a faction cruiser, didn't kill him so the fit wouldn't change. The assault ship was a Vaga, and that player was a 2007 and again didn't kill him to make sure the fit didn't change (To be honest he won the RLML round). I used a Cerb for both. Rapids don't out perform HAMs in the least not even against HACs. Now HMLs are a different story, and I didn't test them out. If you doubt this, go on sis with a friend and test through a number of different ships. I posted my test on s different forum, migh have been the first Rapdi Heavy Missile Launcher forum, I'm not sure. Rapid launchers don't do anything their gun brothers can't, IF you use the smallest version of that size. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1675
|
Posted - 2013.11.15 17:32:00 -
[1543] - Quote
Niena Nuamzzar wrote:Garviel Tarrant wrote: HAMs however are not niche at all, i can't really see how you would think that. They have really good range for short range weapons. Applies dps pretty damn decently, especially on webbed targets and in many cases has selectable damage types..
are they perfect in all situations? No they will struggle against many things.. but so do all the other medium weapon systems.
Range is not a problem, damage application is. They are usable of course, just not nearly as good as medium turrets, which makes them kinda semi-niche. Try to hit a frigate or speedy cruiser with HAM's. What you can easily kill are noobs, with skilled pilot you will struggle even if you are skilled yourself. Turrets are different cause with good piloting you can make a difference. Web makes everything better, sure thing but... it's not always easy to fit web on a shield tanked ship.
You're talking about this like the other medium weapons have great application..
Blasters have no range what so ever. Pulses have terrible tracking. Ac's are relatively low dps and not great at range.
And i cannot think of a single HAM ship that doesn't have the mids to fit a tank and a web... Yes HAM's struggle to apply damage to some targets.. but so do the other weapon systems.. even more so in some cases..
A webbed ab frigate will still take between 15-25% damage from hams. Even at full speed.
A pulse laser ship won't be able to do 1% damage to a frigate orbiting it at 40% speed. But instead its better at killing said frigate at its optimal. Its a trade off. BYDI recruitment closed-ish |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
73
|
Posted - 2013.11.15 17:48:00 -
[1544] - Quote
AC don't have terrible damage and never have. Lasers, if you use the small version can track and take out frigates and destroyers with easy usually, blasters don't have much range, but if you get in ther range or you use a Caldari blast boat which gives them pretty alright range, you will rock whatever you are attacking, the amount of damage blasters do, little will stand up against them. And range guns usually always nail their target no matter the size of target or size of guns. It's not umcommon to see 1400mm, or 425mm or etc take out frigates and destroyers with little issue one on one even. When was the last time you saw a cruise boat or torp boat take a frigate out one on one? Rapids aren't OP at all, and if the issue is that they can hit far and do what close guns can, find I'm game change raipds into HAMs and rockets, so they don't get such range. |

Ju0ZaS
Mentally Assured Destruction The Pursuit of Happiness
31
|
Posted - 2013.11.15 17:51:00 -
[1545] - Quote
This is just... a bad idea. If you're so unsatisfied with the current state, how about just slightly nerfing the current dps that you can get with rapids and introducing your current design as completely new weapon systems that you could add to the game instead of replacing the current rapids with this nonsense.
-1 on your current idea from me. Are you going to fight me or do you expect to bore me to death with your forum pvp? |

Bouh Revetoile
TIPIAKS
426
|
Posted - 2013.11.15 18:31:00 -
[1546] - Quote
Thaddeus Eggeras wrote: And range guns usually always nail their target no matter the size of target or size of guns. It's not umcommon to see 1400mm, or 425mm or etc take out frigates and destroyers with little issue one on one even. When was the last time you saw a cruise boat or torp boat take a frigate out one on one? Haha ! Man we are talking about moving target and fight, not dedock sniping ! A large LR turret won't hit a moving frigate bellow 40km ! |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1676
|
Posted - 2013.11.15 18:39:00 -
[1547] - Quote
Thaddeus Eggeras wrote:AC don't have terrible damage and never have. Lasers, if you use the small version can track and take out frigates and destroyers with easy usually, blasters don't have much range, but if you get in ther range or you use a Caldari blast boat which gives them pretty alright range, you will rock whatever you are attacking, the amount of damage blasters do, little will stand up against them. And range guns usually always nail their target no matter the size of target or size of guns. It's not umcommon to see 1400mm, or 425mm or etc take out frigates and destroyers with little issue one on one even. When was the last time you saw a cruise boat or torp boat take a frigate out one on one? Rapids aren't OP at all, and if the issue is that they can hit far and do what close guns can, find I'm game change raipds into HAMs and rockets, so they don't get such range.
So why do Ac ships need a double dps bonus to match other ships?
And when you say small version of lasers do you mean SMALL guns or do you mean Focused medium pulses. Actually it doesn't really matter which one you mean because the first is dumb and the second is wrong. Focused mediums don't track frigs at all unless they have next to no transversal on you. BYDI recruitment closed-ish |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
61
|
Posted - 2013.11.15 19:02:00 -
[1548] - Quote
Garviel Tarrant wrote: You're talking about this like the other medium weapons have great application..
Not great, good. Unlike HAM's, which are not so good.
Quote: Blasters have no range what so ever. Pulses have terrible tracking. Ac's are relatively low dps and not great at range.
Pulses have good enough tracking that you can kill a frigate if you know how. Same with other two systems, you can use them to your advantage, which you cannot do in the same way with heavy assault missiles.
Quote: And i cannot think of a single HAM ship that doesn't have the mids to fit a tank and a web... Yes HAM's struggle to apply damage to some targets.. but so do the other weapon systems.. even more so in some cases..
Sure you can fit web if you're happy leaving two mids for tank. I'm just saying that sometimes you are not.
Quote: A webbed ab frigate will still take between 15-25% damage from hams. Even at full speed.
And how much if it's not webbed - 5%, 6..?
Quote: A pulse laser ship won't be able to do 1% damage to a frigate orbiting it at 40% speed. But instead its better at killing said frigate at its optimal. Its a trade off.
Yes, it is - the one where you can do up to 80% damage or more to a webbed Merlin if everything is done properly. Just try to compare HAM Cerb and pulse Zealot, both with webs and faction ammo and hopefully you'll see that Zealot has at least 50% better damage application. |

Bouh Revetoile
TIPIAKS
426
|
Posted - 2013.11.15 19:31:00 -
[1549] - Quote
Niena Nuamzzar wrote:Pulses have good enough tracking that you can kill a frigate if you know how. Same with other two systems, you can use them to your advantage, which you cannot do in the same way with heavy assault missiles. HAM have enough application that you can kill a frigate if you know how. You cannot do in the same way with turrets. :D I too master the "always true" statement ; butI know it's a poor way to argue.
Quote:And how much if it's not webbed - 5%, 6..? In France, we have an expression which translate into "with 'if's we could put Paris into a bottle." How much damage will your turrets do to a closely orbiting frigate ? Answer is 0 and 5 is still superior to 0.
Quote:Yes, it is - the one where you can do up to 80% damage or more to a webbed Merlin if everything is done properly. Just try to compare HAM Cerb and pulse Zealot, both with webs and faction ammo and hopefully you'll see that Zealot has (EDIT: could have) at least 50% better damage application. If everything is done properly, HAM Cerb will do a lot of damage to a fully tackled and painted Merlin. This is another "if everything is perfect" scenario for turrets against a "if everything goes wrong" for missiles ; in other words, an always true statement. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
61
|
Posted - 2013.11.15 20:01:00 -
[1550] - Quote
Bouh Revetoile wrote: HAM have enough application that you can kill a frigate if you know how. You cannot do in the same way with turrets. :D I too master the "always true" statement ; butI know it's a poor way to argue.
"If you know how" means at proper distance, with proper positioning etc. There is no proper distance with missiles in the same way, nor can you achieve much with positioning.
Quote: In France, we have an expression which translate into "with 'if's we could put Paris into a bottle." How much damage will your turrets do to a closely orbiting frigate ? Answer is 0 and 5 is still superior to 0.
Well, if frigate isn't webbed your damage will be about 10% and that only if you have perfect precision skills. Answer is zero, yes but "if you know how" you have the option to shoot close to the end of your optimal / the end of web range, where your damage will be highest. You can't do such a thing with missiles.
Quote: If everything is done properly, HAM Cerb will do a lot of damage to a fully tackled and painted Merlin. This is another "if everything is perfect" scenario for turrets against a "if everything goes wrong" for missiles ; in other words, an always true statement.
Of course, if everything goes wrong (no web, short orbit, bad tracking... you name it), you won't do any damage but that's the thing - with your experience and good piloting you can make the difference. Something you cannot do nearly as good using missiles. Too much depends on how small your target is and how fast it is moving so if you have under-performing weapon like HAM's, you can press F1, orbit and sit on your hands for the rest of the fight... doesn't matter. |
|

Suleiman al-Amarr
Imperial Academy Amarr Empire
2
|
Posted - 2013.11.15 20:14:00 -
[1551] - Quote
Julian DeCroix wrote:As a primarily PvE pilot, I've greatly enjoyed flying my Caracal with RLMLs in missions, anomalies and escalations in which I have to deal with dozens of frigate-class ships with a smattering of cruiser-size targets. Anything smaller than a cruiser has trouble fitting the necessary tank, let alone fit a salvager/tractor/salvage drones; a larger ship often is not permitted, and standard mid-size weapon systems frequently cannot apply enough damage to small targets to be useful (at least, not without sacrificing a significant portion of tank, which defeats the purpose of bringing the larger hull to begin with). The cruiser using a juiced-up small weapon system is the perfect solution.
^ This.
Forever faithful to the Imperial Academy. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
0
|
Posted - 2013.11.15 20:31:00 -
[1552] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote: HAM have enough application that you can kill a frigate if you know how. You cannot do in the same way with turrets. :D I too master the "always true" statement ; butI know it's a poor way to argue.
"If you know how" means at proper distance, with proper positioning etc. There is no proper distance with missiles in the same way, nor can you achieve much with positioning. Quote: In France, we have an expression which translate into "with 'if's we could put Paris into a bottle." How much damage will your turrets do to a closely orbiting frigate ? Answer is 0 and 5 is still superior to 0.
Well, if frigate isn't webbed your damage will be about 10% and that only if you have perfect precision skills. Answer is zero, yes but "if you know how" you have the option to shoot close to the end of your optimal / end of web range, where your damage will be highest. You can't do such a thing with missiles. Quote: If everything is done properly, HAM Cerb will do a lot of damage to a fully tackled and painted Merlin. This is another "if everything is perfect" scenario for turrets against a "if everything goes wrong" for missiles ; in other words, an always true statement.
Of course, if everything goes wrong (no web, short orbit, bad tracking... you name it), you won't do any damage but that's the thing - with your experience and good piloting you can make the difference. Something you cannot do nearly as good using missiles. Too much depends on how small your target is and how fast it is moving so if you have under-performing weapon like HAM's, you can press F1, orbit and sit on your hands for the rest of the fight... doesn't matter.
But hams and hml aren't meant for defrigging...
Its like complaining about 425s not hitting close range frigs when you have no tracking enhancers or don't switch to titanium sabot. Your trying to kill something that the weapon platform was not designed around. Its a medium weapon system meant for hitting medium sized targets. Add rigors/flares and tp to your hml fits or webscram on ham fits. That is the equivalent to te or metastasis rigs, that help apply the dps better. |

Taoist Dragon
Bastion of Mad Behaviour
680
|
Posted - 2013.11.15 20:38:00 -
[1553] - Quote
Garv mate I'd stop trying to educate closed minded bad players. They cannot comprehend the simple truth of what you are describing to them.
Just stick the ear plugs in mate and ignore their whining.  That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
61
|
Posted - 2013.11.15 20:39:00 -
[1554] - Quote
Stitch Kaneland wrote: But hams and hml aren't meant for defrigging...
I know. Please, do me a favor if not too much to ask. Read more than you just did and then comment. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
0
|
Posted - 2013.11.15 21:03:00 -
[1555] - Quote
Niena Nuamzzar wrote:Stitch Kaneland wrote: But hams and hml aren't meant for defrigging...
I know. Please, do me a favor if not too much to ask. Read more than you just did and then comment.
You mention hams underperforming on small quick moving targets in your last paragraph. Seems to indicate frigate to me. Of course hams are **** if the target isn't scrammed or web. Maybe I'm misunderstanding your point, or didnt feel like reading 70 pages to find it. but the general consensus that I'm reading is ppl don't want any sacrifice when fitting hams or hml like it is with rlml. Just fill lows with bcus and shoot. Then moan when hams/hml suck at applying dps because they do the same thing on a ham or hml fit. No rigors/flares tps/web or hell, even crash booster. Yea.. that's what happens when you go for max paper dps.
Worst case scenario? You should factor in the more common scenarios into the fits. |

Arthur Aihaken
The.VOID
580
|
Posted - 2013.11.15 21:08:00 -
[1556] - Quote
So I must've missed the part where the power grid requirements for RLMLs got bumped...
Quote:Rapid Light Missile Launcher I Fitting: 72 PG, 35 CPU Rate of fire: 7.8s Charge capacity: 16 Reload time: 40s
Rapid Light Missile Launcher II Fitting: 76 PG, 39 CPU Rate of fire: 6.2s Charge capacity: 18 Reload time: 40s I am currently away, traveling through time and will be returning last week. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1681
|
Posted - 2013.11.15 21:08:00 -
[1557] - Quote
Niena Nuamzzar wrote:[quote=Garviel Tarrant] Quote: Blasters have no range what so ever. Pulses have terrible tracking. Ac's are relatively low dps and not great at range.
Pulses have good enough tracking that you can kill a frigate if you know how. Same with other two systems, you can use them to your advantage, which you cannot do in the same way with heavy assault missiles.
I must assume that by "If you know how" you mean if you have them at 20-30 km away from you and you're using scorch.
Because even with dual webs a zealot cannot track a close orbiting KESTREL, let alone a fast frig.
Are pulse lasers better at popping frigates at 20 km? Yes, by quite a lot.
They are also absolutely unable to do it in scram range.
Again, trade off. BYDI recruitment closed-ish |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
766
|
Posted - 2013.11.15 21:15:00 -
[1558] - Quote
Gentleman.. this is not a thread about LASERS!!! ITs a thread about the anihilation of rapid launchers from game "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
62
|
Posted - 2013.11.15 21:19:00 -
[1559] - Quote
Stitch Kaneland wrote: You mention hams underperforming on small quick moving targets in your last paragraph. Seems to indicate frigate to me. Of course hams are **** if the target isn't scrammed or web. Maybe I'm misunderstanding your point, or didnt feel like reading 70 pages to find it. but the general consensus that I'm reading is ppl don't want any sacrifice when fitting hams or hml like it is with rlml. Just fill lows with bcus and shoot. Then moan when hams/hml suck at applying dps because they do the same thing on a ham or hml fit. No rigors/flares tps/web or hell, even crash booster. Yea.. that's what happens when you go for max paper dps.
Worst case scenario? You should factor in the more common scenarios into the fits.
I agree with you but there's more to it. I don't feel like explaining 70 pages so I guess we're cool. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
45
|
Posted - 2013.11.15 21:35:00 -
[1560] - Quote
Arthur Aihaken wrote:So I must've missed the part where the power grid requirements for RLMLs got bumped... Quote:Rapid Light Missile Launcher I Fitting: 72 PG, 35 CPU Rate of fire: 7.8s Charge capacity: 16 Reload time: 40s
Rapid Light Missile Launcher II Fitting: 76 PG, 39 CPU Rate of fire: 6.2s Charge capacity: 18 Reload time: 40s
It's been mentioned several times in this thread. They have beaten the hell out of RLMLs with the nerf bat. It's ridiculous. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
63
|
Posted - 2013.11.15 21:36:00 -
[1561] - Quote
Garviel Tarrant wrote: I must assume that by "If you know how" you mean if you have them at 20-30 km away from you and you're using scorch.
Because even with dual webs a zealot cannot track a close orbiting KESTREL, let alone a fast frig.
Are you sure? According to EFT you can do it in scram / web range using INM crystals (0.1 tracking) and somewhere between 9 and 10 km your applied damage should be about 80%. EFT aside, I remember doing it while testing things on numerous occasions but at the moment I cannot confirm EFT numbers with certainty. |

Hi O
Galactic Organization of Tariff and Trade.
2
|
Posted - 2013.11.15 21:37:00 -
[1562] - Quote
Can't wait to strap this on my Nemesis.
That is , until Rubicon 1.1 and the inevitable "Can Be Fit To" makes me mortal once again.
|

Ginger Barbarella
Caldari Provisions Caldari State
1532
|
Posted - 2013.11.15 21:40:00 -
[1563] - Quote
40 second reload on existing Rapid Lights?!?! WTF?!?! People like them too much to you have to nerf them?? "Blow it all on Quafe and strippers." --- Sorlac |

Naomi Knight
Imperial Academy Amarr Empire
488
|
Posted - 2013.11.15 21:41:00 -
[1564] - Quote
Garviel Tarrant wrote:Niena Nuamzzar wrote:[quote=Garviel Tarrant] Quote: Blasters have no range what so ever. Pulses have terrible tracking. Ac's are relatively low dps and not great at range.
Pulses have good enough tracking that you can kill a frigate if you know how. Same with other two systems, you can use them to your advantage, which you cannot do in the same way with heavy assault missiles. I must assume that by "If you know how" you mean if you have them at 20-30 km away from you and you're using scorch. Because even with dual webs a zealot cannot track a close orbiting KESTREL, let alone a fast frig. Are pulse lasers better at popping frigates at 20 km? Yes, by quite a lot. They are also absolutely unable to do it in scram range. Again, trade off. tradeoff?:O
yes 0 dmg in scram range + good dmg outside of it + ability to negate transversal vs crap dmg in scram range + even crappier dmg outside of it
oh yeah i totally see everybody would choose the second one , oh wait |

Naomi Knight
Imperial Academy Amarr Empire
488
|
Posted - 2013.11.15 21:44:00 -
[1565] - Quote
Ginger Barbarella wrote:40 second reload on existing Rapid Lights?!?! WTF?!?! People like them too much to you have to nerf them?? yup ccp-s balance , if some caldari thingy gets used it gets nerfed into the ground btw rapid lights arent that good anyway , they just a reliable missile weapon not like the ****** overnerfed hml , or ultra close range ham instead of nerfing rapid lights which is pretty balanced , boost the other missiles, or just rework the missile dmg formula |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
6
|
Posted - 2013.11.15 22:10:00 -
[1566] - Quote
Naomi Knight wrote:Ginger Barbarella wrote:40 second reload on existing Rapid Lights?!?! WTF?!?! People like them too much to you have to nerf them?? yup ccp-s balance , if some caldari thingy gets used it gets nerfed into the ground btw rapid lights arent that good anyway , they just a reliable missile weapon not like the ****** overnerfed hml , or ultra close range ham instead of nerfing rapid lights which is pretty balanced , boost the other missiles, or just rework the missile dmg formula But see, CCP doesn't want you using missiles in the first place. Of course they'll quote "metrics" and say that they're planning something to fix it but what they really mean is they're dreaming up the next thing just like this forced suppository of a "fix" |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
45
|
Posted - 2013.11.15 22:11:00 -
[1567] - Quote
Patch notes released. No going back now. You were warned Rise. You were warned. |

Hi O
Galactic Organization of Tariff and Trade.
2
|
Posted - 2013.11.15 22:24:00 -
[1568] - Quote
Beaver Retriever wrote:Do it.
It'll be disruptive, at least.
I'm sure the soloers will still cry, but when are they not crying?
Your hair looks nice today. |

Andrea Keuvo
Science and Trade Institute Caldari State
34
|
Posted - 2013.11.15 22:31:00 -
[1569] - Quote
Hmm read a bunch of pages and can't remember where I saw the last positive comment. Great job listening to your customers! Also, thanks for the stealth nerf to ships using these thru the increased fitting requirements. |

Ganthrithor
GoonWaffe Goonswarm Federation
778
|
Posted - 2013.11.15 22:45:00 -
[1570] - Quote
Hi O wrote:Can't wait to strap this on my Nemesis.
That is , until Rubicon 1.1 and the inevitable "Can Be Fit To" makes me mortal once again.
That is one of the most disturbing avatars I've ever seen. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
64
|
Posted - 2013.11.15 23:03:00 -
[1571] - Quote
 "For details and discussion on Rapid Heavy Launchers look in this thread"
"PG requirements for fitting Rapid Light Missile Launchers have been increased" "For details and discussion see this thread"
"Reload time: 40s"
Lets wait a bit... ... |

Ginger Barbarella
Caldari Provisions Caldari State
1533
|
Posted - 2013.11.15 23:33:00 -
[1572] - Quote
Guess my new-found love of Navy Caracal and Cerb were very short lived. Time to dump them. I agree with someone's earlier post about not introducing something as flawed as this nerf is about to become.
And yes, I only use Rapid Light boats solo. Just another dig from CCP to kill solo in EveO. And no, I don't give a crap about those of you about to whine about "The MM in MMORPG means massively MULTIPLAYER"...
Kinda like the 17% tax rate on high sec Interbus Customs Offices... "Blow it all on Quafe and strippers." --- Sorlac |

SOL Ranger
SOL.
73
|
Posted - 2013.11.15 23:34:00 -
[1573] - Quote
Ganthrithor wrote:Hi O wrote:Can't wait to strap this on my Nemesis.
That is , until Rubicon 1.1 and the inevitable "Can Be Fit To" makes me mortal once again.
That is one of the most disturbing avatars I've ever seen.
Because you looking like a buff Bill Murray isn't more disturbing than a female 'Edgar suit', right? I actually don't know... this is all horrible.
The Vargur requires launcher hardpoints, following tempest tradition.
|

Ganthrithor
GoonWaffe Goonswarm Federation
780
|
Posted - 2013.11.15 23:43:00 -
[1574] - Quote
SOL Ranger wrote: you looking like a buff Bill Murray
Oh god, now I can't un-see it! Hahahahaha! |

Stitch Kaneland
Soldiers of Farscape The East India Co.
0
|
Posted - 2013.11.15 23:44:00 -
[1575] - Quote
Ganthrithor wrote:Hi O wrote:Can't wait to strap this on my Nemesis.
That is , until Rubicon 1.1 and the inevitable "Can Be Fit To" makes me mortal once again.
That is one of the most disturbing avatars I've ever seen.
Its like Fear and Loathing.. but without the warped effect. Needs sunglasses though. |

Morniee
Barbs Hammer Insane Asylum
0
|
Posted - 2013.11.15 23:46:00 -
[1576] - Quote
CCP Rise. I saw the patch notes, like many of your company 's costumers did. And all of them, or the vast majority of missile users find it a terrible idea. Feedback was posted on this forums from serveral players. and for what i see its being IGNORED has usual. I dont usually write on forums, but this Rubicon expansion made me stand up, and actualy start stating my opinion about it. 40s Reload time on rapid lauchers. Are you kidding me? What is the point of even using that? Why waste so much time in a weapon platform for a already almost useless medium ammo type? Gets worse... LRML Is going to have 40s reload time. With some ridiculous charge amount btw. No one in theyr right mind will use this in small gangs, /solo /PVE. And even in large fleets... Why should they if after firing them the platform becomes USELESS. Rubicon is about to be the 2nd worse expansion in EVE History... Next to Incarna.  |

Sentinel Smith
Center for Advanced Studies Gallente Federation
147
|
Posted - 2013.11.15 23:56:00 -
[1577] - Quote
Love how he asked for feedback during the presentation.. and then came here to address people's concerns.. Oh, wait. |

Dr Sraggles
The Covenant of Blood
2
|
Posted - 2013.11.16 00:12:00 -
[1578] - Quote
Patch notes out, this pile of garbage is going live (and that is being constructive).
Thanks CCP for wasting months of my training that now is nothing more than dog mess.
A Caracal now is about as useful to me as a Kestrel, my Cerb, just a pile of garbage. |

Klazktrknuitzksalikamono
Hedion University Amarr Empire
8
|
Posted - 2013.11.16 00:17:00 -
[1579] - Quote
Hey guys lets force something that literally
Nobody asked for
Nobody wanted
Nobody will ever use now
Into Rubicon.
Isn't that a great idea?
On a serious note, this is such a ridiculously stupid idea that I am ashamed for you. RLMLs are already a very situational and rather low-DPS tool for countering frigates. They don't fit into any real meta now, aside from FRIGATE-KILLING CERBS AND CARACALS. That's it. No other ship makes decent use of these. None. Period. They already do relatively low DPS, and don't pose a real threat to any frigate above just normally burning straight at a fast-moving gang. So why rebalance them? Because you think it's cool? Because you want to add some random gimmick? Spoiler: They're already a gimmick module. They don't need something else to make them less used.
|

Morniee
Barbs Hammer Insane Asylum
2
|
Posted - 2013.11.16 00:27:00 -
[1580] - Quote
My god... They Fixed Light missiles, Then Nerfed one of it's 2 platforms. Then nerf Heavy missiles, then build a NERFED weapon platform...
This is Hillarious... |
|

Arthur Aihaken
The.VOID
580
|
Posted - 2013.11.16 00:28:00 -
[1581] - Quote
Since these changes are "officially" in Rubicon 1.0, let's discuss what we can change for Rubicon 1.1. My proposal is to revise RLMLs by increasing ammunition capacity by approximately 100% and reducing reload time by 25%.
Rapid Light Missile Launchers GÇó Revise ammunition capacity from -77.5% to -50% (0.60 m3/40 rounds on RLML II) GÇó Decrease the reload time from 40 seconds to 30 seconds
Rapid Heavy Missile Launchers GÇó No changes I am currently away, traveling through time and will be returning last week. |

Dinta Zembo
Snuff Box
88
|
Posted - 2013.11.16 00:34:00 -
[1582] - Quote
So will the Golem get a bonus to heavy missile damage? |

Hasikan Miallok
Republic University Minmatar Republic
4
|
Posted - 2013.11.16 00:39:00 -
[1583] - Quote
The big plus of this change is you no longer need to consider rapid launchers when working on a fit. it simplifies missile builds a lot when you can just ignore rapid launchers as unviable right from the start. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1683
|
Posted - 2013.11.16 00:50:00 -
[1584] - Quote
Niena Nuamzzar wrote:Garviel Tarrant wrote: I must assume that by "If you know how" you mean if you have them at 20-30 km away from you and you're using scorch.
Because even with dual webs a zealot cannot track a close orbiting KESTREL, let alone a fast frig.
Are you sure? According to EFT you can do it in scram / web range using INM crystals (0.1 tracking) and somewhere between 9 and 10 km your applied damage should be about 80%. EFT aside, I remember doing it while testing things on numerous occasions but at the moment I cannot confirm EFT numbers with certainty. EDIT: If you overheat your web and with flying to negate transversal at 11 km (where INM optimal ends) you could be able to do near full damage to afterburner fitted Merlin. Sadly, I'm unable to repeat the same fighting simulation these days so I can't tell what correct numbers are.
... What?
Negate transversal.. on a frigate.. while scrammed and webbed in a cruiser?
10 km? why would a frig stay at that range with you? what? wha?
I'm out, I'm ooout. BYDI recruitment closed-ish |

Arthur Aihaken
The.VOID
581
|
Posted - 2013.11.16 00:53:00 -
[1585] - Quote
Dinta Zembo wrote:So will the Golem get a bonus to heavy missile damage? edit - never mind, found it Don't feel bad for asking. In testing, the new Marauders never got the 100% missile damage bonus for RHMLs - and despite numerous (and repeat) requests for clarification in both the Marauders and RHML threads - not a f*ck was given. That's my biggest gripe with the changes: little or no advance notice, and feedback and questions from players has all but been ignored. I am currently away, traveling through time and will be returning last week. |

Taoist Dragon
Bastion of Mad Behaviour
681
|
Posted - 2013.11.16 00:57:00 -
[1586] - Quote
Garviel Tarrant wrote:Niena Nuamzzar wrote:Garviel Tarrant wrote: I must assume that by "If you know how" you mean if you have them at 20-30 km away from you and you're using scorch.
Because even with dual webs a zealot cannot track a close orbiting KESTREL, let alone a fast frig.
Are you sure? According to EFT you can do it in scram / web range using INM crystals (0.1 tracking) and somewhere between 9 and 10 km your applied damage should be about 80%. EFT aside, I remember doing it while testing things on numerous occasions but at the moment I cannot confirm EFT numbers with certainty. EDIT: If you overheat your web and with flying to negate transversal at 11 km (where INM optimal ends) you could be able to do near full damage to afterburner fitted Merlin. Sadly, I'm unable to repeat the same fighting simulation these days so I can't tell what correct numbers are. ... What? Negate transversal.. on a frigate.. while scrammed and webbed in a cruiser? 10 km? why would a frig stay at that range with you? what? wha? I'm out, I'm ooout.
Told you mate. Don't bother trying people don't care. Just go kill them when they think they can kick your arse and collect their tears when you drop them  That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Andrea Keuvo
Science and Trade Institute Caldari State
37
|
Posted - 2013.11.16 01:09:00 -
[1587] - Quote
Arthur Aihaken wrote:Since these changes are "officially" in Rubicon 1.0, let's discuss what we can change for Rubicon 1.1. My proposal is to revise RLMLs by increasing ammunition capacity by approximately 100% and reducing reload time by 25%.
Rapid Light Missile Launchers GÇó Revise ammunition capacity from -77.5% to -50% (0.60 m3/40 rounds on RLML II) GÇó Decrease the reload time from 40 seconds to 30 seconds
Rapid Heavy Missile Launchers GÇó No changes
I second this, and implement 10 second ammo switch |

Arthur Aihaken
The.VOID
582
|
Posted - 2013.11.16 01:20:00 -
[1588] - Quote
Andrea Keuvo wrote:I second this, and implement 10 second ammo switch I'll add that. I am currently away, traveling through time and will be returning last week. |

Hi O
Galactic Organization of Tariff and Trade.
4
|
Posted - 2013.11.16 01:36:00 -
[1589] - Quote
lol @ DPS loss. Your killboard is nothing but APi verified PI industrials and afk mining barges.
Golly, maybe someday you'll solo one of those skillless kills and graduate to the big leagues. |

Ginger Barbarella
Caldari Provisions Caldari State
1533
|
Posted - 2013.11.16 01:48:00 -
[1590] - Quote
Hasikan Miallok wrote:The big plus of this change is you no longer need to consider rapid launchers when working on a fit. it simplifies missile builds a lot when you can just ignore rapid launchers as unviable right from the start.
Yup, it simplifies me right out of missile boats. Shame.
+1 to CCP for it's continued slight to those of us that prefer solo to gate camping, station camping, 3AM CTAs, and manic FCs. Keep up the awesome job. Why not just save yourself the trouble and end high sec as we know it, get rid of the wardec feature, and just let blobs rule? Would save you guys a whole LOT of time and effort. "Blow it all on Quafe and strippers." --- Sorlac |
|

kurage87
EVE University Ivy League
14
|
Posted - 2013.11.16 02:16:00 -
[1591] - Quote
Hi O wrote:lol @ DPS loss. Your killboard is nothing but APi verified PI industrials and afk mining barges.
Golly, maybe someday you'll solo one of those skillless kills and graduate to the big leagues. Everything you say I can't help but be enthralled by, looking at you is like looking into the void.
Oh, on topic. Buff to 2/3 man gangs, buff to blob. Nerf to solo and small gang. Death to PvE use. Me no likey. |

Hi O
Galactic Organization of Tariff and Trade.
4
|
Posted - 2013.11.16 02:23:00 -
[1592] - Quote
Ginger Barbarella wrote:Hasikan Miallok wrote:The big plus of this change is you no longer need to consider rapid launchers when working on a fit. it simplifies missile builds a lot when you can just ignore rapid launchers as unviable right from the start. Yup, it simplifies me right out of missile boats. Shame. +1 to CCP for it's continued slight to those of us that prefer solo to gate camping, station camping, 3AM CTAs, and manic FCs. Keep up the awesome job. Why not just save yourself the trouble and end high sec as we know it, get rid of the wardec feature, and just let blobs rule? Would save you guys a whole LOT of time and effort.
You must have missed the stockholders meeting. Minutes can be found at the top of the page: http://eve.us.com |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
102
|
Posted - 2013.11.16 03:33:00 -
[1593] - Quote
Harvey James wrote:I still think its the wrong approach..
just add new launchers with lower fittings and maybe add new missiles:-
light torp launcher - light torps lower fittings - lower expl rad/ higher exp velocity / higher missile velocity/range/ lower damage per volley
medium assault missile launcher - medium assault missiles lower fittings - lower expl rad/ higher exp velocity /higher missile velocity/range/ lower damage per volley
nerf range on current torps and rename them heavy torps
nerf range on current HAMS
this would solve what Rapids are trying to do but in a more balanced way and makes much more sense /less OP than rapids will/are now.
and DELETE rapids....
The quoted proposal above is one of the best proposals that I have seen in awhile... _____________________________________________________________________ CCP Rise, congratulations you have completely killed missile boats for me. HMLs aren't used except in large gangs. Where the number of the ships that are firing offsets the insanely poor damage-application.
RLMLs are only really useful against frig hulls. It can be used with decent affect on Industrials and Miners. But aren't really useful against cruisers with any decent tank.
RHMLs are taking those sad crappy HMs and just firing them faster. So what you have really done is make a launcher that will fire all my missiles quickly. Then I get stuck with a Ancillary-like reload time. Missiles are meant to have damage flexibility, strong anti-EW characteristics and optimized for alpha.
TBH, missile mechanics are needed to be fixed. They are ridiculously bad. If you want my breakdown of the problems with it refer to the Cruise Missile balance from the last expansion. But to summarize for any noobs, missiles have **** damage-application. I get better results on Cruiser, BC and BS levels from Sentries using technically the decades old clunky drone-mechanics.
This proposal gives me no incentive to put any further effort into missiles than I have prior to Retribution. Again, CCP Rise I am astounded by you and your teams lack of innovation, long-range thinking, or even understanding of cause-effect principle. If you are set on doing this Caldari need another rebalance on the T1-T2 and T3. That rebalance needs to happen before any more of whatever delusional-ridiculous stuff in your head.
Have a good night!
PS. I strongly request a full refund of all SP spent in missiles. Since they are well on their way to the trash-bin thanks to you CCP Rise. Oh and you can check, but I have not flown a Caldari ship in any serious role since Retribution. And the reason is your ideas. |

Arthur Aihaken
The.VOID
583
|
Posted - 2013.11.16 04:25:00 -
[1594] - Quote
Kenshi Hanshin wrote:CCP Rise, congratulations you have completely killed missile boats for me. Can I have your stuff?  I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1085
|
Posted - 2013.11.16 05:16:00 -
[1595] - Quote
I would rather enjoy it if CCP Rise were instead to be known as CCP 40Second.
Then again, I would rather enjoy it if missiles had been scheduled for an in-depth rebalance and RHMLs shelved until afterward. Looks like I'm not getting either of the things I want. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
50
|
Posted - 2013.11.16 05:20:00 -
[1596] - Quote
This thread is truly depressing. |

Arthur Aihaken
The.VOID
583
|
Posted - 2013.11.16 06:33:00 -
[1597] - Quote
Zvaarian the Red wrote:This thread is truly depressing. Only if you use RLMLs. I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
102
|
Posted - 2013.11.16 08:00:00 -
[1598] - Quote
*Correction*
After playing around with the RHMLs on Singularity some more. I have to agree that they show some promise/use. The clip size could be a bit larger, that would be nice you know, like 25 Missiles.
The most glaring issue with the RHMLs and RLMLs is that change to a 40-second reload time. That is really ridiculous and draconian. I understand and agree that these launchers should have a longer reload time. However, a 4x increase over the standard launchers is beyond absurd. Instead, this should be 2x or 3x the regular HML/LML AT MOST.
Reducing the reload time to 20 or 30 seconds will still be long enough prevent ridiculous missile spamming. Yet, at the same time it will prevent the launchers from being relegated to a back-room shelf. In other words, there would still be a reason to use the Rapid launchers. |

Arthur Aihaken
The.VOID
585
|
Posted - 2013.11.16 08:06:00 -
[1599] - Quote
Kenshi Hanshin wrote:*Correction*
After playing around with the RHMLs on Singularity some more. I have to agree that they show some promise/use. The clip size could be a bit larger, that would be nice you know, like 25 Missiles. Faction are probably 25, no? (I imagine Officer hold a few more) I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
67
|
Posted - 2013.11.16 10:20:00 -
[1600] - Quote
Garviel Tarrant wrote:Niena Nuamzzar wrote:Garviel Tarrant wrote: I must assume that by "If you know how" you mean if you have them at 20-30 km away from you and you're using scorch.
Because even with dual webs a zealot cannot track a close orbiting KESTREL, let alone a fast frig.
Are you sure? According to EFT you can do it in scram / web range using INM crystals (0.1 tracking) and somewhere between 9 and 10 km your applied damage should be about 80%. EFT aside, I remember doing it while testing things on numerous occasions but at the moment I cannot confirm EFT numbers with certainty. EDIT: If you overheat your web and with flying to negate transversal at 11 km (where INM optimal ends) you could be able to do near full damage to afterburner fitted Merlin. Sadly, I'm unable to repeat the same fighting simulation these days so I can't tell what correct numbers are. ... What? Negate transversal.. on a frigate.. while scrammed and webbed in a cruiser? 10 km? why would a frig stay at that range with you? what? wha? I'm out, I'm ooout. If you are scrammed and webbed with frigate in close orbit, then forget it. Not each and every frigate has a web or scram though, there are still certain circumstances in which you can apply at least 50% more damage comparing to HAM's. |
|

the jury
SPANK THE MONKEY
0
|
Posted - 2013.11.16 10:34:00 -
[1601] - Quote
I love the way eve players are trying to reason with ccp by giving them little ideas on how to maybe improve the RLML change. 1st off ccp don't care which I posted about a week ago .  2nd when was the last time ccp rise even posted on this thread or even looked at it .
so lets look at what's new
2 new SOE ships and 4 new mobile structures not to mention the new RHML and a new type of implant. everything else is a improvement on a mechanic which is already in game. does the bastion mod count as new or part of the ship rebalance  |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
67
|
Posted - 2013.11.16 10:49:00 -
[1602] - Quote
Andrea Keuvo wrote:Arthur Aihaken wrote:Since these changes are "officially" in Rubicon 1.0, let's discuss what we can change for Rubicon 1.1. My proposal is to revise RLMLs by increasing ammunition capacity by approximately 100% and reducing reload time by 25%.
Rapid Light Missile Launchers GÇó Revise ammunition capacity from -77.5% to -50% (0.60 m3/40 rounds on RLML II) GÇó Decrease the reload time from 40 seconds to 30 seconds
Rapid Heavy Missile Launchers GÇó No changes I second this, and implement 10 second ammo switch I don't, because old RLML are GONE, replaced with this long reload swarm garbage! If we allow this ancillary idea to spread and to take root in people minds, they won't stop with killing only rapid light missiles. If we don't do anything now, when this disease comes to your weapon system (which you might think works perfectly fine) it will be to late because Rise will just ignore you, the same way he's ignoring us now. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1683
|
Posted - 2013.11.16 10:50:00 -
[1603] - Quote
Niena Nuamzzar wrote:Garviel Tarrant wrote:Niena Nuamzzar wrote:Garviel Tarrant wrote: I must assume that by "If you know how" you mean if you have them at 20-30 km away from you and you're using scorch.
Because even with dual webs a zealot cannot track a close orbiting KESTREL, let alone a fast frig.
Are you sure? According to EFT you can do it in scram / web range using INM crystals (0.1 tracking) and somewhere between 9 and 10 km your applied damage should be about 80%. EFT aside, I remember doing it while testing things on numerous occasions but at the moment I cannot confirm EFT numbers with certainty. EDIT: If you overheat your web and with flying to negate transversal at 11 km (where INM optimal ends) you could be able to do near full damage to afterburner fitted Merlin. Sadly, I'm unable to repeat the same fighting simulation these days so I can't tell what correct numbers are. ... What? Negate transversal.. on a frigate.. while scrammed and webbed in a cruiser? 10 km? why would a frig stay at that range with you? what? wha? I'm out, I'm ooout. If you are scrammed and webbed with frigate in close orbit, then forget it. Not each and every frigate has a web or scram though, there are still certain circumstances in which you can apply at least 50% more damage comparing to HAM's.
Remember how i was comparing how the ships did in certain situations?
And i was saying how beams were better when not scrammed/webbed and missiles were better when you were?
... Yes that...
BYDI recruitment closed-ish |

Bouh Revetoile
TIPIAKS
426
|
Posted - 2013.11.16 10:59:00 -
[1604] - Quote
Niena Nuamzzar wrote:Garviel Tarrant wrote:Niena Nuamzzar wrote:Garviel Tarrant wrote: I must assume that by "If you know how" you mean if you have them at 20-30 km away from you and you're using scorch.
Because even with dual webs a zealot cannot track a close orbiting KESTREL, let alone a fast frig.
Are you sure? According to EFT you can do it in scram / web range using INM crystals (0.1 tracking) and somewhere between 9 and 10 km your applied damage should be about 80%. EFT aside, I remember doing it while testing things on numerous occasions but at the moment I cannot confirm EFT numbers with certainty. EDIT: If you overheat your web and with flying to negate transversal at 11 km (where INM optimal ends) you could be able to do near full damage to afterburner fitted Merlin. Sadly, I'm unable to repeat the same fighting simulation these days so I can't tell what correct numbers are. ... What? Negate transversal.. on a frigate.. while scrammed and webbed in a cruiser? 10 km? why would a frig stay at that range with you? what? wha? I'm out, I'm ooout. If you are scrammed and webbed with frigate in close orbit, then forget it. Not each and every frigate has a web or scram though, there are still certain circumstances in which you can apply at least 50% more damage comparing to HAM's. A frigate at 10km do have a scram, and very often a web, and sometime an AB. Otherwise she isn't at 10km but more like 20km and TDing you to death. Notice that the TD can apply to scram range too, and do not expect them to be rare.
Or you can indeed consider that you are fighting a complete noob, but there's no point considering this and I doubt you are that stupid or dishonnest. |

Chigurh Friendo
Stay Frosty.
27
|
Posted - 2013.11.16 11:04:00 -
[1605] - Quote
Natalia Sidorovich wrote:This thread is absurd. I knew eve players were whiny, entitled and short sighted but I've never seen so much proof of it packed into one thread.
Split your guns people. Everything will be okay.
This is only really viable after the ammo switching issue has been resolved, and presently the current plan is to release a sweeping change in an incomplete, and therefore, poorly conceived state.
When all is said and done, RLMLs will have received a massive nerf... but the real shame is how this weapon system won't be even be usable, in a small gang playstyle, until the ammo switch goes live.
The fact of the matter is that the RLML change shouldn't be released prior to addressing the ammo switching issue. It's as simple as that... and it baffles me that those in charge of pushing this change through can't see that.
Is meeting artificial deadlines and internal release targets so important that CCP is willing to forgo their own integrity? This isn't just some nebulous issue of corporation morality... It reflects shoddy design work; it negatively impacts your relationship with your customers; and it damages your brand as a result. People at CCP work too hard on a too great multitude of excellent projects to have a negative light cast on these efforts through botched implementations and subsequently negatively anchored impressions. What's the point?
Take a step back and consider that this development work is being pursued with the goal of improving the game and user experience. Needlessly eliminating a playstyle in the midst of an arbitrary (not urgent or imperative) change detracts from that experience and, therefore, should serve as a contraindication for a premature release.
There. That's it. A release that is, owing to unresolved issues, incomplete should be postponed until an iteration that addresses those issues can be put forth. This is a proposal that is simple, straightforward and will ultimately be in the best interests of the players and CCP as a whole. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
67
|
Posted - 2013.11.16 11:16:00 -
[1606] - Quote
Garviel Tarrant wrote: Remember how i was comparing how the ships did in certain situations?
And i was saying how beams were better when not scrammed/webbed and missiles were better when you were?
... Yes that...
Yes but still, heavy or heavy assault missiles are worse in most situations, especially when you have both - turrets and drones. EDIT: If they would at least give the same explosion velocity that heavy missiles had before nerf, I think HAM would be near usable. |

Solj RichPopolous
Mentally Assured Destruction The Pursuit of Happiness
46
|
Posted - 2013.11.16 13:33:00 -
[1607] - Quote
The only way CCP will listen to what's said is if there is a mass unsub, like what happened when they tried to rebalance incursions. |

Dr Sraggles
The Covenant of Blood
2
|
Posted - 2013.11.16 15:39:00 -
[1608] - Quote
Think long and hard Devs....You will be the only game in history that tried to "improve the gaming experience" by having a dps toon do nothing for 40 secs...think about it...are you really going to go there?
I have played countless games with Cool Down Abilities that are unusable when they are "recharging/reloading".
Never, ever, ever has any successful game had a dps toon rendered completely useless for 40 secs. Can't throw a punch, can't insta draw a back up pistol, no basic spell to cast, no escape or other defense available either...can't even throw a rock.
Completely. Useless. Toon. Taking. Enemy. Fire. For. Forty. Seconds.
And all you can do is be a fly webbed and scrammed waiting to die? This is your idea of fun? And it's my only option?
And you guys with this tiny, tiny game played by so few think you alone can successfully implement a 40 second CD on the only offensive weapon system an offensive player has and this is full of win? This will really bring in the subscribers? This is expansion worthy? "We'll show Battlefield 4 that their unrealistic game is SO not fun...huh, they do $600 Million the week it is released...."
Because people have choices you know. There is competition for my entertainment dollar.
It becomes more and more clear to me each day why your game is so small.
|

Mhari Dson
Lazy Brothers Inc
86
|
Posted - 2013.11.16 15:40:00 -
[1609] - Quote
I said I was done, but this is kinda like the hole in one of my teeth, just hafta stick a toothpick in there from time to time.
Patch notes have been live now for a bit over a day and the market is beginning to react. At current the average price paid for a caracal has declined 180k since the patch notes were announced, while not significant yet, the quantity of buy orders has declined to a point where a single freighter load would be enough to cause the buy order price to drop below 9m and two would drop it near 2m.
Rapid light missile launchers are staying relatively steady at near mineral value for their daily average excepting meta 3's where someone derped and paid way too much for a significant amount causing the numbers to skew for today. Meta 4 launchers are leveling out from their climb that began at the end of september. T2 launchers are on their cyclic upswing and should fall off in price again in approximately 1 week
For the most part light missile prices are declining as they have been for some time. Interestingly precision light missiles have near zero sales, this seems to be a side effect of them having range similar to rockets and unable to fly long enough or fast enough to catch their intended targets.
Price data taken on the Forge |

Hoodie Mafia
Boris Johnson's Love Children
7
|
Posted - 2013.11.16 16:13:00 -
[1610] - Quote
Great changes, adding dynamics to the game that forces players to react and adapt to their situation. Initial dps of these weapons will be high enough to kill incoming tackle and reload
The general public however, seems to want to just hit F1 and have to do nothing.
Shame |
|

Mhari Dson
Lazy Brothers Inc
86
|
Posted - 2013.11.16 16:20:00 -
[1611] - Quote
Hoodie Mafia wrote:Great changes, adding dynamics to the game that forces players to react and adapt to their situation. Initial dps of these weapons will be high enough to kill incoming tackle and reload
The general public however, seems to want to just hit F1 and have to do nothing.
Shame
Actually the biggest outcries are about how close to patch application this was announced, bieng pointedly informed that the opinions in this thread mean nothing to the party in control, and the inadequacy of other cruiser mounted missile weapons systems to perform against cruiser sized targets. |

Bad Messenger
Nasranite Watch
587
|
Posted - 2013.11.16 16:49:00 -
[1612] - Quote
i wonder if rapid light missile launcher has enough ammo to kill even untanked cruiser before reload.
Seems that this is just one way to make caracal useless as solo ship.
edit: Also it makes autotargeting missiles non valid option because of changing ammo takes 40sec. |

Mhari Dson
Lazy Brothers Inc
86
|
Posted - 2013.11.16 16:57:00 -
[1613] - Quote
Bad Messenger wrote:i wonder if rapid light missile launcher has enough ammo to kill even untanked cruiser before reload.
Seems that this is just one way to make caracal useless as solo ship.
edit: Also it makes autotargeting missiles non valid option because of changing ammo takes 40sec.
Also removes pve usage for its intended L2 mission range due to prohibitive reload time, people won't want it on the basis that guns of any type don't have the same drawback and heavies/HAM's really aren't worth taking in since the bulk of targets are frigate sized. |

Benedictus de Suede
Norsewing Naval Command
2
|
Posted - 2013.11.16 17:03:00 -
[1614] - Quote
23 charges with a reload time of 40 sec feels like a really bad idea. I fear this system will be as useful as defender missiles...
Suggest the following solution to the problem:
1 Torpedo Luncher - The choice for short range, big targets and highest damage - Range 30-40km - Dps around +1400 2 Rapid Heavy Missile Launcher - The choice for mid range "all tagets" should be the standard fitting for a raven, why not? - Range 60-70 km DPS around 1000 3 Cruise launcher - The chice for sniper duty on big and medium sized targets - Max range beyond 130km. DPS around 1000
With this in mind. There will always be situations where you prefere on system over ther other. None will be outdated.
You shouldn-¦t be so afraid to give the missile ships some fair chance in a pvp situations. Most pvp-ers consider them inferior to gun boats.
Question: How often do you se a killmail with Ravens i.e if they aren-¦t the victim of course.
Solution 1: 23 Charges with normal reload time! Increase the Ravens Target range beyond 120 km and make them good sniper ships...and an interesting choice for pvp.
Solution 2: Here-¦s an even better solution for u dump the reload time for all weapons!!! Crew normaly reload guns during the time between the salvos, don-¦t they?
Btw projectiles do also need time to hit thier targets not just missiles. However over short distances they will hit faster due to an instant acceleration, but over longer distances the missiles would be faster. Explosion velocity is a joke in my opinion. Fertilizer have an explosion velocity around 4 400 m/s..enough said...
Now give the caldarians som love plz.... |

Dr Sraggles
The Covenant of Blood
2
|
Posted - 2013.11.16 17:09:00 -
[1615] - Quote
Hoodie Mafia wrote:Great changes, adding dynamics to the game that forces players to react and adapt to their situation. Initial dps of these weapons will be high enough to kill incoming tackle and reload
The general public however, seems to want to just hit F1 and have to do nothing.
Shame What is "dynamic" about waiting 40 seconds to reload?
Try it. All you have to do is take your Caracal out (lol if you even have one) and get in some fights. Fire 25 rounds, then hit reload. Four times. Let us know your leet strat for the survival...of your pod.
It's Dyno-Mite!
For your Caracal. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
773
|
Posted - 2013.11.16 17:09:00 -
[1616] - Quote
Bad Messenger wrote:i wonder if rapid light missile launcher has enough ammo to kill even untanked cruiser before reload.
Seems that this is just one way to make caracal useless as solo ship.
edit: Also it makes autotargeting missiles non valid option because of changing ammo takes 40sec.
No it cannot ,m cannot even kil a shield tanked rupture. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Dr Sraggles
The Covenant of Blood
3
|
Posted - 2013.11.16 17:37:00 -
[1617] - Quote
You want to make for more interesting and dynamic game play?
Put an old RLML Caracal on the same field as the new EAFs. Problem likely solved already.
Or give combat frigs a new module that dumps "chaff" that light missiles/tracking modules lock onto instead of the actual ship giving them a "dynamic" defense to soak up a couple of volleys (duration based, ie for 10 secs). They can use one of their many useless high utility slots for it like the one for their launcher for unbonused roflkets.
This way the Caracal pilot is *doing something* (ie dynamic) and the Frig pilot is *doing something* to defend against missiles. It's a nerf to RLML, but not by letting the RLML pilot do....nothing.
The real world of defensive measures for Fighters is rich with Chaff/Flares/Defender style missiles/stealth (that reduces electronic sig) that would nerf Caracals/Cerbs without a single change and would not ruin the ships for Caldari newbie PvE and give Frigs increased survival ability against missile boats or dessies with massive tracking bonuses.
Just make frigs have to give up something offensive (ie dps) to gain these new defensive countermeasures (ie lose a high).
Then a Caracal could be buffed to actually be able to fight ships in it's class as well as frigs. |

Hoodie Mafia
Boris Johnson's Love Children
7
|
Posted - 2013.11.16 19:13:00 -
[1618] - Quote
CCP Rise went with the correct decision of ingnoring 95% of this thread and make the game a bit more challanging |

Ax Pym
Republic Military School Minmatar Republic
0
|
Posted - 2013.11.16 19:31:00 -
[1619] - Quote
Rise, appears i'm chiming in late on this for one reason or another. well, the rapid heavy is sad news in this house. my BC fitting is if not wrecked, in a lot of trouble. but more heavy heartedly do I reflect on this disaster, the fate of the Skiff. The Skiff is very fast, w. ample mid slots. the field of mining is tottering. And, logis are easily waylayed by this new terror. hope you read it. |

Signal11th
DARKNESS.
1126
|
Posted - 2013.11.16 20:27:00 -
[1620] - Quote
Jesus yet a another load of modules I won;t be going near. Do CCP pay bonuses for the DEV who comes up with the most ****** up ideas? If so count me in I talk complete shite most of the time and if I can get paid for it I'm there..
Jesus who in his right mind is going to fit a module that you can't use for 50% of the time????? Powered by-áreaTh-áFilter V1.23 "All posts by this pilot are personal held views and not representitive of-áany-ácorp or alliance I am currently a member of. Like I'd give a-ásh*t anyway. God Said "Come Forth and receive eternal life!" I came fifth and won a toaster. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.16 20:37:00 -
[1621] - Quote
Signal11th wrote: Jesus who in his right mind is going to fit a module that you can't use for 50% of the time?????
There are some people here who quite like the idea. Most likely they don't intend to use the system but they like it nevertheless. |

Marcus Walkuris
Aww yeahhh
31
|
Posted - 2013.11.16 20:54:00 -
[1622] - Quote
Niena Nuamzzar wrote:Signal11th wrote: Jesus who in his right mind is going to fit a module that you can't use for 50% of the time?????
There are some people here who quite like the idea. Most likely they don't intend to use the system but they like it nevertheless.
Ahh you just don't understand balance in EvE. There is this thing called an engagement profile, things you do well against and poorly. So say you use a gun ship this may vary, when you fly a missile boat anyone should have a fair shot at you. Any other way would be unbalanced. |

Highsec Clarke
Royal Amarr Institute Amarr Empire
2
|
Posted - 2013.11.16 21:13:00 -
[1623] - Quote
40s 0 DPS... very usefull mod... |

Stitch Kaneland
Soldiers of Farscape The East India Co.
2
|
Posted - 2013.11.16 21:23:00 -
[1624] - Quote
So, i've played around with RHML and they are pretty awesome. I used them both the standard and FI typhoon. I think the FI is better due to the 7.5% dmg bonus, so the missiles do more per charge. I was able to kill a 3 rep demios before 1 cycle was over. I was using meta 4 launchers, 3 bcu's, and was able to tank him and an ishtar fairly easily with my dual armor reps. My missiles skills are **** for the most part, and my typhoon still got 750 dps. So, 900-1k potentially in damage if you have good skills.
Another trend that i see these being used on is active tanks. So far all i've been using is RHML and active tank and it works well. I mean, if nothing else i'm still alive inbetween reloads, meanwhile my drones have wittled them away (i killed a vigilant too, but took more than 1 cycle, actually i didn't have missiles and drones finished him off.)
So for all those worried, at least for RHML, there is some hope. |

Kazu'ul
OMG PWNAGE
10
|
Posted - 2013.11.16 21:55:00 -
[1625] - Quote
While I absolutely applaud the design of these launchers and their differentiation of application of dps, I challenge you to go a step further:
Quad light missile launchers Or, more specifically, Quad light neutron blasters.
We can come up with reasons why, later.
Quote: FI typhoon. I think the FI is better due to the 7.5% dmg bonus, so the missiles do more per charge. I was able to kill a 3 rep demios before 1 cycle was over.
Thinking about this, I have to ask... is it even remotely plausible to have a RoF bonus translate into a reload cycle? It seems to gimp the style if you have a launcher RoF bonus, as the applied dps is more... until the reload time, at which point you still have to wait the same amount of time. This tells me that his conclusion is accurate in that a dmg bonus is much better for this item.
On the other hand, I really like the idea of different weapons actually being DIFFERENT on this level, rather than a range/tracking/dps variance only. In the future I can only hope we have each of the five weapons systems represented in many ways, where hit-and-run "spew out dps" style ships are yet even more specialized and customizable and at the opposite end of the spectrum have things like the bastion module to emphasize and provide a channel to a different play style.
Great work, CCP! |

Sygma
Appetite 4 Destruction
262
|
Posted - 2013.11.16 22:14:00 -
[1626] - Quote
Ok, I think the reload time is a bad idea. We will use the Caracal as it is the example that was brought up. You are in a 5 on 5...you fire on the primary, fire on the secondary...you are out of missiles and are now wiped by the enemy fleet. You are effectively giving the opposing gang a free falcon every time you reload.
I understand what you are saying but you are limiting an entire weapon system. How about you leave them the same but give them a 20% bonus instead of 35%.
It is just a bad idea. |

Kara Trix
PVE Corporation
22
|
Posted - 2013.11.16 22:46:00 -
[1627] - Quote
Sygma wrote:Ok, I think the reload time is a bad idea. We will use the Caracal as it is the example that was brought up. You are in a 5 on 5...you fire on the primary, fire on the secondary...you are out of missiles and are now wiped by the enemy fleet. You are effectively giving the opposing gang a free falcon every time you reload.
I understand what you are saying but you are limiting an entire weapon system. How about you leave them the same but give them a 20% bonus instead of 35%.
It is just a bad idea. '
They didn't bonus them at all... they are cutting the overall DPS and making it look pretty on the front end.
They cut the overall DPS over time by 20% on average. So they are pretty much just the same thing as Light Missile Launchers now, but just front loaded, which in effect removed the benefit of the old RLML completely.
Bummer is those who spent months training ships and missile skills in order to buy into the RLML craze, pretty much got dumped on.....
If they were over powered, just be creative and fix the other weapon types to compensate and move forward, rather then pull this silly take away.... truly unfair to missile users in general.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.16 22:54:00 -
[1628] - Quote
Highsec Clarke wrote:40s 0 DPS... very usefull mod...
CCP Rise wrote:As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around...
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1098
|
Posted - 2013.11.16 23:00:00 -
[1629] - Quote
I remember when they messed around with artillery. I can't find the dev blog, but they were reasonable, well-considered changes that were also backed up with a very good ammo rebalance. To this day, projectile ammo is still amazingly useful - though I do wish we had a medium-range version that dealt EM.
It's too bad we can't have the same thing with missiles. This new missile system could be amazing if the other cruiser-sized options weren't invalidated by their ammunition being horse balls by comparison. The way it is now, you either fly around with dual painters and two T2 rigors if you want to apply your damage. |

Marcus Walkuris
Aww yeahhh
31
|
Posted - 2013.11.16 23:17:00 -
[1630] - Quote
Wouldn't their perceived problem be much easier to fix by adding in more reloads instead of one long one. So a RLML would fire 5-7 missiles, reload for 1-2 second and fire again??? |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.17 00:03:00 -
[1631] - Quote
Marcus Walkuris wrote:Wouldn't their perceived problem be much easier to fix by adding in more reloads instead of one long one. So a RLML would fire 5-7 missiles, reload for 1-2 second and fire again??? Wouldn't it be better if RLML would fire 1-2 missiles, reload for 5-7 seconds and then fire again 1-2 missiles??? If I understand correctly the whole point is to increase spikes of tension as much as possible. Just imagine!!! |

Kara Trix
PVE Corporation
22
|
Posted - 2013.11.17 00:05:00 -
[1632] - Quote
It doesn't stop.... the nails I mean for CERB pilots.. (which I am one)
They changed the bonus on the CERBERUS as well to exclude Light Missiles for the ROF bonus.
So now it will no longer give a 5% percent bonus to all missiles ROF... only HAM,HML and RLML
Wow....... keep them coming. So we get ZERO damage bonus on Lights for flying this expensive HAC over a T1, only range?
Why not just put a 60 second aggression timer on missile pilots = if they attempt to fire on anything "lock all systems" for 60 seconds until they yield and fly a turret ship.
Why do all this?
EDIT: Logged into SISI and it infact says as I've quoted above, but I fit the Light II's on all the Caldari Cruiser hulls and the CERB did still have More DPS then the Navy Caracal... ???? |

Ganthrithor
GoonWaffe Goonswarm Federation
783
|
Posted - 2013.11.17 00:21:00 -
[1633] - Quote
Kara Trix wrote:It doesn't stop.... the nails I mean for CERB pilots.. (which I am one)
They changed the bonus on the CERBERUS as well to exclude Light Missiles for the ROF bonus.
So now it will no longer give a 5% percent bonus to all missiles ROF... only HAM,HML and RLML
Wow....... keep them coming. So we get ZERO damage bonus on Lights for flying this expensive HAC over a T1, only range?
Yup. Rise made a retardedly overpowered module, and now it's time for the special-casing so that only people who want to fly throwaway 30m isk ships can actually use the OP gear. Otherwise older players in real ships would be able to compete: we wouldn't want that.
Same BS with AARs and ASBs: a tiny minority of skillful players used to use active armor / shield tanking with great success. CCP saw this going on, saw that mere mortals who either couldn't afford high-end modules or weren't skillful enough to manage cap injection cycles etc weren't able to use these tactics, so they cook up some 3m isk module that gives your terrible T1 ship the same tanking capability as some autist's two-billion isk cruiser, "but only for 50 seconds."
Such a stupid idea. I suppose they'll be restricting RLMLs on the Tengu as well, since you'd have been able to do something like 650 dps with light missiles using them.
I have an idea: how about you design balanced modules instead of pushing out overpowered bullshit and then restricting it to use on throwaway ships? Why should I play a game that's totally balanced in favor of people flying throwaway crap in a suicidal manner? Stop making cheap crap outperform things people have spent ages training + saving for. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.17 00:21:00 -
[1634] - Quote
Kara Trix wrote: They changed the bonus on the CERBERUS as well to exclude Light Missiles for the ROF bonus.
I don't mind if they increase explosion velocity and decrease explosion radius for heavy assault missiles by 30%.
Quote: Why not just put a 60 second aggression timer on missile pilots...
 |

Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.17 00:34:00 -
[1635] - Quote
CCP Rise wrote:
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters).
The only thing they have in common with ASB's is the extended reload time. The big difference is with an ASB you can fit another repper to enable repping while ASB recharges if needed.. RLM's you don't have that option.
Quote:Reload time for both groups set to 40 seconds. This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps[/b]
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above. With my current skills using an RLM fit caracal for lvl 3 missions, I get 349DPS for 51 seconds then none for 40 seconds, works out at roughly 180.5 dps per second, around 60dps less than I get now over the same time. Missioning with RLM caracal just went out the window.
Quote: This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks For my current use of RLM's these changes a very bad. Heavy missiles in lvl 3's just take way too long to finish most of them (trying to hit npc frigates using hml's is tiresome).
And seriously how often do you get to pick and choose targets in pvp?? If your in a caracal with RLM's and get tackled by another cruiser you at least now have a chance of winning. After Rubicon that chance drops to just about zero vs anything with half decent shield rep or worse an active armour tank.
Basing game play and module use on all level 5 skills is fine and looks good (also much easier for devs than trying to find a balance to include lower skilled players) but the reality is there are a lot more players out there without all 5's then there are with.
From what I've read and heard about the issues with RLM's was they were too overpowered vs frigates.. IMO; They just became more so at least for those with all 5's, 409dps over 50 seconds = a lot of dead frigates in a short period. 4 or 5 volleys at a kite fit frigate he's gonna die, that's what, 4 or 5 dead frigates every 50 seconds |

Suleiman al-Amarr
Imperial Academy Amarr Empire
3
|
Posted - 2013.11.17 00:59:00 -
[1636] - Quote
This is obviously a horrendous idea, and CCP too will realize this eventually. Too bad those of us who have grown fond of how the current RLML works and really loves using them have to wait until a patch down the road for things to be fixed again. Forever faithful to the Imperial Academy. |

Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
398
|
Posted - 2013.11.17 01:21:00 -
[1637] - Quote
I think there is quite some misconception going on at CCP why rapid light missiles are so popular. Its certainly not because theyre good, theyre actually pretty bad, its bacause the other missiles are utter trash. RATE LIKE SUBSCRIBE |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
136
|
Posted - 2013.11.17 01:53:00 -
[1638] - Quote
Wow yet another buff to ganking that we didn't need
|

Bouh Revetoile
TIPIAKS
426
|
Posted - 2013.11.17 02:26:00 -
[1639] - Quote
Does anyone here knows that 1400mm artilleries have 20 (twenty) seconds between *each shot* ?
That's only two shot while RLML is reloading.
That is also 30 seconds when they need to reload or swap ammo !
They are in fact usefull only on shot every twenty seconds ! A whole jam cycle !
At least the Caracal will be usefull for a minute before reloading ! |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
8
|
Posted - 2013.11.17 02:59:00 -
[1640] - Quote
Bouh Revetoile wrote:Does anyone here knows that 1400mm artilleries have 20 (twenty) seconds between *each shot* ?
That's only two shot while RLML is reloading.
That is also 30 seconds when they need to reload or swap ammo !
They are in fact usefull only on shot every twenty seconds ! A whole jam cycle !
At least the Caracal will be usefull for a minute before reloading ! Poor artillery, guess we should cut down those OP missiles some more... |
|

Anomaly One
32
|
Posted - 2013.11.17 03:15:00 -
[1641] - Quote
Bouh Revetoile wrote:Does anyone here knows that 1400mm artilleries have 20 (twenty) seconds between *each shot* ?
That's only two shot while RLML is reloading.
That is also 30 seconds when they need to reload or swap ammo !
They are in fact usefull only on shot every twenty seconds ! A whole jam cycle !
At least the Caracal will be usefull for a minute before reloading !
not sure if sarcasm since you keep defending RLML change in your other posts.. comparing 1400mm to RLML... holy **** do you even know how much a 1400mm can do ?
STOP COMPARING ARTILLERY TO THIS CHANGE *~~*running my own mission and have some class bully run up and blow me up because they think its funny, then give the excuses that I was just firing fireworks at you*~~* |

Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.17 03:17:00 -
[1642] - Quote
scorchlikeshiswhiskey wrote:Bouh Revetoile wrote:Does anyone here knows that 1400mm artilleries have 20 (twenty) seconds between *each shot* ?
That's only two shot while RLML is reloading.
That is also 30 seconds when they need to reload or swap ammo !
They are in fact usefull only on shot every twenty seconds ! A whole jam cycle !
At least the Caracal will be usefull for a minute before reloading ! Poor artillery, guess we should cut down those OP missiles some more... Hmm you might be on to something there, I can see it now. OP RLML & RHML caracals and ravens ruling nulsec, look out Gewns there coming for you 
|

Anomaly One
32
|
Posted - 2013.11.17 03:31:00 -
[1643] - Quote
can't wait for people who don't visit the forums and use RLML in game  compelling game play mechanic CCP! bravo! /slowclap *~~*running my own mission and have some class bully run up and blow me up because they think its funny, then give the excuses that I was just firing fireworks at you*~~* |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 04:23:00 -
[1644] - Quote
I still think it's an interesting idea, and it remains to be seen how effective (or not) they'll be. I like the idea of quickly clearing out any frigates and cruisers in any given mission, and the "burst" aspect will certainly make that an almost absolute certainty. 40 seconds is not an eternity, since a lot of time it takes 20+ seconds to lock a lot of the smaller targets anyway. Many of you are talking about "paper DPS". It's almost never realized anyway when you're waiting for target locks, dealing with ECM jamming, having the wrong type of ammo loaded or simply waiting for the current weapon cycle to finish. It's entirely possible that being able to finish smaller targets off more quickly and having far less time between cycles will actually translate into higher damage application. I'm going to give both new systems a go before signing death warrants for either. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
50
|
Posted - 2013.11.17 04:40:00 -
[1645] - Quote
Suleiman al-Amarr wrote:This is obviously a horrendous idea, and CCP too will realize this eventually. Too bad those of us who have grown fond of how the current RLML works and really loves using them have to wait until a patch down the road for things to be fixed again.
You're more optimistic than I am. I think they will stubbornly insist that this version is better than the original for months if not years to come. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
50
|
Posted - 2013.11.17 04:42:00 -
[1646] - Quote
Arthur Aihaken wrote:I still think it's an interesting idea, and it remains to be seen how effective (or not) they'll be. I like the idea of quickly clearing out any frigates and cruisers in any given mission, and the "burst" aspect will certainly make that an almost absolute certainty. 40 seconds is not an eternity, since a lot of time it takes 20+ seconds to lock a lot of the smaller targets anyway. Many of you are talking about "paper DPS". It's almost never realized anyway when you're waiting for target locks, dealing with ECM jamming, having the wrong type of ammo loaded or simply waiting for the current weapon cycle to finish. It's entirely possible that being able to finish smaller targets off more quickly and having far less time between cycles will actually translate into higher damage application. I'm going to give both new systems a go before signing death warrants for either.
Even if they turn out to be okay, all the people who liked the way the old versions worked are getting completely screwed. That's pretty lame in my opinion. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 05:12:00 -
[1647] - Quote
Zvaarian the Red wrote:Even if they turn out to be okay, all the people who liked the way the old versions worked are getting completely screwed. That's pretty lame in my opinion. Old Marauders... old HACs... I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
133
|
Posted - 2013.11.17 05:28:00 -
[1648] - Quote
The major issue with larger missile sizes is their poor application. I can push 900 dps out of a cerberus but a battleship doing more than 500 a second can speed tank me. It stands to reason even a cruiser that is webbed can speed tank almost all incoming dps from hams.
And the problem lies in the missile damage formula always choosing the worst ratio of either sig interactions or velocity instead of the best. Click here for LP store weapon cost rebalancing |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
50
|
Posted - 2013.11.17 06:09:00 -
[1649] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Even if they turn out to be okay, all the people who liked the way the old versions worked are getting completely screwed. That's pretty lame in my opinion. Old Marauders... old HACs...
I missed where those were fundamentally changed into something else entirely. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
79
|
Posted - 2013.11.17 06:52:00 -
[1650] - Quote
I'm testing HAMs vs RMLs. I am using a Cerberus with 3 BDUs plus the launcher types. Nothing on the Cerb will change except the launcher. Ammo will be Caldari Navy light missiles, and Caldari Navy heavy missiles.
I will post combat log, and other toons date of birth. Ships fit will stay the same for both missile types.
HAMs 617.3 DPS Rate of Fire - 2.5sec Explosion Radius - 88m Explosion Velocity - 160.59m/sec
RMLs 340 DPS Rate of Fire - 3.7sec Explosion Radius - 28m Explosion Velocity - 270.3m/sec
Armor pilot - 2007-01-21 Shield pilot - 2008-11-23
RMLs - against Cerberus - MWD on - 05:38:08 Combat 228 to Badden Powell[FUDY](Cerberus) - Caldari Navy Scourge Light Missile - Hits MWD Off - 05:38:08 Combat 228 to Badden Powell[FUDY](Cerberus) - Caldari Navy Scourge Light Missile - Hits
against Thorax - MWD on - 05:53:51 Combat 566 to aduron - Caldari Navy Scourge Light Missile - Hits MWD off - 05:54:01 Combat 567 to aduron - Caldari Navy Scourge Light Missile - Hits
against Ishtar - MWD on - 05:58:22 Combat 186 to aduron - Caldari Navy Scourge Light Missile - Hits MWD off - 05:58:22 Combat 186 to aduron - Caldari Navy Scourge Light Missile - Hits
against Stabber - MWD on - 06:02:23 Combat 455 to Badden Powell[FUDY](Stabber) - Caldari Navy Scourge Light Missile - Hits MWD off - 06:02:23 Combat 455 to Badden Powell[FUDY](Stabber) - Caldari Navy Scourge Light Missile - Hits
against Gila - MWD on - 06:07:25 Combat 366 to aduron - Caldari Navy Scourge Light Missile - Hits MWD off - 06:07:25 Combat 366 to aduron - Caldari Navy Scourge Light Missile - Hits
against Phantasm - MWD on - 06:09:29 Combat 455 to Badden Powell[FUDY](Phantasm) - Caldari Navy Scourge Light Missile - Hits MWD off - 06:09:29 Combat 455 to Badden Powell[FUDY](Phantasm) - Caldari Navy Scourge Light Missile - Hits
HAMs - against Thorax - MWD on 06:15:50 Combat 511 to aduron - Caldari Navy Scourge Heavy Assault Missile - Hits MWD off - 06:15:50 Combat 511 to aduron - Caldari Navy Scourge Heavy Assault Missile - Hits
against Phantasm - MWD on - 06:15:50 Combat 511 to aduron - Caldari Navy Scourge Heavy Assault Missile - Hits MWD off - 06:15:50 Combat 511 to aduron - Caldari Navy Scourge Heavy Assault Missile - Hits
against Ishtar - MWD on - 06:22:01 Combat175 to aduron - Caldari Navy Scourge Heavy Assault Missile - Hits MWD off - 06:22:32 Combat 188 to aduron - Caldari Navy Scourge Heavy Assault Missile - Hits
against Stabber - MWD on - 06:24:19 Combat 297 to Badden Powell[FUDY](Stabber) - Caldari Navy Scourge Heavy Assault Missile - Hits MWD off - 06:25:18 Combat 316 to Badden Powell[FUDY](Stabber) - Caldari Navy Scourge Heavy Assault Missile - Hits
against Gila - MWD on - 06:28:13 Combat 755 to aduron - Caldari Navy Scourge Heavy Assault Missile - Hits MWD off - 06:28:40 Combat 443 to aduron - Caldari Navy Scourge Heavy Assault Missile - Hits
against Cerberus - MWD on - 06:32:39 Combat 192 to Badden Powell[FUDY](Cerberus) - Caldari Navy Scourge Heavy Assault Missile - Hits MWD off - 06:41:01 Combat 275 to Badden Powell[FUDY](Cerberus) - Caldari Navy Scourge Heavy Assault Missile - Hits
Intereting RMLs won against T1s, HAMs won against faction, and with a MWD RMLs won slightly, but also need to take in account the HAMs firing 1.1sec faster. But with MWD off the HAMs won against HACs. Wow did not see that. also this was tested on the regular EVE server. So are rapids OP, I think not. |
|

Caleb Seremshur
Gladiators of Rage Fidelas Constans
133
|
Posted - 2013.11.17 06:52:00 -
[1651] - Quote
I demand that rlml be modified to firing more than 1 charge at a time. The ability lies in the background code so let's finally have a weapon that can. I'm thinking of srm from mech warrior games right now Click here for LP store weapon cost rebalancing |

Yummy Chocolate
Brutor Tribe Minmatar Republic
2483
|
Posted - 2013.11.17 07:23:00 -
[1652] - Quote
40 seconds reload time is way too much for any weapon.
60 seconds reload time for ASBs is fine. but for a weapon with as little as 23 charges, a reload time of 40 seconds is a nerf to the point of being almost completely useless. Frostys Virpio > CCP: Continously Crying Playerbase Felicity Love >... was thinking "moar popcorn"... but now, seeing the truly awesome contribution this thread is going to make to the Greater Glory Of EVE.... imagonnamakkadapizza.... |

Ziraili Onzo
Yggdrasil Woodchoppers Noir. Mercenary Group
1
|
Posted - 2013.11.17 07:28:00 -
[1653] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
How about a mechanic that would somewhat split the reload timer into two parts..
First you have a "heat-timer", that starts after your last fired shot. Once that timer is over, you can start the actual reloading cycle, with timer being the same as it is right now (short duration).
The sum of these timers could be in the range that Rubicon-version is, but the main idea is that it wouldnt take away the key attribute missiles have with quickly changing damage types. But it still leaves the door open for that "new decition-making" that you want with this burst-model for dps. If you commit to a fight with a certain damage-type, your getting the full reload cycle if said fight last longer than one reload. If your just landing on grid with someone, but still havent fired your first shot, you can quickly change the ammo type, since your "heat-timer" is most likely already done coming out of your warp..
This could also blend in with the warpspeed-changes somewhat. If your fighting at a gate, bounce up to a tac, and then down again (cancelling gateguns?), with that warp being alot quicker, you might not be able to reload right away since the warp is over so quick.. A good call might however be to warp off, wait until you could start the actual reload-cycle, and then warp back down to gate, giving you the choice to a: get back into the fight asap to get points, or b: be able to not get into the fight until you got a better damagetype
As for lore, you could say that with the rapid version launchers, your firing missiles at almost double the rate of fire, and your launchers need some time to cool down before your next firing-cycle, or else the missile-tubes is gonna crack or something :P |

Elisk Skyforge
Touring New Eden Haven.
9
|
Posted - 2013.11.17 10:47:00 -
[1654] - Quote
RLML and RHML should be given two firing modes switchable in space. "Burst mode" commonly used by ccp rise and "regular mode" used by others. I think I broke your game CCP-->-áhttp://i.imgur.com/4pGZ5qJ.jpg?1 |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3664
|
Posted - 2013.11.17 11:13:00 -
[1655] - Quote
Ganthrithor wrote:Kara Trix wrote:It doesn't stop.... the nails I mean for CERB pilots.. (which I am one)
They changed the bonus on the CERBERUS as well to exclude Light Missiles for the ROF bonus.
So now it will no longer give a 5% percent bonus to all missiles ROF... only HAM,HML and RLML
Wow....... keep them coming. So we get ZERO damage bonus on Lights for flying this expensive HAC over a T1, only range?
Yup. Rise made a retardedly overpowered module, and now it's time for the special-casing so that only people who want to fly throwaway 30m isk ships can actually use the OP gear. Otherwise older players in real ships would be able to compete: we wouldn't want that. Same BS with AARs and ASBs: a tiny minority of skillful players used to use active armor / shield tanking with great success. CCP saw this going on, saw that mere mortals who either couldn't afford high-end modules or weren't skillful enough to manage cap injection cycles etc weren't able to use these tactics, so they cook up some 3m isk module that gives your terrible T1 ship the same tanking capability as some autist's two-billion isk cruiser, "but only for 50 seconds." Such a stupid idea. I suppose they'll be restricting RLMLs on the Tengu as well, since you'd have been able to do something like 650 dps with light missiles using them. I have an idea: how about you design balanced modules instead of pushing out overpowered bullshit and then restricting it to use on throwaway ships? Why should I play a game that's totally balanced in favor of people flying throwaway crap in a suicidal manner? Stop making cheap crap outperform things people have spent ages training + saving for.
What a bunch of ******** bullshit
Notify-á-á You cannot do that while warping. |

Yummy Chocolate
Brutor Tribe Minmatar Republic
2485
|
Posted - 2013.11.17 11:19:00 -
[1656] - Quote
Elisk Skyforge wrote:RLML and RHML should be given two firing modes switchable in space. "Burst mode" commonly used by ccp rise and "regular mode" used by everyone else. FTFY
also +1
also for every other module since CCP Rise loves Burst Mode. Frostys Virpio > CCP: Continously Crying Playerbase Felicity Love >... was thinking "moar popcorn"... but now, seeing the truly awesome contribution this thread is going to make to the Greater Glory Of EVE.... imagonnamakkadapizza.... |

Bouh Revetoile
TIPIAKS
426
|
Posted - 2013.11.17 13:01:00 -
[1657] - Quote
Anomaly One wrote:can't wait for people who don't visit the forums and use RLML in game  compelling game play mechanic CCP! bravo! /slowclap People said that a lot in the past, and we are still waiting for the rage to come on the forums.
Hurricane nerf ; HML nerf ; TE nerf ; resist bonus nerf ; T1 Battleships ; T1 Battlecruisers ; ...
HAC where supposed to stay very bad too, and the MWD bonus to them completely useless.
"Incoming rage" is often the last desperate call of misery of angry people around here when they see trheir toys nerfed. It's quite funny in fact. :-) |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
133
|
Posted - 2013.11.17 13:25:00 -
[1658] - Quote
I think we're seeing a tectonic shift in EVE design philosophy towards active tanking and away from fleet logi and their associated doctrines. Away from out-ranging your opponents and out EHPing them. Now it's going to be closer range battles where speed and capacitor discipline makes the difference more important. The focus on burst tanking and now burst DPS are perfectly complimentary to some kind of "all-or-nothing" type of ship design. That's not to say the RLML change is especially great but it makes sense to me and I can see why it's being done. Engagement ranges are being lowered and cap instability is being increased.
Expect during the recon/T3 rebalance pass to see the pilgrim/curse/legion get some serious neut range/amount bonuses and also see the rook possibly gain an active tanking bonus. It really wouldn't surprise me if the huginn got one too. Click here for LP store weapon cost rebalancing |

DHB WildCat
Genos Occidere HYDRA RELOADED
255
|
Posted - 2013.11.17 13:56:00 -
[1659] - Quote
I swear you guys get hired by CCP and you lose touch with the game. Whats in the punch bowl up there?
The smaller sized missile launchers on larger sized ships are used to outlast a larger number of smaller ships. Paper DPS doesnt matter here. Applied DPS does. Just reduce the damage of the missiles. If a caracal wants to use large DPS against similar or larger ships he'll go with HAMS over RLML. The same will go for the raven using cruise missiles over heavy (lets be honest... torps are still broken and suck no one with a brain will ever use them)
Now the big purpse of the smaller weapons system is to be able to dictate the engagement. Its not about raping frigates in 5 seconds with high DPS light missiles. Its about applying constant and reliable damage to smaller targets over time. Give me 200 DPS over 1 minute with a 10 seconds reload, over 400 DPS in 30 seconds with a 40 second reload. This way I can defend myself constantly and stay fighting.
You guys need to remember the old film saying..... "Sometimes less is more". You dont need to "fix" everything by adding features.... maybe just reduce some stats once in a while if you find they are working "too well".
The biggest thing to take away from this... Is that constant applied DPS over the entire engagement is what we need to fight outnumbered. We dont need omg uber DPS for 50 seconds, then omg im F****** cant do anything for 40 seconds while this merlin that just caught me kills me. Or in a way Kil2 can relate..... sweet my Armageddon does 2k DPS for 40 seconds! 40 seconds later after fighting a mega that died and a tempest...... okay mega down, reloading for 40 seconds.... omg a curse just landed I need to get him off the field..... oh **** I have to wait 40 seconds and sit here like a moron while the curse eats my cap and now my active tank dies to the tempest......... but if I had lower dps that was constant I could have forced the curse off and still fought the mega and tempest.
Wild |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
778
|
Posted - 2013.11.17 14:26:00 -
[1660] - Quote
DHB WildCat wrote:I swear you guys get hired by CCP and you lose touch with the game. Whats in the punch bowl up there?
The smaller sized missile launchers on larger sized ships are used to outlast a larger number of smaller ships. Paper DPS doesnt matter here. Applied DPS does. Just reduce the damage of the missiles. If a caracal wants to use large DPS against similar or larger ships he'll go with HAMS over RLML. The same will go for the raven using cruise missiles over heavy (lets be honest... torps are still broken and suck no one with a brain will ever use them)
Now the big purpse of the smaller weapons system is to be able to dictate the engagement. Its not about raping frigates in 5 seconds with high DPS light missiles. Its about applying constant and reliable damage to smaller targets over time. Give me 200 DPS over 1 minute with a 10 seconds reload, over 400 DPS in 30 seconds with a 40 second reload. This way I can defend myself constantly and stay fighting.
You guys need to remember the old film saying..... "Sometimes less is more". You dont need to "fix" everything by adding features.... maybe just reduce some stats once in a while if you find they are working "too well".
The biggest thing to take away from this... Is that constant applied DPS over the entire engagement is what we need to fight outnumbered. We dont need omg uber DPS for 50 seconds, then omg im F****** cant do anything for 40 seconds while this merlin that just caught me kills me. Or in a way Kil2 can relate..... sweet my Armageddon does 2k DPS for 40 seconds! 40 seconds later after fighting a mega that died and a tempest...... okay mega down, reloading for 40 seconds.... omg a curse just landed I need to get him off the field..... oh **** I have to wait 40 seconds and sit here like a moron while the curse eats my cap and now my active tank dies to the tempest......... but if I had lower dps that was constant I could have forced the curse off and still fought the mega and tempest.
Wild
Ok, now any of the smartasses defendign these changes want to come here and sy they know better than wildcat?
Both math and good pvpers atest how problematic this is. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
778
|
Posted - 2013.11.17 14:28:00 -
[1661] - Quote
Caleb Seremshur wrote:I think we're seeing a tectonic shift in EVE design philosophy towards active tanking and away from fleet logi and their associated doctrines. Away from out-ranging your opponents and out EHPing them. Now it's going to be closer range battles where speed and capacitor discipline makes the difference more important. The focus on burst tanking and now burst DPS are perfectly complimentary to some kind of "all-or-nothing" type of ship design. That's not to say the RLML change is especially great but it makes sense to me and I can see why it's being done. Engagement ranges are being lowered and cap instability is being increased.
Expect during the recon/T3 rebalance pass to see the pilgrim/curse/legion get some serious neut range/amount bonuses and also see the rook possibly gain an active tanking bonus. It really wouldn't surprise me if the huginn got one too.
you mena.. focusing on gallente? what a surprise considerign certain peopel involved :/ Jsut check the ammount of attention on the galeltne BS balance thread and the other 3... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

mama guru
Thundercats The Initiative.
162
|
Posted - 2013.11.17 14:30:00 -
[1662] - Quote
Front loaded anti small weapons. Yes please.
These are not supposed to be main fleet weapons anyway. Don't really see a problem. ______
EVE online is the fishermans friend of MMO's. If it's too hard you are too weak. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
|
Posted - 2013.11.17 14:45:00 -
[1663] - Quote
mama guru wrote:Front loaded anti small weapons. Yes please.
These are not supposed to be main fleet weapons anyway. Don't really see a problem.
The problem is that THEY wil be good EXACLTY AT WHERE YOU SAID THEY ARE NOT SUPPOSED TO.
They will be strong in fleets and weak solo. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1102
|
Posted - 2013.11.17 15:15:00 -
[1664] - Quote
DHB WildCat wrote:I swear you guys get hired by CCP and you lose touch with the game. Whats in the punch bowl up there?
The smaller sized missile launchers on larger sized ships are used to outlast a larger number of smaller ships. Paper DPS doesnt matter here. Applied DPS does. Just reduce the damage of the missiles. If a caracal wants to use large DPS against similar or larger ships he'll go with HAMS over RLML. The same will go for the raven using cruise missiles over heavy (lets be honest... torps are still broken and suck no one with a brain will ever use them)
Now the big purpse of the smaller weapons system is to be able to dictate the engagement. Its not about raping frigates in 5 seconds with high DPS light missiles. Its about applying constant and reliable damage to smaller targets over time. Give me 200 DPS over 1 minute with a 10 seconds reload, over 400 DPS in 30 seconds with a 40 second reload. This way I can defend myself constantly and stay fighting.
You guys need to remember the old film saying..... "Sometimes less is more". You dont need to "fix" everything by adding features.... maybe just reduce some stats once in a while if you find they are working "too well".
The biggest thing to take away from this... Is that constant applied DPS over the entire engagement is what we need to fight outnumbered. We dont need omg uber DPS for 50 seconds, then omg im F****** cant do anything for 40 seconds while this merlin that just caught me kills me. Or in a way Kil2 can relate..... sweet my Armageddon does 2k DPS for 40 seconds! 40 seconds later after fighting a mega that died and a tempest...... okay mega down, reloading for 40 seconds.... omg a curse just landed I need to get him off the field..... oh **** I have to wait 40 seconds and sit here like a moron while the curse eats my cap and now my active tank dies to the tempest......... but if I had lower dps that was constant I could have forced the curse off and still fought the mega and tempest.
Wild
It makes perfect sense to me and I'm not even that much of a PvPer. This might be the best post in this whole thread. |

Zircon Dasher
300
|
Posted - 2013.11.17 15:20:00 -
[1665] - Quote
It is unacceptable that missile users now have to make tradeoffs. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
|
Posted - 2013.11.17 15:33:00 -
[1666] - Quote
Zircon Dasher wrote:It is unacceptable that missile users now have to make tradeoffs.
If was a tradeoff would be ok. THe issue is.. its not a trade off. Frotn loaded DPS is an illusion. It sno where the same thing as alpha strike that is INSTATANEOUS, before ANY repair can be applied, before enemy can bug out. But rapids now have a larger tradeoff for that falacious frotn load damage, that is a larger reload time than 1400mm arties. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Zircon Dasher
300
|
Posted - 2013.11.17 15:55:00 -
[1667] - Quote
Kagura Nikon wrote: If was a tradeoff would be ok. THe issue is.. its not a trade off. Frotn loaded DPS is an illusion. It sno where the same thing as alpha strike that is INSTATANEOUS, before ANY repair can be applied, before enemy can bug out. But rapids now have a larger tradeoff for that falacious frotn load damage, that is a larger reload time than 1400mm arties.
One day I mentioned to my wife (now ex) that I really liked the way that Chevy had restyled the front-end of their truck. She spent the next 20min ranting about how I was wrong because a hatchback could carry more than a Miata.
I like you. You remind me of her. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

IIshira
School of Applied Knowledge Caldari State
243
|
Posted - 2013.11.17 16:17:00 -
[1668] - Quote
40 second reload time is going to make them useless for anything but a specific squad to warp in, kill frigates, and warp out.
If they wanted to make a module specific for this purpose that would be a great idea but doing this to the RLML is just bad. |

Gospadin
School of Applied Knowledge Caldari State
105
|
Posted - 2013.11.17 16:37:00 -
[1669] - Quote
Zircon Dasher wrote:It is unacceptable that missile users now have to make tradeoffs.
40 seconds of 0 dps goes beyond tradeoff, especially with the warp speed changes coming on Tuesday. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
81
|
Posted - 2013.11.17 17:23:00 -
[1670] - Quote
So are rapids OP, slightly, but to fix the range issues, explosion radius, explosion velocity, change rapids to HAMs and rockets, and add 2s to 3s to RofF compared to what heavy assault launcher and rocket launchers do now and everything is fixed. Their range is much less, explosion radius is more, explain velocity is less and taking a couple seconds from RofF will keep their DPS in check. Don't allow cruisers, BCs or BS to give their explosion bonuses to rapids. Also rockets still won't get the range or DPS HAMs would, and HAMs wouldn't get the DPS torps would, meaning rapids will be used mostly for smaller targets like they are suppose to be/ If adjusted right,it will work. See I fixed rapids
Or F it, and come out with a real new launcher type, might work too.
and only a couple with "good work on testing" F you all haha |
|

IIshira
School of Applied Knowledge Caldari State
244
|
Posted - 2013.11.17 17:33:00 -
[1671] - Quote
Volstruis wrote:Sad and happy at the same time.
Rise is officially the anti-solo.
This makes me wonder how CCP's decision making process works. If one of the devs comes up with an idea does it go for a vote or they just let them run with it. I'm just wondering because I couldn't believe this passed any kind of vote or approval. |

CW Itovuo
The Executioners Capital Punishment.
9
|
Posted - 2013.11.17 18:17:00 -
[1672] - Quote
Will never use them. Reload time is stupid.
Can't see the point.
CCP turned the missile family upside down a year or so ago. HAM were seldom used, HML ruled. CCP get's to "fixing" and now we're in the exact opposite situation. HAMs are now the defacto choice, and HML are rarely if ever fielded.
Hooray "Balance"
Creating a solution to a problem that doesn't exist. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
82
|
Posted - 2013.11.17 18:51:00 -
[1673] - Quote
Push the HAMs/Rocket rapids, I rather have that then 40sec reload, and it would fix the OP issue. tell CCP people! |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1104
|
Posted - 2013.11.17 19:39:00 -
[1674] - Quote
Zircon Dasher wrote:It is unacceptable that missile users now have to make tradeoffs. It is unacceptable that CCP sees fit to introduce new modules and completely redesign old modules without first conducting a thorough re-examination and rebalance of the ammunition, instead declaring that the modules in question are too popular even though it's the ammunition's inherent problems causing the perceived popularity.
If a thorough rockets-to-citadels re-investigation and rebalance of missile ammunition had been conducted prior to announcing RHMLs, I believe CCP would have been looking at a very different missile-usage landscape; one where there is room for old-style rapids to co-exist with their same-size less-rapid counterparts or even room for these new-style front-heavy rapids as other choices would be properly useful as well.
Instead, we got what we got. Oh well, right?
Thaddeus Eggeras wrote:Push the HAMs/Rocket rapids, I rather have that then 40sec reload, and it would fix the OP issue. tell CCP people! Perhaps I'm misunderstanding because your sentence is unclear and poorly written, but if you are suggesting that Rockets and HAMs should be converted to this ancillary business, then I would suggest that you cut off your hands and never post again. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
82
|
Posted - 2013.11.17 19:48:00 -
[1675] - Quote
No i am saying replace lights and heavies with rockets and assault missiles, as that will clear up the issues that lights and heavies had for being OP. The OP issues seemed to be that they have great range, their explosion radius was too small and their explosion velocity was too high. With HAMs and rockets replacing them, their range would be cut down, their explosion radius is brought up and their explosion velocity was brought down. Then all they need is a couple seconds added to their RofF and cruisers, BCs and BSs not have thier explosions bonuses given the rapid launchers, and most of the OP issues are taken care of. Learn to read and you should have understood. And anytime youd'd like to cut my hands off, come on over and tell me how it works out for you haha. I am just trying to save rapids, because 40sec reload time will make them close to if not worthless.
This "should" make using rapids against smaller targets better, but also make using them against ships the same size or larger a bad idea. It would need to be tested on sisi and I'm sure tweaked, but it's a better option then 40sec reload. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1106
|
Posted - 2013.11.17 20:01:00 -
[1676] - Quote
Rise said at the outset that he feels this change is necessary because testing on SiSi showed that RLMLs and RHMLs are "almost always the right answer for everything" or something very close to that. Putting unguided missiles (Rockets, Heavies and Torps used to be considered "unguided" before they changed skills to no longer make a distinction) into rapid launchers would be a hilarious waste of ammunition at worst and hilariously OP at best - nevermind the fact that you need to be literally right on top of the enemy to hit them with rockets and so would be better off using blasters anyway. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.17 20:04:00 -
[1677] - Quote
Thaddeus Eggeras wrote: The OP issues seemed to be that they have great range, their explosion radius was too small and their explosion velocity was too high.
Range can be reduced, but exp radius and velocity are good as they are. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 20:14:00 -
[1678] - Quote
Kagura Nikon wrote:Ok, now any of the smartasses defendign these changes want to come here and sy they know better than wildcat? Both math and good pvpers atest how problematic this is. So beyond reverting back to the original RLMLs (I think RHMLs will be fine), what's the solution? Because I think if anyone is holding out hope that CCP is going to reinstate the original RLML specs they're going to be extremely disappointed. Would a 20-second reload time make them too OP, or would a combination of a 30-second reload time and increased ammunition be better? I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
82
|
Posted - 2013.11.17 20:21:00 -
[1679] - Quote
First you wouldn't need to be right on top of the target, you'd still be able to hit 15km to 20km with the rapid rockets and 20km to 30km with the assault rapids. And if you added to the RoF by a couple to a few seconds it would take any OP it would have away. Those get more explosion radius, which would make them less OP, and less explosion velocity which again less OP. Also not added the bonuses to explosion from cruisers, BCs, and BSs would take away making them OP. the rockets and assault T2 also wouldn't make them OP, as their damage T2 takes range away, and their range take damage way.This is a easy way to make rapids not OP and not give them a 40sec reload time which is a terrible idea. It also makes them not so useful against ships of the same size or larger, and will be only really good against smaller ships. One issue was people who used guns didn't think it was fair that rapids had great range and works good against ships the same size and smaller both. This would fix that issue in everyway. And I think deserved at least to be tested on sisi. And that the 4-sec idea should be put on hold and this in some way be tested. I'm just trying to find away besides 40sec realod to fix them, so please help. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.17 20:25:00 -
[1680] - Quote
Arthur Aihaken wrote:Would a 20-second reload time make them too OP, or would a combination of a 30-second reload time and increased ammunition be better? PvP reasons aside, PvE needs old rapid launchers back. Nerf damage by 5%, nerf range by idk 20% but bring it back as it was. |
|

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
82
|
Posted - 2013.11.17 20:32:00 -
[1681] - Quote
Anytime reload time for weapons is over 10secs is crazy and is taking weapons to a bad place. Now for PvE you can find other means then rapids, and even with my changes in the right ship with the right rigs you can still reach out and tough someone. I don't see taking DPS away, and range away as helping really, they still will be able to do something close guns can't and far guns can't in one. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
133
|
Posted - 2013.11.17 20:49:00 -
[1682] - Quote
Niena Nuamzzar wrote:Arthur Aihaken wrote:Would a 20-second reload time make them too OP, or would a combination of a 30-second reload time and increased ammunition be better? PvP reasons aside, PvE needs old rapid launchers back. Nerf damage by 5%, nerf range by idk 20% but bring it back as it was.
You're miasing the point which is that rlml apply their damage nearly perfectly to every target regardless of speed. While their dps is relatively low at only 280 or so dps for a cruiser. . they are pushing that dps to 50km and hitting for full damage pretty much everu time. Now take heavy missiles and literally double the dps... 900dps over 50s is 45k damage dealt.. and the application of said damage is very good too...
it's not as simple as you suggest. Provided you use these weapons on the right targets you will melt them nearly every time. The long reload is to ensure you can't just sit there and wipe a whole gang solo. Click here for LP store weapon cost rebalancing |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.17 21:04:00 -
[1683] - Quote
Caleb Seremshur wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote:Would a 20-second reload time make them too OP, or would a combination of a 30-second reload time and increased ammunition be better? PvP reasons aside, PvE needs old rapid launchers back. Nerf damage by 5%, nerf range by idk 20% but bring it back as it was. You're miasing the point which is that rlml apply their damage nearly perfectly to every target regardless of speed. While their dps is relatively low at only 280 or so dps for a cruiser. . they are pushing that dps to 50km and hitting for full damage pretty much everu time. Now take heavy missiles and literally double the dps... 900dps over 50s is 45k damage dealt.. and the application of said damage is very good too... 50% dps increase is not "literally double", that would be 100%. You're the one missing the point. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 21:06:00 -
[1684] - Quote
Niena Nuamzzar wrote:Arthur Aihaken wrote:Would a 20-second reload time make them too OP, or would a combination of a 30-second reload time and increased ammunition be better? PvP reasons aside, PvE needs old rapid launchers back. Nerf damage by 5%, nerf range by idk 20% but bring it back as it was. No, we're not nerfing anything. The last thing we need is to go down the path of HMLs and end up with another marginal weapon system. I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
82
|
Posted - 2013.11.17 21:08:00 -
[1685] - Quote
True HMLs need fixed badly |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.17 21:14:00 -
[1686] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote:Would a 20-second reload time make them too OP, or would a combination of a 30-second reload time and increased ammunition be better? PvP reasons aside, PvE needs old rapid launchers back. Nerf damage by 5%, nerf range by idk 20% but bring it back as it was. No, we're not nerfing anything. It's already nerfed to the ground. I can't imagine anything worse than 40 seconds reload. Even deleting the weapon altogether wouldn't be as bad. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 21:16:00 -
[1687] - Quote
Caleb Seremshur wrote:You're miasing the point which is that rlml apply their damage nearly perfectly to every target regardless of speed. While their dps is relatively low at only 280 or so dps for a cruiser. . they are pushing that dps to 50km and hitting for full damage pretty much everu time. Now take heavy missiles and literally double the dps... 900dps over 50s is 45k damage dealt.. and the application of said damage is very good too...
it's not as simple as you suggest. Provided you use these weapons on the right targets you will melt them nearly every time. The long reload is to ensure you can't just sit there and wipe a whole gang solo. 1. Let's leave RHMLs out of this for the time being. They're an entirely new missile system, and they're going to be perfect as is (yes, even with the 40-second reload time). 2. It's unlikely that Rise is going to change RLMLs substantially from the new iteration. So I'll repeat the question: how do we fix these? Double the ammunition capacity and reduce the load time to 20 or 30 seconds? I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
54
|
Posted - 2013.11.17 21:18:00 -
[1688] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote:Would a 20-second reload time make them too OP, or would a combination of a 30-second reload time and increased ammunition be better? PvP reasons aside, PvE needs old rapid launchers back. Nerf damage by 5%, nerf range by idk 20% but bring it back as it was. No, we're not nerfing anything.The last thing we need is to go down the path of HMLs and end up with another marginal weapon system.
40s reload, 15-20% sustained DPS reduction, and ~40% PWG requirement increase isn't a nerf? Because you can now smear T1 frigs faster while being useless against everything else? Come on now. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 21:21:00 -
[1689] - Quote
Zvaarian the Red wrote:40s reload, 15-20% DPS nerf, and ~40% PWG isn't a nerf? You want the old RLMLs back with a 5% damage and 20% range nerf?! Isn't 'adjusting' HMLs how we got into this mess in the first place?! I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
82
|
Posted - 2013.11.17 21:22:00 -
[1690] - Quote
We have CCP pospone the release to the rapid chances, and have them take a real hard look into fixing them. Adding any reload time over 10sec for any weapon system is crazy and a slippery slope. There are other ways, I pointed out a pretty good way to fix the issue, it would need tested and adjusted but it would work, and I'm sure many others have had great ideas also. In a whole new missile luancher needed to be made fine, but I don't believe it does. |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
54
|
Posted - 2013.11.17 21:23:00 -
[1691] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:40s reload, 15-20% DPS nerf, and ~40% PWG isn't a nerf? You want the old RLMLs back with a 5% damage and 20% range nerf?!
I think a 5-10% damage nerf to light missiles and the PWG increase they implemented would've been perfect. It also would've also addressed light missile launchers which are widely considered to be a bit too good as well. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 21:29:00 -
[1692] - Quote
Zvaarian the Red wrote:I think a 5-10% damage nerf to light missiles and the PWG increase they implemented would've been perfect. It also would've also addressed light missile launchers which are widely considered to be a bit too good as well. That's not a nerf, that's a minor adjustment. From what I understand, we were looking at a considerable RLML nerf and the current iteration was the alternative. Granted, this is just speculation - but since the new RLML version is quite radical I don't think it's a stretch to suggest we were going to see a substantial change one way or the other.
I think what everyone can agree on is that there should have been more of a discussion/dialog with RLMLs prior to any change. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
54
|
Posted - 2013.11.17 21:33:00 -
[1693] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:40s reload, 15-20% DPS nerf, and ~40% PWG isn't a nerf? You want the old RLMLs back with a 5% damage and 20% range nerf?! Isn't 'adjusting' HMLs how we got into this mess in the first place?!
CCP overnerfs. That's what needs to stop. HMLs would be fine if they hadn't neutered their range, damage, and explosion radius all at once. Talk about overkill. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 21:35:00 -
[1694] - Quote
Zvaarian the Red wrote:CCP overnerfs. That's what needs to stop. HMLs would be fine if they hadn't neutered their range, damage, and explosion radius all at once. Talk about overkill. I think we're seeing a trend here... I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
54
|
Posted - 2013.11.17 21:39:00 -
[1695] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:I think a 5-10% damage nerf to light missiles and the PWG increase they implemented would've been perfect. It also would've also addressed light missile launchers which are widely considered to be a bit too good as well. That's not a nerf, that's a minor adjustment. From what I understand, we were looking at a considerable RLML nerf and the current iteration was the alternative. Granted, this is just speculation - but since the new RLML version is quite radical I don't think it's a stretch to suggest we were going to see a substantial change one way or the other. I think what everyone can agree on is that there should have been more of a discussion/dialog with RLMLs prior to any change.
CCP doesn't know how to balance in all honesty, and apparently your definition of "nerf" has been warped by their heavy-handedness. Game designers commonly use incremental 5-10% adjustments in game balance. It's the way to bring overpowered elements more in line rather than just making them underpowered instead. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
82
|
Posted - 2013.11.17 21:45:00 -
[1696] - Quote
Rapid Missile Launcher Issues
The issues rapid launchers have are 1.They have amazing range, with the ability to do what close range guns and missiles and long range guns and missiles do in one. 2.A targets speed doesnGÇÖt affect the damage they do, in EVE every weapon is affected by speed. 3.They are a weapon system designed to work against smaller targets, while they do this; they also work just as well against targets of the same size, and sometimes even larger targets.
How to fix these issues 1.Have rapids use rockets and heavy assault missiles. This would fix the range issue but still on certain ships they would still have 20km to 30km range. This would also add to their explosion radius and take away from their explosion velocity, which is a big issue with them not being affected by speed. 2.They would need to have their rate of fire increased anywhere from 2 to 5 seconds to make sure they arenGÇÖt so effective against ships of the same size or larger. 3.Ships that use them Cruisers, Battlesruisers, and Battleships would need any bonuses they give to explosion radius or velocity not applied to rapid launchers. 4.Also the T2 missiles for rockets and heavy assault missiles will not make them OP like the T2 missiles did for heavy missiles and light missiles. As one is for higher damage at having less range and better explosion radius and the other adds range at less damage.
I believe this would fix a great deal of issues with rapids. It would need to be tested on SiSi, and adjusted as needed, but it would work. So CCP cancel the new rapid changes and hold them a till the next patch, and test out this theory and let's see if it doesn't fix the issues, I'd at least like to try something, anything else then adding to the reload time. Please like this if you rather have rapid changes pushed back to the next patch and looked more into! |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 21:48:00 -
[1697] - Quote
Zvaarian the Red wrote:CCP doesn't know how to balance in all honesty, and apparently your definition of "nerf" has been warped by their heavy-handedness. Game designers commonly use incremental 5-10% adjustments in game balance. It's the way to bring overpowered elements more in line rather than just making them underpowered instead. You just called a 5-10% change a "nerf". I called it an "adjustment". Now you're calling it an "adjustment" after criticizing my definition of "nerf". You sure you're firing on all cylinders today? 
The only real issue with RLMLs seemed to be their dominance, and it could be argued that nerfs to HAMs and HMLs were the contributing factor there. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
54
|
Posted - 2013.11.17 21:55:00 -
[1698] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:CCP doesn't know how to balance in all honesty, and apparently your definition of "nerf" has been warped by their heavy-handedness. Game designers commonly use incremental 5-10% adjustments in game balance. It's the way to bring overpowered elements more in line rather than just making them underpowered instead. You just called a 5-10% change a "nerf". I called it an "adjustment". Now you're calling it an "adjustment" after criticizing my definition of "nerf". You sure you're firing on all cylinders today? 
Nerf is just slang for negative adjustment. You're the one who seems to be making some arbitrary distinction between the two. A 5% reduction in dps is a nerf. So is a 20% reduction in dps. There are big nerfs and there are little nerfs, well unless you are CCP. They only do big nerfs for some reason. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 21:58:00 -
[1699] - Quote
Zvaarian the Red wrote:Nerf is just slang for negative adjustment. You're the one who seems to be making some arbitrary distinction between the two. A 5% reduction in dps is a nerf. So is a 20% reduction in dps. There are big nerfs and there are little nerfs, well unless you are CCP. They only do big nerfs for some reason. If you've seen little 'nerfs' in EVE, I'd love to hear about it. All I've seen are massive rebalancing and things hit repeatedly with the whiffle bat... Which was basically my point: one way or the other we were going to see some radical changes to RLMLs. We've seen one facet with the latest iteration, and I can pretty much guarantee that a 5-10% DPS and power grid adjustment borders on fantasyland. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.17 22:08:00 -
[1700] - Quote
DHB WildCat wrote:I swear you guys get hired by CCP and you lose touch with the game. Whats in the punch bowl up there?
The smaller sized missile launchers on larger sized ships are used to outlast a larger number of smaller ships. Paper DPS doesnt matter here. Applied DPS does. Just reduce the damage of the missiles. If a caracal wants to use large DPS against similar or larger ships he'll go with HAMS over RLML. The same will go for the raven using cruise missiles over heavy (lets be honest... torps are still broken and suck no one with a brain will ever use them)
Now the big purpse of the smaller weapons system is to be able to dictate the engagement. Its not about raping frigates in 5 seconds with high DPS light missiles. Its about applying constant and reliable damage to smaller targets over time. Give me 200 DPS over 1 minute with a 10 seconds reload, over 400 DPS in 30 seconds with a 40 second reload. This way I can defend myself constantly and stay fighting.
You guys need to remember the old film saying..... "Sometimes less is more". You dont need to "fix" everything by adding features.... maybe just reduce some stats once in a while if you find they are working "too well".
The biggest thing to take away from this... Is that constant applied DPS over the entire engagement is what we need to fight outnumbered. We dont need omg uber DPS for 50 seconds, then omg im F****** cant do anything for 40 seconds while this merlin that just caught me kills me. Or in a way Kil2 can relate..... sweet my Armageddon does 2k DPS for 40 seconds! 40 seconds later after fighting a mega that died and a tempest...... okay mega down, reloading for 40 seconds.... omg a curse just landed I need to get him off the field..... oh **** I have to wait 40 seconds and sit here like a moron while the curse eats my cap and now my active tank dies to the tempest......... but if I had lower dps that was constant I could have forced the curse off and still fought the mega and tempest.
Wild Everything considered, this role should be HML one. RLML should not be a weapon to shoot at anything larger than a frigate. If you want steady dps to shoot all over the battlefield, HML should be the weapon, with fury for large targets, precision for smaller ones, and faction ammo for everything else.
Because let's be honest : RLML are better these days than HML at almost anything you can ask from HML (the exception being shooting large targets with fury) ; and any advantage HML could have is offset by the lower fitting or RLML allowing for huge tank.
That's what CCP realised in the first RHML thread : it's impossible to balance such weapons because there is too much overlap between RHML and Cruise and there's the same problem between RLML and HML, so they designed a new role for RLML, and I think it's interesting. |
|

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 22:10:00 -
[1701] - Quote
Is there any reason we couldn't look at rebalancing LMLs, HAMs, HMLs and Torpedoes? I am currently away, traveling through time and will be returning last week. |

IIshira
School of Applied Knowledge Caldari State
244
|
Posted - 2013.11.17 22:18:00 -
[1702] - Quote
Thaddeus Eggeras wrote:We have CCP pospone the release to the rapid chances, and have them take a real hard look into fixing them. Adding any reload time over 10sec for any weapon system is crazy and a slippery slope. There are other ways, I pointed out a pretty good way to fix the issue, it would need tested and adjusted but it would work, and I'm sure many others have had great ideas also. In a whole new missile luancher needed to be made fine, but I don't believe it does.
This is a good idea |

IIshira
School of Applied Knowledge Caldari State
244
|
Posted - 2013.11.17 22:25:00 -
[1703] - Quote
Thaddeus Eggeras wrote:Rapid Missile Launcher Issues
The issues rapid launchers have are 1.They have amazing range, with the ability to do what close range guns and missiles and long range guns and missiles do in one. 2.A targets speed doesnGÇÖt affect the damage they do, in EVE every weapon is affected by speed. 3.They are a weapon system designed to work against smaller targets, while they do this; they also work just as well against targets of the same size, and sometimes even larger targets.
How to fix these issues 1.Have rapids use rockets and heavy assault missiles. This would fix the range issue but still on certain ships they would still have 20km to 30km range. This would also add to their explosion radius and take away from their explosion velocity, which is a big issue with them not being affected by speed. 2.They would need to have their rate of fire increased anywhere from 2 to 5 seconds to make sure they arenGÇÖt so effective against ships of the same size or larger. 3.Ships that use them Cruisers, Battlesruisers, and Battleships would need any bonuses they give to explosion radius or velocity not applied to rapid launchers. 4.Also the T2 missiles for rockets and heavy assault missiles will not make them OP like the T2 missiles did for heavy missiles and light missiles. As one is for higher damage at having less range and better explosion radius and the other adds range at less damage.
I believe this would fix a great deal of issues with rapids. It would need to be tested on SiSi, and adjusted as needed, but it would work. So CCP cancel the new rapid changes and hold them a till the next patch, and test out this theory and let's see if it doesn't fix the issues, I'd at least like to try something, anything else then adding to the reload time. Please like this if you rather have rapid changes pushed back to the next patch and looked more into!
Some good ideas here. I'm confused when you said " targets speed doesnGÇÖt affect the damage they do". Speed of the target can reduce the damage by a missile. There's even a skill to minimize this. Unless rapid launchers get some special bonus to this? |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
83
|
Posted - 2013.11.17 22:35:00 -
[1704] - Quote
With RMLs the m/s of cruisers doesn't affect the damage that the cruier takes, with speed or none RLMs do the same damage per volley. The test I did with RLMs and HAMs showed this, the RML never change the amount of dmage they did no matter the speed of cruiser. Sorry I should have explained that better |

IIshira
School of Applied Knowledge Caldari State
244
|
Posted - 2013.11.17 22:50:00 -
[1705] - Quote
Thaddeus Eggeras wrote:With RMLs the m/s of cruisers doesn't affect the damage that the cruier takes, with speed or none RLMs do the same damage per volley. The test I did with RLMs and HAMs showed this, the RML never change the amount of dmage they did no matter the speed of cruiser. Sorry I should have explained that better
Ah that makes sense. I think the intent is for RLML to be used against frigates and destroyers and RHML to be used against cruisers and battlecruisers.
Either way I think the rocket/ assault missile idea is what CCP needs to look at. It sounds like they want massive short burst of damage so that would be the way to go. I think someone in CCP came up with this idea and no thought was put into how this would work. I can understand a dev coming up with this idea but his fellow devs should have reviewed it and gave some input. This fiasco could have been avoided. |

Morrigan LeSante
The Lost and Forgotten Troopers
463
|
Posted - 2013.11.17 22:57:00 -
[1706] - Quote
I've yet to see a single set of numbers that shows that the popularity of RLML was anything other than a result of the utter destruction of HML as a weapon system.
For gods sakes, if they were THAT awesome, HML wouldn't have been the golden children even before the nerfs.
If you want to see weapons in use other than light missiles, make bigger ones viable.
That being said - a new system like this has merit, but damnit not at the expense of existing systems. I'd like to see ideas like this expanded, really heavy front loaded DPS, including guns with long reloads alongside existing weapons, not instead of them. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
83
|
Posted - 2013.11.17 22:59:00 -
[1707] - Quote
Ilshira,
I'm beginning to like you haha. I understand people hate the idea of less range and what not, but ANYTHING is better then 40secs reload time. And with some ships the Rapid rocket launchers and rapid assault missile launchers would still hit 20km to 30km or so out. I agree that not much thought was put into this 40secs idea. It seems kinda the trend lately with CCP to find the fast easy way instead of the best way. I hope they go back to finding the best way to fix issues and to bring new things into EVE> |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
133
|
Posted - 2013.11.17 23:08:00 -
[1708] - Quote
Morrigan LeSante wrote:I've yet to see a single set of numbers that shows that the popularity of RLML was anything other than a result of the utter destruction of HML as a weapon system.
For gods sakes, if they were THAT awesome, HML wouldn't have been the golden children even before the nerfs.
If you want to see weapons in use other than light missiles, make bigger ones viable.
That being said - a new system like this has merit, but damnit not at the expense of existing systems. I'd like to see ideas like this expanded, really heavy front loaded DPS, including guns with long reloads alongside existing weapons, not instead of them.
Well really it's hams/torps/rockets that should be the burst firing mods yes? Click here for LP store weapon cost rebalancing |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.17 23:12:00 -
[1709] - Quote
Thaddeus Eggeras wrote:I agree that not much thought was put into this 40secs idea. It seems kinda the trend lately with CCP to find the fast easy way instead of the best way. I hope they go back to finding the best way to fix issues and to bring new things into EVE> Actually each time Rise came with an inovative concept people screamed in fear and rage before he fall back on a more conservative idea.
PS : the idea of making short range missiles the rapid ones is not good IMO, because they will then compare directly to short range turrets and be either better or worse. Making everything similar is not good. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 23:12:00 -
[1710] - Quote
Caleb Seremshur wrote:Well really it's hams/torps/rockets that should be the burst firing mods yes? No. I am currently away, traveling through time and will be returning last week. |
|

Morrigan LeSante
The Lost and Forgotten Troopers
463
|
Posted - 2013.11.17 23:15:00 -
[1711] - Quote
Not imo, burst fire should be a new module choice and not existing modules made into it.
Personally I'd rather missiles were sorted out in general before full module changes like this, they're in a right old state and whilst they "work" on a number of levels you cant help but feel they "work" almost in spite of themselves. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
8
|
Posted - 2013.11.17 23:24:00 -
[1712] - Quote
For all the close attention that he was allegedly paying to this thread, has anyone seen Rise in the last few days since he told us this was happening whether or not we wanted it and despite it not being a fully formed idea? Someone check the outhouse, he might be out digging for his next big idea. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
55
|
Posted - 2013.11.17 23:24:00 -
[1713] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Nerf is just slang for negative adjustment. You're the one who seems to be making some arbitrary distinction between the two. A 5% reduction in dps is a nerf. So is a 20% reduction in dps. There are big nerfs and there are little nerfs, well unless you are CCP. They only do big nerfs for some reason. If you've seen little 'nerfs' lately in EVE, I'd love to hear about it. All I've seen are massive rebalancing and things hit repeatedly with the whiffle bat... Which was basically my point: one way or the other we were going to see some radical changes to RLMLs. We've seen one facet with the latest iteration, and I can pretty much guarantee that a 5-10% DPS and power grid adjustment borders on fantasyland.
Unfortunately I agree with that. I was arguing for what should've happened though, not whether or not CCP would be willing to go that route. Personally, I'm thinking some people need to be replaced in the balance department to be honest. Good game balance, especially with old, established games is all about subtlety and incremental adjustments. CCP seems to have never gotten that memo. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
83
|
Posted - 2013.11.17 23:25:00 -
[1714] - Quote
The idea of rapid launchers are to kill smaller targets, like the smallest close range guns are ment to go, Dual 180mm, Eletrons, Focus, etc so being compared is fine. They still aren't equal, as missiles take in signature radius much more then guns do. I think this would work, and it is a MUCH better idea then 40secs reload. For rapid this fixed 99% of the OP issues and done right they will do what they are made to do. And the range isn't going to be just crazy close, still will be around 10km and with some ships up to 20km to 30km. Guns and missiles will always have people bitching that one is better then the other, that's EVE, but this will take the bitching down a good deal, and I doubt they will be as affective as guns in some ways, and same the other way around. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 23:25:00 -
[1715] - Quote
scorchlikeshiswhiskey wrote:For all the close attention that he was allegedly paying to this thread... Surely you jest... I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
55
|
Posted - 2013.11.17 23:26:00 -
[1716] - Quote
scorchlikeshiswhiskey wrote:For all the close attention that he was allegedly paying to this thread, has anyone seen Rise in the last few days since he told us this was happening whether or not we wanted it and despite it not being a fully formed idea? Someone check the outhouse, he might be out digging for his next big idea.
I think it's clear that their call for feedback was just to create the illusion they give a **** about our opinions. Clearly they don't really. This thread has made that abundantly clear. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
83
|
Posted - 2013.11.17 23:33:00 -
[1717] - Quote
I hope CCP reads all this, I didn't come up with my plan easy. I first tested HAMs against RMLs, and that helped me see the OP issues with them, then I went through all the different missiles and saw that rockets and HAMs would work well as rapids if adjusted right. My plan might not be the best but it's 100 times better then 40secs reload, and I'm hoping CCP will see it and improve on it to make rapids something useful. |

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 23:34:00 -
[1718] - Quote
Zvaarian the Red wrote:Unfortunately I agree with that. I was arguing for what should've happened though, not whether or not CCP would be willing to go that route. Personally, I'm thinking some people need to be replaced in the balance department to be honest. Good game balance, especially with old, established games is all about subtlety and incremental adjustments. CCP seems to have never gotten that memo. I think we can both completely agree on that point. I wasn't even aware RLMLs were on the radar for review, to be honest. For some strange reason RLMLs got lumped in with the introduction of RHMLs, which is unfortunate - because the "fix" for RHMLs (which again is bizarre, because there was zero indication of any issues with the first iteration of RHMLs in the original thread). I suggested (as did others) that changes to RLMLs simply be put off until Rubicon 1.1 in 3 months. Heck, with the number of Dust-related patches it's not like they couldn't implement a change or two along with a minor patch, either. I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1108
|
Posted - 2013.11.17 23:40:00 -
[1719] - Quote
scorchlikeshiswhiskey wrote:For all the close attention that he was allegedly paying to this thread, has anyone seen Rise in the last few days since he told us this was happening whether or not we wanted it and despite it not being a fully formed idea? Someone check the outhouse, he might be out digging for his next big idea.
Whatever Rise is doing, I imagine he's likely doing it away from this thread. To be sure, I haven't seen him post at all since the last thing he said in here. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
55
|
Posted - 2013.11.17 23:47:00 -
[1720] - Quote
Alvatore DiMarco wrote:scorchlikeshiswhiskey wrote:For all the close attention that he was allegedly paying to this thread, has anyone seen Rise in the last few days since he told us this was happening whether or not we wanted it and despite it not being a fully formed idea? Someone check the outhouse, he might be out digging for his next big idea. Whatever Rise is doing, I imagine he's likely doing it away from this thread. To be sure, I haven't seen him post at all since the last thing he said in here.
I don't expect him to post again in this thread. His last response basically amounted to "You guys are idiots and I am consciously deciding to ignore your arguments against my idea. Deal with it." |
|

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.17 23:49:00 -
[1721] - Quote
Thaddeus Eggeras wrote:So rapids are OP slightly, but to fix the range issues, explosion radius, explosion velocity, change rapids to HAMs and rockets, and add 2s to 3s to thier RofF compared to what heavy assault launcher and rocket launchers do now and everything is fixed. Their range is much less, explosion radius is more, explain velocity is less and taking a couple seconds from RofF will keep their DPS in check. Don't allow cruisers, BCs or BS to give their explosion bonuses to rapids. Also rockets still won't get the range or DPS HAMs would, and HAMs wouldn't get the DPS torps would, meaning rapids will be used mostly for smaller targets like they are suppose to be/ If adjusted right,it will work. I'm resurrecting your earlier post with respect to RHMLs to make a few points.
GÇó Heavy assault missile - 100 damage, 0.015 m3 volume, 125m explosion radius and 101 m/sec explosion velocity. GÇó Heavy missiles - 135 damage, 0.0 m3 volume, 140m explosion radius and 81 m/sec explosion velocity.
If you swapped heavy missiles for heavy assault missiles, you'd double ammunition capacity, increase explosion radius by 12%, explosion velocity by 35% - but reduce damage by 35% and range by almost 75%. The range reduction alone would kill RHMLs as an effective weapons platform, and they'd be further ahead running HMLs. So no, insofar as RHMLs are concerned this is an absolutely horrible idea. I also think you're misinformed on battleship missiles bonuses for RHMLs: all they receive is damage and rate of fire (no velocity, explosion radius or explosion velocity). I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
83
|
Posted - 2013.11.17 23:57:00 -
[1722] - Quote
[quote ]I'm resurrecting your earlier post with respect to RHMLs to make a few points.
GÇó Heavy assault missile - 100 damage, 0.015 m3 volume, 125m explosion radius and 101 m/sec explosion velocity. GÇó Heavy missiles - 135 damage, 0.0 m3 volume, 140m explosion radius and 81 m/sec explosion velocity.
If you swapped heavy missiles for heavy assault missiles, you'd double ammunition capacity, increase explosion radius by 12%, explosion velocity by 35% - but reduce damage by 35% and range by almost 75%. The range reduction alone would kill RHMLs as an effective weapons platform, and they'd be further ahead running HMLs. So no, insofar as RHMLs are concerned this is an absolutely horrible idea. I also think you're misinformed on battleship missiles bonuses for RHMLs: all they receive is damage and rate of fire (no velocity, explosion radius or explosion velocity). [/quote]
You are right, so that makes them not OP and depending on ship speed with depnd on damage per volley, which makes them what? Not OP. Right now RMLs do the same amount of damage per volley no matter the target ships speed. (Check my test) The range reduction isn't anything crazy, it would be at the least 10km, and with Cerb, Caracel 20km to 30km, I think that is MORE then enough, so disruptors hit 24km. Really BS don't get explonsion velcoity, maybe look at the Golem, explosion radiu CNR. This does nothing BUT fix the issues rapids have now, and makes them work for the role they are made for. And if we are lucky takes this crazy 40sec idea away. So this is not a horrible idea, it's an idea that would work IF you read all my input on it, and went hrough my testing. This could work, will it ned to be adjusted, I'm sure it will but that's why SiSi is there. To test and to fix issues before hitting the real server. But as you rather argue with everyone on this post instead of trying to find away to fix the rapids have at it I guess.
Quote: Rapid Missile Launcher Issues
The issues rapid launchers have are 1.They have amazing range, with the ability to do what close range guns and missiles and long range guns and missiles do in one. 2.A targets speed doesnGÇÖt affect the damage they do, in EVE every weapon is affected by speed. 3.They are a weapon system designed to work against smaller targets, while they do this; they also work just as well against targets of the same size, and sometimes even larger targets.
How to fix these issues 1.Have rapids use rockets and heavy assault missiles. This would fix the range issue but still on certain ships they would still have 20km to 30km range. This would also add to their explosion radius and take away from their explosion velocity, which is a big issue with them not being affected by speed. 2.They would need to have their rate of fire increased anywhere from 2 to 5 seconds to make sure they arenGÇÖt so effective against ships of the same size or larger. 3.Ships that use them Cruisers, Battlesruisers, and Battleships would need any bonuses they give to explosion radius or velocity not applied to rapid launchers. 4.Also the T2 missiles for rockets and heavy assault missiles will not make them OP like the T2 missiles did for heavy missiles and light missiles. As one is for higher damage at having less range and better explosion radius and the other adds range at less damage.
I believe this would fix a great deal of issues with rapids. It would need to be tested on SiSi, and adjusted as needed, but it would work.
|

Arthur Aihaken
The.VOID
591
|
Posted - 2013.11.18 00:41:00 -
[1723] - Quote
Thaddeus Eggeras wrote:You are right, so that makes them not OP and depending on ship speed with depnd on damage per volley, which makes them what? Not OP. Right now RMLs do the same amount of damage per volley no matter the target ships speed. (Check my test) The range reduction isn't anything crazy, it would be at the least 10km, and with Cerb, Caracel 20km to 30km, I think that is MORE then enough, so disruptors hit 24km. Really BS don't get explonsion velcoity, maybe look at the Golem, explosion radiu CNR. This does nothing BUT fix the issues rapids have now, and makes them work for the role they are made for. And if we are lucky takes this crazy 40sec idea away. So this is not a horrible idea, it's an idea that would work IF you read all my input on it, and went hrough my testing. This could work, will it ned to be adjusted, I'm sure it will but that's why SiSi is there. To test and to fix issues before hitting the real server. But as you rather argue with everyone on this post instead of trying to find away to fix the rapids have at it I guess. If I had a nickel for ever Raven HAM setupGǪ Oh wait, no ones uses HAMs on battleships because they're totally useless. So there's "not OP" and then there's "pointless"; your suggestion for RHMLs falls under the latter. The proposal for RHMLs is fine (including 40-second reload time), so stop trying to cloud the issues with RLMLs by lumping them in with RHMLs. RHML = new weapon system, so it's not breaking anything. RLML = different story.
Again, you don't have a clue how RHMLs operate. Even with the first iteration they didn't receive any explosion radius, explosion velocity or missile velocity bonuses. This hasn't changed with the second version. And RHMLs aren't "Op". They have a range of around 60km (less with Precision or Fury) On a Raven Navy Issue cruise missiles receive a 25% explosion radius bonus, which puts them fairly close to heavy missiles in terms of damage application. Aside from the huge range difference, there's also the issue of speed - and again, they're at a huge disadvantage compared to cruise missiles. So yes, for approximately 45-50 seconds they'll do some fairly decent DPS and then be offline for reloading. Which is why you probably won't see very many native RHML battleship setups and they'll probably be more of a mix of cruise-RHML or torpedo-RHML.
I'm not going to get into your numbers with RLMLs because I think given the choice of the changes in Rubicon or switching the old system back to rockets, most would probably take the new design. And if I wanted a short-ranged missile system with high rate of fire, decent damage application and large ammunition capacity - HAMs already fit the bill.
So yes, it's a horrible idea for RHMLs. Perhaps less so for RLMLs, but only marginally. I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
83
|
Posted - 2013.11.18 00:57:00 -
[1724] - Quote
Again you just like to argue. IF rapids changed to rockets and HAMs then you would see rapid rocket launcher cruisers used to kill destroyer and frigate gangs, and rapid heavy assault launcher battleships to handle battlecruiser and cruiser gangs. And as BS have more slots it won't surprise me to see them with TPs maybe also to help against smaller targets. You really seem to not know a lot about missiles, and that's fine, but I'll try and help. I didn't say they did receive those bonuses, what I said is IF they changed to rockets and HAMs to not use them either. Thanks for putting words into my mouth. And remember no BSs have explosion bonuses. If the 40sec reload comes into play, rapids are lost in PvP. All it will take is making rapids use up their small missile amount and a frigate will rock that cruiser, and a cruiser will rock a BS. 40secs for realod on a weapon is nuts. My idea makes pretty good since, and would work. But you are again full of it and rather argue then fix it, so if you get your way, enjoy the end of rapids. If CCP looks at my idea or others we might get them to hold rapid changes a till the next patch and might get something that really works instead of a quick fix. Or might get them to fix them right in the next patch. I did my tests with rapids on the real server and SiSi, did the numbers, went through all the issues with rapids and them being OP. And for what I can tell this would work the best. The only issue I see is getting the RofF right, add too much and they are too weak take away too much and they are too strong, but that is something that can be tested on SiSi. This will be the last time I reply to your nonsense, as you are either trolling or honestly don't know what you are talking about. And rather argue then try to find a way to fix this crazy and terrible idea. Enjoy |

Arthur Aihaken
The.VOID
592
|
Posted - 2013.11.18 01:36:00 -
[1725] - Quote
The loss of SP training should be interesting to reconcile with your idea. Because everyone trains to Light Missile-V and Light Missile Specialization-V so that they can use light missile launchers... I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
56
|
Posted - 2013.11.18 01:41:00 -
[1726] - Quote
CCP Rise:
The Main reason Ancillary boosters work is that they can be used even after they run out of charges but consume a large amount of Cap, or Rep significantly less. You pulse the respective boosters to mitigate the incomming damage.
Currently on a weapon system, Large reload times are accompanied by HUGE amounts of Alpha Damage (Arties) yet these Reload times are still consistant.
You don't pulse weapons to kill something. The missiles Light and Heavy don't have enough alpha to warrent such a treatment, and before the Rapid Heavy Missile launcher, was there really a reason to change the Rapid Light missile launcher?
Main reason that most people use Rapid Light Missile launchers is because the Damage application of those launchers is higher then that of Heavy Missiles on the same ship. Thats not a Flaw of the Rapid Light Missile, but rather an indication that the Heavy missile isn't balanced in damage application.
A fact that has been brought up by hundreds of people in an over 200 page topic when the Missile changes were brought in respect to the Heavy Missile.
To make matters worse, the already crippled Heavy Missile system didn't get revised or looked at when the Long range medium Guns got there damage / damage application boosts.
On a Battleship, wich is already much slower, has a significantly longer lock time, are you really expecting anyone to place missile launchers wich have 1/5 th of the range, and a lot less alpha damage, and a lot less DPS?
About now i usually post what i do like about the idea, often takeing in respect how it will balance ships, and not only to what i can benefit from it. In this remake, the only thing i can think of, after about 5 mins trying to find to say something positive about is, is the fact that your at least trying to make them unique.
I've been playing since 2007 and this is the second time since then that i question the decision made towards anything in EvE online, Odly enough they Both involve Heavy Missiles. |

Arthur Aihaken
The.VOID
592
|
Posted - 2013.11.18 01:51:00 -
[1727] - Quote
Kesthely wrote:On a Battleship, wich is already much slower, has a significantly longer lock time, are you really expecting anyone to place missile launchers wich have 1/5 th of the range, and a lot less alpha damage, and a lot less DPS? H*ll yes.
Not sure where you get 1/5th the range, but what's the actual effective range of cruise missiles without sensor boosters or amplifiers? For all intents and purposes around 100k, which is what RHMLs will hit to with a few hydraulic rigs. 1200 DPS isn't anything to sneeze at, either. I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
83
|
Posted - 2013.11.18 02:11:00 -
[1728] - Quote
Again you don't seem to understand how PvP works. As BS use MJDs which only can be stopped by scrams any ship trying to stop them will have to get with 10km or less. So Missiles that fire 20km to 30km would work just find, even if a disruptor is being used, the right rigs, and bonuses would allow faction or T1 hams to reach out and hit to 30km and Advanced Long Range T2 ammo would be able to hit disruptor ships. Again learn PvP. Same with the rockets on cruisers, as Cerbs get amazing range you can hit 30km easy with them, and 20km to 25km with Caracal, other ships again Advanced Long Range T2s would come into play.
And yes before RHMLs came out RMLs were OP, again this has all been covered in detail, and needs addressed. I was one who didn't want to believe they were OP, but after doing tests, there is no doubt RMLs are OP, and do the job HAMs, HMLs, and all med guns do in one against cruisers, and also do amazing against destroyers and frigates. That is OP. If that doesn't prove to you, they are also the ONLY weapon in EVE that speed doesn't affect their damage per volley, again been prove and shown. That is VERY OP. You can't have a weapon about to hit 50km or 500 meters and do the same amount of damage, no matter what the speed of your target is, that is just crazy to even think it's ok.
Seems what most of you want is the best of everything, what RMLs were giving before Well guess what, that isn't going to happen anymore, so deal with it. And 40secs reload will make rapids useless in any fleet, and not a good choice for one on ones as one on ones rarely stay one on one.
Training is your issue? Haha many have trained other skills to L5 also that aren't useful like they were before, that's EVE deal with it.
Please before posting think through what you are posting, and try not to show you want an OP module to stay so you can have it all, it isn't going to happen, sorry.
What I came up with deals with EVERY issue that makes rapids OP and makes them do what they were made to do. Sorry you won't get your ungodly range, and unreal explosion radius and explosion veloctiy anymore, oh wait that is what made them OP. Don't like it oh well, the other option is rapids turing into a useless weapon. You pick.
|

Arthur Aihaken
The.VOID
593
|
Posted - 2013.11.18 02:53:00 -
[1729] - Quote
You fly a Harpy and you're lecturing me on missile use for PvP? Oh man, that's priceless. Do you even have any PvP kills with missiles? (bombs don't count) Sorry, didn't mean to get sidetracked with PvP. You were saying...?
Right - your idea for rebalancing. Truly great ideas need not worry with trivial concerns like invaliding entire skills or requiring new ones (never mind logistics, etc.). There's untold genius in having thousands of players instantly unable to use RLMLs until they start learning a new set of skills on November 19.
I can certainly understand your misgivings with the new RLMLs and RHMLs. That Harpy of yours is going to be pretty vulnerable preying on battleships starting on Tuesday. Especially those new Golems. The way to PvP (as you see it) is to simply nerf any effective counter to small gangs into the ground. Yeah, don't think that's gonna happen. I may have misjudged Rise and not given him entirely enough credit.
The only thing I know for certain is that I'm glad an anti-missile proponent such as yourself isn't at the helm with respect to missile changes. Troll indeed... I am currently away, traveling through time and will be returning last week. |

Ginger Barbarella
Caldari Provisions Caldari State
1535
|
Posted - 2013.11.18 02:57:00 -
[1730] - Quote
Hoodie Mafia wrote:CCP Rise went with the correct decision of ingnoring 95% of this thread and make the game a bit more challanging
/me hands Hoodie Mafia a handy-wipe to wipe off his nose... "Blow it all on Quafe and strippers." --- Sorlac |
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1109
|
Posted - 2013.11.18 03:40:00 -
[1731] - Quote
Thaddeus Eggeras wrote:Again you don't seem to understand how PvP works. As BS use MJDs which only can be stopped by scrams any ship trying to stop them will have to get with 10km or less.
Please make sure you understand everything you're talking about before you mock someone else for it.
Don't just consider heated scrams. Consider linked heated scrams. An Incursus (I picked a random frigate) can scram out to 10.8k (13.4k with links). Unbonused rockets go to a max of 10.1k and Javelins reach out to 15k at the cost of less damage.
If we start talking about purpose-built ships, a Keres will heated-scram out to 16k (20k with links), where your rapid rockets can't hope to touch them. An Arazu reaches 21k (26k with links) which puts them safely out of HAM range.
You also don't seem to be understanding the "invalidation of skills" business that's being discussed. RLMLs require the skill Light Missiles to be trained. Rockets (the ammo) require the skill Rockets to be trained. You're suggesting we start making RLMLs use an ammo with inferior range (and in the case of HAMs, even worse application than HMs) that people may not have even trained simply to prevent a 40-second reload time.
Your response to these concerns is "This is EVE, if you don't like then too ******* bad, **** off."
What a truly spectacular reply. If any CCP dev were to respond like that, I'm sure he'd be promoted to Chief of Operations on the spot. /sarcasm
I don't know what kind of drugs you're on that make you think any of this is a good idea, but I bet you'd be filthy rich if you'd stop using them and start selling them.
By the way, now you can feel free to cut off your hands and stop posting. |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
74
|
Posted - 2013.11.18 03:47:00 -
[1732] - Quote
This isn't really a tactical choice other than this:
Solo? Don't fit RLML because you can't kill any cruisers or even some AFs. Blob? Fit RLML because you now kill everything faster. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1111
|
Posted - 2013.11.18 03:49:00 -
[1733] - Quote
Iyacia Cyric'ai wrote:This isn't really a tactical choice other than this:
Solo? Don't fit RLML because you can't kill any cruisers or even some AFs. Blob? Fit RLML because you now kill everything faster.
Basically this. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
103
|
Posted - 2013.11.18 05:45:00 -
[1734] - Quote
Let's face it gents, CCP Rise will do exactly what he wants. As he did when 95% of the forums disagreed with his HML changes.
The guy has no idea how to balance. I am tempted to say that he doesn't know what the word means. That said, the process of balancing is to use small incremental changes. Not taking to a perceived/actual problem with all the grace and subtlety of a nuclear device.
CCP, I strongly recommend that you remove CCP-Rise from the balancing team. Furthermore, I would highly recommend that any weapon balancing happens at a later date. Since, your employee obviously is too stupid, incompetent, or just plain oblivious to do his job correctly.
I swear I could do a better job balancing this **** then Rise. Hell! I at least understand that you respond and listen and act on feedback. If you don't want feedback, don't ******* ask for any...novel concept!
Moving on, the reload time is ********. I finished a bunch of tests on SIngularity. To summarize, I wouldn't touch those RLMLs or RHMLs with a 100km pole. I would rather use turrets or drones. I see no benefit to our continued use of the proposed weapon systems due to: (1) Clip size (2) reload time. The former reason is magnified greatly by the latter.
I am beginning to think that CCP-Rise has megalomania, schizo disorder or some other neurological conditions that might be catalyzing his seeming delusions of being omniscient... If so, it would be nice if he is seeking professional help. I say this with the utmost respect and good-intent. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
2
|
Posted - 2013.11.18 05:49:00 -
[1735] - Quote
Who on here has actually tried using these on the test server? Frankly, i'm sold on the RHML, haven't tried the RLML but figure will work the same way on certain hulls.
The RHML are beast.. every HAC i've come across i've melted. I've killed vigilants, other BS.. lots of things that might be considered "tanky", a majority of them before the first reload cycle.
If you're semi-competent at fitting, try them out.. I fly them like using hams, Scram/web and i have 1 rigor rig. I burned down a plated deimos with 7 shots leftover, using meta 4 RHML. Plus my missiles skills are not that good, t2 launchers/skills, i could be close to 1k dps.
The issues i have with them, is that RoF ships don't fully take advantage of the new module. Since its just shooting the module faster, instead of for more damage. Hulls that have a %dmg bonus are best. Perhaps on next update pass they could get RoF bonus for standard missiles and reload reduction bonus on the rapids? That way they don't get screwed completely. So it would read:
5% reduction in launcher rate of fire for standard launchers
Or
5% reduction in reload of Rapid launchers
That would bring reload down to 30s.. maybe not drastic, but perhaps a bit more workable for the smaller, kitier ships. 40s is a bit long, but i've been able to manage it for the most part. Having an active tank helps a lot.
I honestly think these will get nerfed in the future. I can shred any HAC or cruiser (not sure about t3's) almost effortlessly. The damage selection issue is a bit aggravating when i came across some HACs, but normally i'll engage during the reload, and work on setting up my EWAR/cap warfare, that way once i do attack, they have poor cap and can't rep through it as easily.
I like the idea others have mentioned for ammo swaps. It changes the charge type, but doesn't reload the amount of charges.
In terms of lore, or how to explain that effect, maybe create a missile dedicated to the launcher, call it the "Chameleon" or something. Basically, just a missile type that has all 4 damage types in it, but the computer selects the damage type before launching. So when you need to change the damage type, you can "load" it with the standard 10s reload, but changes damage type, not charge amount.
So if you have 15 missiles left, and you have mjolnirs loaded, and a vaga comes on grid, you can change to scourge/nova in 10s, but still have 15 missiles left but the correct dmg type.
This would also help keep storage space better used for things like cap boosters for leaning towards a more active tank style, instead of having a mix up of different ammo. Might be a minor tweak that could be done to at least give some minor benefits to the launcher/play style. |

Arthur Aihaken
The.VOID
599
|
Posted - 2013.11.18 06:33:00 -
[1736] - Quote
Battleships in PvP just got a whole lot more interestingGǪ  I am currently away, traveling through time and will be returning last week. |

Mind Reaper
Turalyon Plus Turalyon Alliance
0
|
Posted - 2013.11.18 07:16:00 -
[1737] - Quote
To fix all the problems just add shield strength and armor thickness. Larger ships have thicker armor and shields reducing damage from smaller weapon platforms making it a disadvantage to use rlml vs a cruiser or bigger. The dps of a ship could be even between rlml and hml then. This would make ship Y deal X dps with either rlml or hml but applied damage from rlml to cruisers and up would be reduced. Problem solved. |

Arthur Aihaken
The.VOID
599
|
Posted - 2013.11.18 07:54:00 -
[1738] - Quote
Mind Reaper wrote:To fix all the problems just add shield strength and armor thickness. Hahaha. When are visiting hours?  I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1114
|
Posted - 2013.11.18 07:57:00 -
[1739] - Quote
Mind Reaper wrote:To fix all the problems just add shield strength and armor thickness. Larger ships have thicker armor and shields reducing damage from smaller weapon platforms making it a disadvantage to use rlml vs a cruiser or bigger. The dps of a ship could be even between rlml and hml then. This would make ship Y deal X dps with either rlml or hml but applied damage from rlml to cruisers and up would be reduced. Problem solved.
That would also be completely counter to CCP's belief that larger ships should be vulnerable to smaller ones, as it would penalize using cruiser-sized weapons on a cruiser to fight a battleship or battleship-sized weapons to fight a dread. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1114
|
Posted - 2013.11.18 08:20:00 -
[1740] - Quote
As a totally separate line of thought deserving a post of its own, I have a question. I freely admit I didn't pay a lot of attention to the forums and such when we were leading up to Incarna. Was the negative feedback well-articulated and "helpful" or was it largely "unhelpful", generally disorganized and mostly just full of rage?
I'm just curious because Rise mentioned how the negative feedback practically pouring out of this thread was "disorganized and not very helpful" so he "decided to go with the positive feedback instead". Something about that kind of approach seems... I don't know... a little bit off.
"Our focus groups overwhelmingly hated the new iPhone but since their feedback wasn't presented in the way we would've preferred we're just going to go ahead and start production on it." |
|

Morrigan LeSante
The Lost and Forgotten Troopers
465
|
Posted - 2013.11.18 08:31:00 -
[1741] - Quote
Thaddeus Eggeras wrote:Right now RMLs do the same amount of damage per volley no matter the target ships speed.
Eh? Shoot a MWDing inty and get back to me.
Furthermore a cerb with todays RLML is only doing ~400-420 DPS (ish, dont remember if I had implants loaded).
That's just not a big number in today's game.
|

Vladimir Norkoff
Income Redistribution Service
288
|
Posted - 2013.11.18 08:52:00 -
[1742] - Quote
Kenshi Hanshin wrote:[CCP Rise] has no idea how to balance. I am tempted to say that he doesn't know what the word means. That said, the process of balancing is to use small incremental changes. Not taking to a perceived/actual problem with all the grace and subtlety of a nuclear device. You're off-base there mate. He's done a knock-down bang-up job with ships. And HMLs were balanced just fine for long-range medium weapons.... right up until the other long-range medium weapons were buffed. So yeah, that was a screw-up. And I'm not overly impressed with these RLML changes either. Nor the fact that he is doing it in the face of the majority of posters arguing against it.
But overall he's done good. Granted, if he keeps making crap decisions, I'll be standing there right next to you, screaming obscenities at the computer screen in a frothy nerdrage. But for the moment he's still got goodwill.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
|
Posted - 2013.11.18 09:13:00 -
[1743] - Quote
Vladimir Norkoff wrote:Kenshi Hanshin wrote:[CCP Rise] has no idea how to balance. I am tempted to say that he doesn't know what the word means. That said, the process of balancing is to use small incremental changes. Not taking to a perceived/actual problem with all the grace and subtlety of a nuclear device. You're off-base there mate. He's done a knock-down bang-up job with ships. And HMLs were balanced just fine for long-range medium weapons.... right up until the other long-range medium weapons were buffed. So yeah, that was a screw-up. And I'm not overly impressed with these RLML changes either. Nor the fact that he is doing it in the face of the majority of posters arguing against it. But overall he's done good. Granted, if he keeps making crap decisions, I'll be standing there right next to you, screaming obscenities at the computer screen in a frothy nerdrage. But for the moment he's still got goodwill.
Sorry but the great success part of tiercide was before he was hired, so do not give him this credit.
Battleships were very baldy handled. Ones that did not need, were turned upside down, others in dire needs were not touched. And on overall battleships remained a weak class.
CS changes were flavorless and uncreative, with some of them even being nerfed. With the obvious exception of the now super powerful eos. Completely not in line with the others.
Hacs were a so so work. I hate the MWD bonus, because pingeon hole a ship. I have Shield boost bonus on vaga because pingeon hole it, one of the 2 great hacs is being nerfed in this very thread.
So no, no outstanding job there.
Tiercide was a massive success on cruiser hulls, a good success in frigates (even t2 ones) and mehh on BC> Was horrible with Battleships, very mehhh with HACS and CS.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Isabelle Case
Sunset Warriors Legacy Rising
0
|
Posted - 2013.11.18 10:18:00 -
[1744] - Quote
An entire fighting style dies with this update. I was honestly all excited for the heavy rapid launcher but for 40 second reloads I'd rather stick with torps thanks... though that doesn't bug me too much because its a new module and I've been living without it all this time, i can continue to live without its BS now. its the RLML's that **** me off the most!!! was it ABSOLUTELY necessary that the original rapid launcher that has been a reliable and trustworthy weapon system throughout the EVE universe FOREVER get dragged down with the new launcher just for the sake of being like its new adopted big brother!.. honestly? what was being smoked in order to come up with the bright idea that a much LARGER cruiser sized module should use very obviously 'smaller' charges in less numbers for a shorter period of time and reload slower than the frigate sized launcher that is a 5th its size and power grid burden. you'd probably get more consistent damage from a light missile launcher anyway with this 'update' -snicker-
There needs to be someone at CCP who slaps the developers who come up with these stupid ideas and tell them to try again, now rapid launchers are going to go the way of energy vampires and become almost useless for 5 years untill someone with some sense gets their hands on them.
Now what am I gunna put in the missile slots on my Stabber huh? because its sure as hell not going to fit two heavy launchers I will tell you that for sure
I don't care how 'tactically specialised' it is now, only one out of every 10'000 EVE players will ever find themselves IN the tactical situation where the RLML would be useful. No-one is going to set themselves up to be pwned by this launcher. Its only good for reprocessing to build a much more heterosexual launcher now. Wasn't that the whole point of a rapid launcher? That it wasn't specialised? it could be used in a multitude of tactical scenarios with a delightful amount of effectiveness.! now almost NOTHING is universal or multi-role any more. soon there will be a ship specialising in sitting in the middle of a battlefeild waiting for the one solitary opportunity it has to insta-kill another ship
I just had to have a rage about this... vent some frustration. it doesn't matter though. CCP is still going to make this change anyway regardless of how much hate-mail they get for it
thanks a bunch
Now i'm gunna go eat a bucket of ice cream... so depressed |

Vladimir Norkoff
Income Redistribution Service
288
|
Posted - 2013.11.18 10:23:00 -
[1745] - Quote
*shrug* Well I'm just gonna have to disagree with you then.
Battlecruisers were a great change, so they were no longer the default go-to ship of choice. Kinda required them to get nerfed a bit.
Battleships got more variety and differentiation, which was needed and good (even if it did change my beloved Domi), but without becoming overpowered deathmachines.
And HACs became just plain awesome. The MWD bonus changes nothing - it's just an extra bonus on top of everything else, not like we lost anything to get it. The Vaga comment is (as always) bewildering - speed bonus got rolled into the ship (yeah it's a whole 4m/s slower - boohoo!) and in return got a Shield Boost bonus which you can choose to use or not use. Still fits Extenders just fine.
Most of his changes have been fine and good. Think it's more of you not getting exactly what you wanted.
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
63
|
Posted - 2013.11.18 10:41:00 -
[1746] - Quote
Alvatore DiMarco wrote:As a totally separate line of thought deserving a post of its own, I have a question. I freely admit I didn't pay a lot of attention to the forums and such when we were leading up to Incarna. Was the negative feedback well-articulated and "helpful" or was it largely "unhelpful", generally disorganized and mostly just full of rage?
I'm just curious because Rise mentioned how the negative feedback practically pouring out of this thread was "disorganized and not very helpful" so he "decided to go with the positive feedback instead". Something about that kind of approach seems... I don't know... a little bit off.
It's called cherry picking. Sure there was a lot of disorganized rage posts, but there were also some very well thought out posts by pvp vets saying the change was a bad idea. The bottom line is that Rise is full of ****. Not much more to it than that. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
|
Posted - 2013.11.18 10:42:00 -
[1747] - Quote
Vladimir Norkoff wrote:*shrug* Well I'm just gonna have to disagree with you then. Battlecruisers were a great change, so they were no longer the default go-to ship of choice. Kinda required them to get nerfed a bit. Battleships got more variety and differentiation, which was needed and good (even if it did change my beloved Domi), but without becoming overpowered deathmachines. And HACs became just plain awesome. The MWD bonus changes nothing - it's just an extra bonus on top of everything else, not like we lost anything to get it. The Vaga comment is (as always) bewildering - speed bonus got rolled into the ship (yeah it's a whole 4m/s slower - boohoo!) and in return got a Shield Boost bonus which you can choose to use or not use. Still fits Extenders just fine. Most of his changes have been fine and good. Think it's more of you not getting exactly what you wanted.
The BC nerf was needed, But done VASTLY uneven. Just check usage of ships. Phophecy and cycloen got lots of love. Hurricane was too hated (up to point that cycloen is completely uterly superior)
The battleships that everyoen wanted changed were not touched. And we had to make a SHITSTORM in forums for rise to aknowledge that the apocalypse shoudl not be faster than the tempest.
No.. that is NOT a great work. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
438
|
Posted - 2013.11.18 11:58:00 -
[1748] - Quote
Kagura Nikon wrote:And we had to make a SHITSTORM in forums for rise to aknowledge that the apocalypse shoudl not be faster than the tempest.
Speed is the least of Tempest's problems.
You're right, the balance is not perfect and there are still ships that see little to no usage. However, overall, far more ships are seeing use now than they did before the tiericide, so overall, I'd call it a relative success. |

IIshira
School of Applied Knowledge Caldari State
249
|
Posted - 2013.11.18 12:15:00 -
[1749] - Quote
Zvaarian the Red wrote:Alvatore DiMarco wrote:As a totally separate line of thought deserving a post of its own, I have a question. I freely admit I didn't pay a lot of attention to the forums and such when we were leading up to Incarna. Was the negative feedback well-articulated and "helpful" or was it largely "unhelpful", generally disorganized and mostly just full of rage?
I'm just curious because Rise mentioned how the negative feedback practically pouring out of this thread was "disorganized and not very helpful" so he "decided to go with the positive feedback instead". Something about that kind of approach seems... I don't know... a little bit off. It's called cherry picking. Sure there was a lot of disorganized rage posts, but there were also some very well thought out posts by pvp vets saying the change was a bad idea. The bottom line is that Rise is full of ****. Not much more to it than that.
Of course he's going to go with the "positive feedback" that supports his idea and ignore the majority of posts saying how bad of an idea this was. That's exactly how US politicians do it LOL |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
91
|
Posted - 2013.11.18 16:00:00 -
[1750] - Quote
Quote: Eh? Shoot a MWDing inty and get back to me.
Furthermore a cerb with todays RLML is only doing ~400-420 DPS (ish, dont remember if I had implants loaded).
That's just not a big number in today's game.
Go back and read my test, I put out the DPS for HAMs and RMLs, but then I do the test and RMLs rocked T1 cruisers, HAMs rocked faction cruisers, and they pretty much tied against HACs. The big things that make the RMLs OP is that they work good to great against destroyers and frigates, but also do good against cruisers. And against cruisers RMLs damage per volley doesn't change no matter the speed of the cruiser being shot, and no matter if you are shooting 500 meters or 50kms. NO other weapon system in EVE does the speed of a target not matter to the point that their damage per volley doesn't get affected. RMLs are OP thats just the truth, I didn't want o believe it either, but then I tested them. You can't have a weapon system made to be good against smaller targets, be just as good against targets of the same size, and not bad against BCs also, and RML do just that. They pretty much do what HAMs, HMLs, all cruiser size guns do in one weapon system. They need fixed, adding 40secs to thier reload time isn't a fix that is making them worthless and is a fast way to fix an issue. It will do nothing but make them need to be looked at again, but as HAMs need a slight buff, HMLs need fixed, defneders need fixed, FoFs need fixed, I hope missiles will be looked at heavily for the next patch. All I am trying to do is fix rapids in a way that works, instead of fixing them fast and in a way that makes them worthless in PvP, and I'm sure in PvE too. |
|

Morwennon
Aliastra Gallente Federation
33
|
Posted - 2013.11.18 16:09:00 -
[1751] - Quote
Thaddeus Eggeras wrote:Quote: Eh? Shoot a MWDing inty and get back to me.
Furthermore a cerb with todays RLML is only doing ~400-420 DPS (ish, dont remember if I had implants loaded).
That's just not a big number in today's game.
Go back and read my test, I put out the DPS for HAMs and RMLs, but then I do the test and RMLs rocked T1 cruisers, HAMs rocked faction cruisers, and they pretty much tied against HACs. The big things that make the RMLs OP is that they work good to great against destroyers and frigates, but also do good against cruisers. And against cruisers RMLs damage per volley doesn't change no matter the speed of the cruiser being shot, and no matter if you are shooting 500 meters or 50kms. NO other weapon system in EVE does the speed of a target not matter to the point that their damage per volley doesn't get affected. RMLs are OP thats just the truth, I didn't want o believe it either, but then I tested them. You can't have a weapon system made to be good against smaller targets, be just as good against targets of the same size, and not bad against BCs also, and RML do just that. They pretty much do what HAMs, HMLs, all cruiser size guns do in one weapon system. They need fixed, adding 40secs to thier reload time isn't a fix that is making them worthless and is a fast way to fix an issue. It will do nothing but make them need to be looked at again, but as HAMs need a slight buff, HMLs need fixed, defneders need fixed, FoFs need fixed, I hope missiles will be looked at heavily for the next patch. All I am trying to do is fix rapids in a way that works, instead of fixing them fast and in a way that makes them worthless in PvP, and I'm sure in PvE too. This is a good and useful analysis because there are no ships bigger than cruisers in eve online and even if there were you probably wouldn't get more dps out of HAMs when shooting them than you would from RLMLs. Also, there is literally no way of increasing your applied damage nor is it worth considering how any such hypothetical method of increasing applied damage might interact with weapons systems with various effective ranges. |

Alsyth
92
|
Posted - 2013.11.18 16:11:00 -
[1752] - Quote
Rapid light are not OP, HMLs are crap. So are FOFs, defenders...
Buffing turrets and nerfing missiles further is not a good solution.
This "thing" makes rapid missiles worthless in pve, horribly annoying in pvp: only useful to gank easy targets a bit faster. |

Joe Risalo
State War Academy Caldari State
651
|
Posted - 2013.11.18 16:12:00 -
[1753] - Quote
I'm reposting this to see if anyone is interested... It got a couple likes.
I have a different idea.
How about instead of calling them rapids cause they fire off a bunch of missiles quickly, instead,
Completely remove reloading from rapid launchers.
adjust their RoF and whatever else so that they're balanced.
But instead of worrying about reloading, the advantage that these launchers would have is that they never reload, unless you're swapping damage types. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
91
|
Posted - 2013.11.18 16:20:00 -
[1754] - Quote
The test was to show which worked better against cruisers not bigger ships, and RLMs work better against smaller ships, no doubt in that. RMLs are OP, having a system made to kill smaller ships work just as well against ship of the same size, and out perform systems that are made to engage ships of the same size that makes them OP right there. Again I love how people read what they want into everything, instead of reading the facts and what something was made to show. RMLs are OP, that is why they are used against frigates, destroyers, cruisers and sometimes BCs instead of just destroyers and frigates. They took the job of HAMs and HMLs. Sorry if you want your RLMs back so you have the best weapon system for 3 ship sizes, but it's not going to happen, they are getting nerfed, as they should be. Get mad, disagree with me, I don't care. I am just trying to find a way to not have them nerfed so bad they will be worthless. |

Mega Payne
Brick Pharmaceuticals and Chicken Wings LLC.
0
|
Posted - 2013.11.18 16:25:00 -
[1755] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
After much reading and thinking hard I really must say that this is not well thought out at all. - Please don't touch any more mods, the damage is already done. The Eve community and I don't want you further infecting the game with complete rubbish any further. - Seriously, 0 dps for 40s? You must be mad. - You bungled this one up so bad it makes me want to unsub all 5 of my accounts. Thank you.
|

Fears
The Holy Family
0
|
Posted - 2013.11.18 16:29:00 -
[1756] - Quote
I think it looks good, and all who complain should open their heart to changes.
Buhu, its not good for solo.. maby not.. so adapt, thats what this game is all about anyways.
I give my love to ccp, for giving us somthing new to try and figure out ;)
Cheers |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1118
|
Posted - 2013.11.18 16:38:00 -
[1757] - Quote
Fears wrote:I think it looks good, and all who complain should open their heart to changes.
Buhu, its not good for solo.. maby not.. so adapt, thats what this game is all about anyways.
I give my love to ccp, for giving us somthing new to try and figure out ;)
Cheers
I just want to point out one part of your post.
"It's not good for solo.. maybe not, so adapt"
Do you mean "adapt" as in stop using rapid missiles for solo and use HAMs/HMs, or do you mean "adapt" as in stop using missiles at all for solo and start using guns?
Either way, people have already declared their intention to "adapt" by using something other than RLMLs so I don't know what you're going on about. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
91
|
Posted - 2013.11.18 16:42:00 -
[1758] - Quote
The 40secs reload won't work good for solo, small gangs, medium gangs, or any type of PvP, it just isn't good to have people in your fleet that can't put out damage for 40sec. |

Fears
The Holy Family
0
|
Posted - 2013.11.18 16:43:00 -
[1759] - Quote
[/quote]
I just want to point out one part of your post.
"It's not good for solo.. maybe not, so adapt"
Do you mean "adapt" as in stop using rapid missiles for solo and use HAMs/HMs, or do you mean "adapt" as in stop using missiles at all for solo and start using guns?
Either way, people have already declared their intention to "adapt" by using something other than RLMLs so I don't know what you're going on about. [/quote]
Its not up to me to tell peeps how to adapt, im simply pointing out, that its not the end of the world as we know it (yet)
"If he game changes, ill change with it"
Even messed up that quate thing ;) |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1118
|
Posted - 2013.11.18 16:44:00 -
[1760] - Quote
Thaddeus Eggeras wrote:The 40secs reload won't work good for solo, small gangs, medium gangs, or any type of PvP, it just isn't good to have people in your fleet that can't put out damage for 40sec.
It will be amazing for blobs. |
|

Anomaly One
37
|
Posted - 2013.11.18 16:49:00 -
[1761] - Quote
they should have just made a new weapon system for this "burst" design and nerfed RLML if needed ... sigh.. removing a gameplay aspect is never good design just the easy way out.. also, **** blobs.. *~~*running my own mission and have some class bully run up and blow me up because they think its funny, then give the excuses that I was just firing fireworks at you*~~* |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
91
|
Posted - 2013.11.18 16:51:00 -
[1762] - Quote
It won't work against blobs either, all they'd ave to do is learn how to last a till the 40sec reload and blob is dead. As missiles have never been able to alpha in one shot, I doubt it be hard to learn how to hold out till rapids reload. |

Arthur Aihaken
The.VOID
603
|
Posted - 2013.11.18 16:53:00 -
[1763] - Quote
Joe Risalo wrote:I'm reposting this to see if anyone is interested... It got a couple likesGǪ instead, Completely remove reloading from rapid launchers. adjust their RoF and whatever else so that they're balanced.
But instead of worrying about reloading, the advantage that these launchers would have is that they never reload, unless you're swapping damage types. It's an interesting idea, but it might give this particular weapon an unfair advantage once you settle on the damage type. Lasers are the most limited for damage type, followed by hybrids and projectiles - with missiles having the most flexibility. To avoid unbalancing any of the other weapon systems, I think the 10-second reload/swap for missiles needs to be retained.
In truth, we just need a little bit of rebalancing to the existing light-medium missile-based weapon systems. Something along these lines:
GÇó Rockets: 20m radius, 170 m/sec velocity (+20), 33 damage GÇó Light missile: 60m radius (+20), 150 m/sec velocity (-20), 83 damage GÇó Heavy assault missile: 100m radius (-25), 125 m/sec velocity (+24), 100 damage GÇó Heavy missile: 125m radius (-15), 100 m/sec velocity (+19), 135 damage I am currently away, traveling through time and will be returning last week. |

Fears
The Holy Family
0
|
Posted - 2013.11.18 16:54:00 -
[1764] - Quote
Thaddeus Eggeras wrote:It won't work against blobs either, all they'd ave to do is learn how to last a till the 40sec reload and blob is dead. As missiles have never been able to alpha in one shot, I doubt it be hard to learn how to hold out till rapids reload.
Kinda like the ancilery boosters? (they worked out fine) |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
91
|
Posted - 2013.11.18 17:00:00 -
[1765] - Quote
They work fine in solo or small gangs, anything bigger you use something else, or logi. With ASBs you can't hold out against medium to big gangs. Weapons aren't like ASBs, with a weapon if you aren't shooting you can't win. with an ASB recharging you can still engage and might just pull of a win, might not too. No chance if you aren't putting out DPS. ASBs work well in fast engagements, anything else you are in trouble. These you will have 40secs to 50secs to kill your target, if you don't then you have 40secs to reload, and you are dead. I rather have something that reloads in 10sec and I have to shoot a couple times more then something that takes 40secs to reload, and if you don't kill your target(s) in the first load you have no chance. |

Arthur Aihaken
The.VOID
603
|
Posted - 2013.11.18 17:00:00 -
[1766] - Quote
If the 40-second reload/swap time is the issue, why not just revise it down to 20 seconds for RLMLs? I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1118
|
Posted - 2013.11.18 17:01:00 -
[1767] - Quote
Arthur Aihaken wrote: GÇó Rockets: 20m radius, 170 m/sec velocity (+20), 33 damage GÇó Light missile: 60m radius (+20), 150 m/sec velocity (-20), 83 damage GÇó Heavy assault missile: 100m radius (-25), 125 m/sec velocity (+24), 100 damage GÇó Heavy missile: 125m radius (-15), 100 m/sec velocity (+19), 135 damage
I don't claim to know everything about missiles (or even very much about them, sometimes) but this looks pretty good IMO. |

Tarmaniel
State War Academy Caldari State
4
|
Posted - 2013.11.18 17:02:00 -
[1768] - Quote
Thaddeus Eggeras wrote:Go back and read my test, I put out the DPS for HAMs and RMLs, but then I do the test and RMLs rocked T1 cruisers, HAMs rocked faction cruisers, and they pretty much tied against HACs. The big things that make the RMLs OP is that they work good to great against destroyers and frigates, but also do good against cruisers. And against cruisers RMLs damage per volley doesn't change no matter the speed of the cruiser being shot, and no matter if you are shooting 500 meters or 50kms. NO other weapon system in EVE does the speed of a target not matter to the point that their damage per volley doesn't get affected. RMLs are OP thats just the truth, I didn't want o believe it either, but then I tested them. You can't have a weapon system made to be good against smaller targets, be just as good against targets of the same size, and not bad against BCs also, and RML do just that. They pretty much do what HAMs, HMLs, all cruiser size guns do in one weapon system. They need fixed, adding 40secs to thier reload time isn't a fix that is making them worthless and is a fast way to fix an issue. It will do nothing but make them need to be looked at again, but as HAMs need a slight buff, HMLs need fixed, defneders need fixed, FoFs need fixed, I hope missiles will be looked at heavily for the next patch. All I am trying to do is fix rapids in a way that works, instead of fixing them fast and in a way that makes them worthless in PvP, and I'm sure in PvE too.
You did not use fury lights against cruiser and up targets in your test, which makes RLMs look a lot worse than they are. You also didn't include links, which further skew the stats in favor of RLMs to a large degree. The majority of ABing battleships cannot be hit for full damage by HAMs or HMLs if they are skirmish linked. HAMs only outperform them on single-webbed BCs, or cruisers with multiple webs or TPs applied. Yes, links make RLMs out-DPS HAMs on cruisers even if the cruiser is webbed and running their MWD. HAMs cannot hit even MWDing BCs for full damage if they have links.
RLMs currently obsolete all missile systems bigger than themselves in almost all cases. The fact is, if the target is not webbed and has links, RLMs do more damage than every other missile system larger than it to basically every target smaller than BSes with no prop mods or with MWDs. A linked Machariel can overheat their afterburner and take less than 33% of paper DPS from HAMs and 25% from HMLs, it's pretty disgusting.
RLMs also have a nasty tendency to vastly outperform other weapon systems on comparable hulls as well. A Scorch Zealot with 2 HS does 406 DPS, an RLM Cerb with 2 BCS and fury lights does 414 DPS and actually applies damage better. You can solo a Zealot pretty easy in an inty or AF, good luck with that against an RLM Cerb. The TE nerf means RLMs outdamage ACs outside of web range as well, and of course neutrons are no good outside of web range. In fact, against non-webbed targets, RLMs simultaneously outdamage and outrange all other medium-sized weapon systems, they don't have to deal with tracking, and they switch damage type. They apply 100% of EFT DPS with fury missiles to anything cruiser sized and up at all times. The addition of many ships with MWD bloom bonuses exacerbates the difference between RLMs and other weapons significantly as well.
Oh, and on top of that they're super-light on the fittings letting you run your Cerb with an XLASB and a LSE. Without the fittings increase that they did, you could actually run your RLM Cerb with dual-XLASBs and tank three max-gank fitted Deimoses at point-blank range while not moving for two minutes. Yeah, they needed changes. |

Fears
The Holy Family
0
|
Posted - 2013.11.18 17:09:00 -
[1769] - Quote
Thaddeus Eggeras wrote:They work fine in solo or small gangs, anything bigger you use something else, or logi. With ASBs you can't hold out against medium to big gangs. Weapons aren't like ASBs, with a weapon if you aren't shooting you can't win. with an ASB recharging you can still engage and might just pull of a win, might not too. No chance if you aren't putting out DPS. ASBs work well in fast engagements, anything else you are in trouble. These you will have 40secs to 50secs to kill your target, if you don't then you have 40secs to reload, and you are dead. I rather have something that reloads in 10sec and I have to shoot a couple times more then something that takes 40secs to reload, and if you don't kill your target(s) in the first load you have no chance.
Your logic is sound, "yes i quote startrek" if your comment about ASB's was pointed in my direction, i just warnt to let you know that the point was not about survival, but more like a hint to what may be done, once given the chanch. ;)
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1118
|
Posted - 2013.11.18 17:10:00 -
[1770] - Quote
Tarmaniel wrote:A whole bunch of stuff.
Sounds to me as though Light Missiles are the reason why nobody uses anything else, not the launchers they get put into.
Which is just exactly what most of this thread has been saying. How unusual, right?
|
|

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
91
|
Posted - 2013.11.18 17:23:00 -
[1771] - Quote
Everything you said I have said or agreed with throughout this post. RMLs are OP, and need fixed. Adding 40secs to reload isn't fixing them, it's making them worthless and doing the quick fix. CCP needs to sit down and come up with a REAL way to fix Rapids, rebalance HAMs, HMLs, and overhaul defenders and FoF. I agree with everything you said.
I did the test the way I did because it is a basic test. I can't use T2 ammo in a test liek this. That would b like have 2 rifles and using special ammo in one and regular ammo in the other, it shows favor to one and not the other. Here I used Caldari Navy ammo for both, had 3 armor ships, and 3 shield ships, fits were'nt changed bwtween missile types, and were tested with MWD on and MWD off with both missile types. The test ship changed nothing but launchers. I also do have to fits for al ships tested, I just can't link them on the forum as it only brings up ship type. If you'd like those let me know and I'll mail you them also. The Cerb used to test both was nothing but 3 BCUs and the launchers. I didn't add other variable i.e. TPs, rigs, webs, etc because that isn't what the test is for. It was a basic test to compare to weapon systems, nothing more. If you'd like to see the full test, with ship fits, and etc let me know. |

Klazktrknuitzksalikamono
Hedion University Amarr Empire
8
|
Posted - 2013.11.18 17:26:00 -
[1772] - Quote
Thaddeus Eggeras wrote:Everything you said I have said or agreed with throughout this post. RMLs are OP, and need fixed. Adding 40secs to reload isn't fixing them, it's making them worthless and doing the quick fix. CCP needs to sit down and come up with a REAL way to fix Rapids, rebalance HAMs, HMLs, and overhaul defenders and FoF. I agree with everything you said.
I did the test the way I did because it is a basic test. I can't use T2 ammo in a test liek this. That would b like have 2 rifles and using special ammo in one and regular ammo in the other, it shows favor to one and not the other. Here I used Caldari Navy ammo for both, had 3 armor ships, and 3 shield ships, fits were'nt changed bwtween missile types, and were tested with MWD on and MWD off with both missile types. The test ship changed nothing but launchers. I also do have to fits for al ships tested, I just can't link them on the forum as it only brings up ship type. If you'd like those let me know and I'll mail you them also. The Cerb used to test both was nothing but 3 BCUs and the launchers. I didn't add other variable i.e. TPs, rigs, webs, etc because that isn't what the test is for. It was a basic test to compare to weapon systems, nothing more. If you'd like to see the full test, with ship fits, and etc let me know.
RLMLs aren't OP.
They're a DPS-limited platform that makes you quite worthless for shooting anything but frigates.
Please stop it with this garbage.
If you're dumb enough to mWD at a RLML caracal for 45 seconds you are dumb enough to get sniped by any other LR platform. You are also dumb enough to get scrammed and dualwebbed by HAMs. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
92
|
Posted - 2013.11.18 17:30:00 -
[1773] - Quote
Well you are wrong, RMLs are great against cruisers, and have shown to work better against them then HMLs and HAMs again and again, hints why they are being nerfed and as I have tested them on the REAL server and seen that they are OP, I'm stop stupid I am someone who instead of insulted others and complaining baout loosing your perfect weapon for cruiser and down ships, look at the facts. I have pointed out about a million times the 3 reason why they are OP. They are sorry but it's true, I didn't want to believe it either but it is true. Even scrammed and webbed HAMs won't do what RMLs do against T1 cruisers, and they will still be pretty much a tie against HACs, against faction ships HAMs did great, but as faction ships are being rebalanced I wouldn't hold your breathe on HAMs doing so great against them after either. |

elitatwo
Congregatio
155
|
Posted - 2013.11.18 17:33:00 -
[1774] - Quote
Arthur Aihaken wrote:[ GÇó Rockets: 20m radius, 175 m/sec velocity (+25), 33 damage GÇó Light missile: 45m radius (+5), 165 m/sec velocity (-5) (0), 83 damage <- you know Frigates use these too, right? GÇó Heavy assault missile: 100m radius (-25), 125 m/sec velocity (+24), 100 damage GÇó Heavy missile: 125m radius (-15), 125 m/sec velocity (+36), 135 damage
Some values were of by a bit, I made the necassary corrections for you.
You're welcome! signature |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1118
|
Posted - 2013.11.18 17:39:00 -
[1775] - Quote
Thaddeus, I notice you still have your hands. As long as you've decided to keep them, maybe you could stop using them to shiptoast? It's really only serving to derail what is attempting to be a productive and civil conversation that absolutely no devs care at all about anymore.
Anyway, rapid launchers aren't OP - the missiles they fire are, especially compared to how much better those missiles are than their next-size-up counterparts. Although, are cruises really that bad?
@ elitatwo - Now see, that doesn't look quite right at all. Why are you giving HAMs and Heavies the same explosion velocity? I too would like my artillery to have the same tracking as my autocannons. Also, what does frigates using light missiles have to do with what the missiles get fired at? |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
92
|
Posted - 2013.11.18 17:41:00 -
[1776] - Quote
elitatwo,
Thank you for fixing that haha. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
92
|
Posted - 2013.11.18 17:44:00 -
[1777] - Quote
If the missiles they fire are OP that would make them OP, hmmmm.... |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1118
|
Posted - 2013.11.18 17:50:00 -
[1778] - Quote
Thaddeus Eggeras wrote:If the missiles they fire are OP that would make them OP, hmmmm....
There's a difference between a launcher being OP and the ammunition being OP. I apologize if this distinction is too subtle for you to comprehend. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
93
|
Posted - 2013.11.18 17:58:00 -
[1779] - Quote
Not really, but ok. Also for someone who says they don't know much about missiles you sure have a lot to say about it. The Launchers are OP, as with T1, faction, or Furies they all do will against cruisers and down and have no issues with target speed. And as missiles don't need a new launcher type, they just need HAMs and HMLs rebalanced, Rapids fixed and Defeners and FoFs overhauled. But again so you never look at facts or use reason, I doubt it matters what others say. |

Mhari Dson
Lazy Brothers Inc
87
|
Posted - 2013.11.18 20:00:00 -
[1780] - Quote
Thaddeus Eggeras wrote:Quote: Eh? Shoot a MWDing inty and get back to me.
Furthermore a cerb with todays RLML is only doing ~400-420 DPS (ish, dont remember if I had implants loaded).
That's just not a big number in today's game.
Go back and read my test, I put out the DPS for HAMs and RMLs, but then I do the test and RMLs rocked T1 cruisers, HAMs rocked faction cruisers, and they pretty much tied against HACs. The big things that make the RMLs OP is that they work good to great against destroyers and frigates, but also do good against cruisers. And against cruisers RMLs damage per volley doesn't change no matter the speed of the cruiser being shot, and no matter if you are shooting 500 meters or 50kms. NO other weapon system in EVE does the speed of a target not matter to the point that their damage per volley doesn't get affected. RMLs are OP thats just the truth, I didn't want o believe it either, but then I tested them. You can't have a weapon system made to be good against smaller targets, be just as good against targets of the same size, and not bad against BCs also, and RML do just that. They pretty much do what HAMs, HMLs, all cruiser size guns do in one weapon system. They need fixed, adding 40secs to thier reload time isn't a fix that is making them worthless and is a fast way to fix an issue. It will do nothing but make them need to be looked at again, but as HAMs need a slight buff, HMLs need fixed, defneders need fixed, FoFs need fixed, I hope missiles will be looked at heavily for the next patch. All I am trying to do is fix rapids in a way that works, instead of fixing them fast and in a way that makes them worthless in PvP, and I'm sure in PvE too.
The whole of missile mechanics has been broken longer than I've been playing (2008). Your test compares light missiles (long range frigate system) against heavy assault missiles (short range cruiser system) if you had taken the insight and included heavies I'd give your results a bit more consideration.
putting rockets/hams in place of lights/heavies is not the answer here, the real answer would be to not apply this pile of garbage and look over missile mechanics for a total rework im Rubicon 1.1. THIS WILL NOT HAPPEN. If you go back about 60 pages or so CCP Rise stated he wasn't taking any feedback from his own thread and that he got his feedback elsewhere, then did not state where so we could participate. |
|

Arthur Aihaken
The.VOID
603
|
Posted - 2013.11.18 20:05:00 -
[1781] - Quote
elitatwo wrote:Some values were off by a bit, I made the necassary corrections for you. You're welcome! Er, thanksGǪ I think. I'll give a bit more explanation behind my numbers and you can ponder them.
GÇó Rockets: 20m radius, 170 m/sec velocity (+20), 33 damage GÇó Light missile: 60m radius (+20), 150 m/sec velocity (-20), 83 damage GÇó Heavy assault missile: 100m radius (-25), 125 m/sec velocity (+24), 100 damage GÇó Heavy missile: 125m radius (-15), 100 m/sec velocity (+19), 135 damage
I swapped the explosion velocity bonus between rockets and light missiles because rockets are kind of the "HAM" equivalent and should be a bit more effective than light missiles in terms of damage application. The reason I increased the explosion radius on light missiles and substituted the rocket explosion velocity is because they're a bit too effective against, wellGǪ everything. To get the previous performance you'd need to run some rigor and flare rigs - so the idea is to have a bit of a tradeoff (as it should be).
As for heavy and heavy assault missiles, the issue is damage application. Heavy assaults should outperform heavies because there's already a range and damage tradeoff, hence why I dropped the explosion radius on heavy assaults to 100(-25) and 125(-15) on heavies. I also increased the explosion velocity on both, again giving heavy assaults better damage application than heavies.
The end result is that heavy assault missiles become very effective against cruiser and even destroyer-sized targets, especially on something like a Navy Drake where they receive a 25% explosion radius bonus. With rigors and flares, L4 skills and a few implants they'll probably outperform the new rapid light missile launchers in terms of sustained damage. As for heavies, they become a more effective at longer ranges, but they'll really shine in combination with rigors, flares and target painters. GǪ..
I suspect one reason RLMLs became as prevalent as they did was because they could essentially forego the use of missile rigs or target painters, where all the other missile systems relied on a combination of rigs, webs and target painters. It was implied that something radical would happen with RLMLs, and I think the current proposal is a better alternative than simply nerfing a weapon systems into oblivion (been there, done that). Rubicon is out tomorrow and I've got a bunch of Faction rapid light missile launchers to put through their paces, so it should be interesting at least. I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
106
|
Posted - 2013.11.18 20:20:00 -
[1782] - Quote
Stitch Kaneland wrote: The issues i have with them, is that RoF ships don't fully take advantage of the new module. Since its just shooting the module faster, instead of for more damage. Hulls that have a %dmg bonus are best. Perhaps on next update pass they could get RoF bonus for standard missiles and reload reduction bonus on the rapids? That way they don't get screwed completely. So it would read:
5% reduction in launcher rate of fire for standard launchers
Or
5% reduction in reload of Rapid launchers
That would bring reload down to 30s.. maybe not drastic, but perhaps a bit more workable for the smaller, kitier ships. 40s is a bit long, but i've been able to manage it for the most part. Having an active tank helps a lot.
I honestly think these will get nerfed in the future. I can shred any HAC or cruiser (not sure about t3's) almost effortlessly. The damage selection issue is a bit aggravating when i came across some HACs, but normally i'll engage during the reload, and work on setting up my EWAR/cap warfare, that way once i do attack, they have poor cap and can't rep through it as easily.
I like the idea others have mentioned for ammo swaps. It changes the charge type, but doesn't reload the amount of charges.
In terms of lore, or how to explain that effect, maybe create a missile dedicated to the launcher, call it the "Chameleon" or something. Basically, just a missile type that has all 4 damage types in it, but the computer selects the damage type before launching. So when you need to change the damage type, you can "load" it with the standard 10s reload, but changes damage type, not charge amount.
So if you have 15 missiles left, and you have mjolnirs loaded, and a vaga comes on grid, you can change to scourge/nova in 10s, but still have 15 missiles left but the correct dmg type.
This would also help keep storage space better used for things like cap boosters for leaning towards a more active tank style, instead of having a mix up of different ammo. Might be a minor tweak that could be done to at least give some minor benefits to the launcher/play style.
To answer your question, I have tested them. I do have over 2 mil in Missiles. And to answer your question, no the 40s reload time is what breaks the module. Other than that I really don't have any lasting issue with the proposal.
Though to be honest, I wouldn't mind a larger clip size since it is very noticeable handicap with lower Meta-launchers.
I must say that I like your idea for the chameleon missiles! That would solve the reload and ammo change problem. Would be nice if they also worked with standard launchers but that might be asking for a bit much.
|

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
106
|
Posted - 2013.11.18 20:23:00 -
[1783] - Quote
Vladimir Norkoff wrote:Kenshi Hanshin wrote:[CCP Rise] has no idea how to balance. I am tempted to say that he doesn't know what the word means. That said, the process of balancing is to use small incremental changes. Not taking to a perceived/actual problem with all the grace and subtlety of a nuclear device. You're off-base there mate. He's done a knock-down bang-up job with ships. And HMLs were balanced just fine for long-range medium weapons.... right up until the other long-range medium weapons were buffed. So yeah, that was a screw-up. And I'm not overly impressed with these RLML changes either. Nor the fact that he is doing it in the face of the majority of posters arguing against it. But overall he's done good. Granted, if he keeps making crap decisions, I'll be standing there right next to you, screaming obscenities at the computer screen in a frothy nerdrage. But for the moment he's still got goodwill. I was referring to his module and weapon system balancing. I have no gripe as of yet with his ship-balancing skills. I am treating that as two separate items. My apologies if you were confused due to my lack of clarity as to what exactly I was referring to. |

Arthur Aihaken
The.VOID
604
|
Posted - 2013.11.18 20:34:00 -
[1784] - Quote
If we're going down the 'missile damage' path, perhaps it would be worth considering fixing the damage types on T2 missiles similar to T2 gun ammunition, ie:
GÇó Precision - kinetic and EM damage (35-65) GÇó Rage - kinetic and thermal damage (50-50) GÇó Fury - kinetic and explosive damage (75-25) I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1120
|
Posted - 2013.11.18 20:36:00 -
[1785] - Quote
Thaddeus Eggeras wrote:Not really, but ok. Also for someone who says they don't know much about missiles you sure have a lot to say about it. The Launchers are OP, as with T1, faction, or Furies they all do will against cruisers and down and have no issues with target speed. And as missiles don't need a new launcher type, they just need HAMs and HMLs rebalanced, Rapids fixed and Defeners and FoFs overhauled. But again so you never look at facts or use reason, I doubt it matters what others say.
Maybe you should consider studying this for a day or three before continuing to shiptoast all over this thread. It's getting extremely bothersome.
With that out of the way, let me break it down for you in a way that I'm (almost) sure you can understand.
Weapons are composed of two parts: The weapon itself and the ammunition that it fires. (Civilian weapons are exempt from this for obvious reasons.) Since both the weapon and the ammunition have their own properties that affect the damage you can do and the range you can do it at, both parts of the overall weapon system must be considered when discussing balance.
For our example, we'll arbitrarily pick a Light Electron Blaster I. I haven't heard anyone complaining lately that it's overpowered, so we can reasonably assume it's a suitably balanced choice for what I'm about to do with it. This example will work equally well for Rocket Launchers or HMLs or Railguns or XL Beam Lasers, so stop preparing to complain and follow along instead.
We take our Light Electron Blaster I and we strap it onto, I dunno, a Velator. Seems like a fairly logical thing to strap it onto, so there you go. We load it up with hybrid ammo, let's say antimatter since everyone seems to love using it. Loaded with Antimatter, our little Light Electron Blaster I deals reasonable damage for what it is but the ammo doesn't reach very far. Now let's load it with Tungsten instead. Our Light Electron Blaster I now deals much less damage but the ammo reaches much farther.
Remember that in all of this, the weapon itself has remained completely unchanged and it's still fitted to the same Velator as it started with. You can see for yourself pretty easily how different ammunition can completely change the properties of the weapon it's loaded into. Let's continue.
Removing the Tungsten ammo, let's take our Light Electron Blaster and instead load it with a brand new experimental ammo that has just recently been developed by the slightly-demented researchers of Capricious Endeavours, Ltd. This is a small-size hybrid ammo that gives +200% optimal, +400% falloff, deals 30,000 HP damage across all four damage types, has a base shield damage of 100,000 and a base armor damage of 500,000, has 200% negative capacitor drain when fired (Yes, that means firing it causes your capacitor to regenerate faster) and increases both tracking speed and rate of fire by 400% because of ... I think they said computer-interfaced bio-nanites or something. Anyway, there's the ammo.
We load this into our Light Electron Blaster I and suddenly we have a total badass on our hands. It's difficult to adequately describe the amount of carnage you'll be able to cause, but I think it might just be open season on dreads, carriers and titans.
The gun didn't change. It's still the same Light Electron Blaster I that almost nobody ever uses. The Velator didn't change either. All we did was take a relatively common and low-powered ship/gun combo and stuff hilariously OP ammo into it.
Understand now?
Rapid Light Missile Launchers are not overpowered. The Light Missiles they fire ARE. If you give Light Missiles the same heavy nerf that Heavy Missiles got, nobody will like Rapid Lights for anything either. |

Arthur Aihaken
The.VOID
607
|
Posted - 2013.11.18 20:50:00 -
[1786] - Quote
Alvatore DiMarco wrote:Rapid Light Missile Launchers are not overpowered. The Light Missiles they fire ARE. If you give Light Missiles the same heavy nerf that Heavy Missiles got, nobody will like Rapid Lights for anything either. This is what I've been trying to point out as well. It could be that in addition to some stat changes (suggested a few posts back) the damage for light missiles needs to be rolled back to somewhere in the 65-75 range. I am currently away, traveling through time and will be returning last week. |

Void Weaver
R-isk-Y
0
|
Posted - 2013.11.18 20:51:00 -
[1787] - Quote
Cant believe I just wasted 8 days training RLML to 5...
The main reason this has removed any point of using these weapons is that in order to change damage type it will take a full 40's...
Anyone who has flown a missile ship in any worthwhile fight will notice that it is very much necessary to get your damage type right... else it will just be wasted dps.
example: 1. Fighting T2 gallente ship and you have kinetic loaded... 2. You realize that they can tank more then double the KIN damage then say EM 3. 3 Choices Change ammo and wait the 40's Keep doing very little damage RUN!! As you can see here there is no difference between option 1 and 2 with the new system. It would be almost suicide to change damage type...too much happens in 40 sec...
For this reason it is impossible to compare an ASB with an RML's... maybe if the asb could take different charges that would change your resistances but lol thank god that dose'nt happen.
So the problem that this causes is: 1. You cannot fight in as many situations as you could before a) Only fight if the thing you are fighting has a weakness to the damage type you have loaded and only if you can kill it before you have to reload b) No more then 1 ship...for the same damage type reason 2. Fights change quickly and you cannot adapt so therefor you will die 
TL;DR Cant change damage during fight => Death
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.18 21:17:00 -
[1788] - Quote
Void Weaver wrote: TL;DR Cant change damage during fight => Death
Oh well, the suggestion is to warp off, reload while warping and come back. Pick your target, unload your ammo and when empty run away again. If bored to death just use your chat window and socialize. |

Arthur Aihaken
The.VOID
608
|
Posted - 2013.11.18 21:29:00 -
[1789] - Quote
Void Weaver wrote:Cant believe I just wasted 8 days training RLML to 5... Would this be a good time to point out that the change was posted 8 days ago? (too soon?)  I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
106
|
Posted - 2013.11.18 21:32:00 -
[1790] - Quote
Niena Nuamzzar wrote:Void Weaver wrote: TL;DR Cant change damage during fight => Death
Oh well, the suggestion is to warp off, reload while warping and come back. Pick your target, unload your ammo and when empty run away again. If bored to death just use your chat window and socialize. I think that just might be the idea that CCP Rise is going for. He wants us all to become friends and become a happy hippy circle of love! *sarcasm*
However, given the choices I am gonna be using something else for my solo pvp after expansion release. Cause, well as I said in my first post, RLMLs and RHMLs will be worthless given the present stats. Only an idiot would use them for anything except for specific target pirating.
Arthur Aihaken wrote:Void Weaver wrote:Cant believe I just wasted 8 days training RLML to 5... Would this be a good time to point out that the change was posted 8 days ago? (too soon?)  Also that is also a bit short on notice to really read, comprehend or act on any player feedback. Thus I am probably safe to say that he had no intention of listening or acting on any feedback from players. Completely in disregard to the unwritten understanding between the player base and CCP as per their Incarna fiasco. |
|

Hatch'net
Metacrania General Tso's Alliance
1
|
Posted - 2013.11.18 21:40:00 -
[1791] - Quote
Joe Risalo wrote:I have a different idea.
How about instead of calling them rapids cause they fire off a bunch of missiles quickly, instead,
Completely remove reloading from rapid launchers.
adjust their RoF and whatever else so that they're balanced.
But instead of worrying about reloading, the advantage that these launchers would have is that they never reload, unless you're swapping damage types.
This would make an interesting new mechanic for both solo and gang PVP. Instead of staying on the field for a slug fest a gang of ships can warp in volley everything in one shot and try to warp off before they get caught. FCs can apply this like a modern artillery strike to say break an effective logistics chain and swing the fight back in their favor. This could also make the rapid heavies great for stealth bombers and their role in the game. |

Arthur Aihaken
The.VOID
609
|
Posted - 2013.11.18 21:54:00 -
[1792] - Quote
Kenshi Hanshin wrote:Also that is also a bit short on notice to really read, comprehend or act on any player feedback. Thus I am probably safe to say that he had no intention of listening or acting on any feedback from players. Completely in disregard to the unwritten understanding between the player base and CCP as per their Incarna fiasco. 1. RLMLs were getting a substantial nerf. -or- 2. Something else.
I prefer door #2 and the current alternative, because we've been down the nerf road enough times to know it never ends well. At least with this iteration there's a good chance we'll see some of the stats tweaked, ie: increased ammunition capacity and reduced reloading time. I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
106
|
Posted - 2013.11.18 22:08:00 -
[1793] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:Also that is also a bit short on notice to really read, comprehend or act on any player feedback. Thus I am probably safe to say that he had no intention of listening or acting on any feedback from players. Completely in disregard to the unwritten understanding between the player base and CCP as per their Incarna fiasco. 1. RLMLs were getting a substantial nerf. -or- 2. Something else. I prefer door #2 and the current alternative, because we've been down the nerf road enough times to know it never ends well. At least with this iteration there's a good chance we'll see some of the stats tweaked, ie: increased ammunition capacity and reduced reloading time. Maybe but I am not crossing my fingers...since I would point to the HML changes in Retribution that were also heavy-handed. Mitigated slightly but still made the weapon system almost worthless. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.18 22:10:00 -
[1794] - Quote
Kenshi Hanshin wrote: Only an idiot would use them for anything except for specific target pirating.
Could be good for station games, dunno why Jita comes to mind. Think my Cerb could have about 600dps applied with precision missiles, scram and web. If am not imagining too much, that would be up to 10 seconds for T1 frig and up to 20 for AF. Too bad these new RLML will be so OP so soon  |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.18 22:19:00 -
[1795] - Quote
Arthur Aihaken wrote: 1. RLMLs were getting a substantial nerf. -or- 2. Something else.
3. Rise will lose this ancillary war and we will get our old RLML back, perhaps with light missiles being slightly nerfed... lets hope for 3-5%... I think that would be more than fair.
EDIT: 4. They will do their best to fix HML and HAM ASAP and rebalanced missiles will be delivered for Rubicon 1.1. I have high hopes in CCP, dunno about you guys. |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.18 22:31:00 -
[1796] - Quote
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. |

Arthur Aihaken
The.VOID
609
|
Posted - 2013.11.18 22:41:00 -
[1797] - Quote
Niena Nuamzzar wrote:3. Rise will lose this ancillary war and we will get our old RLML back, perhaps with light missiles being slightly nerfed... lets hope for 3-5%... I think that would be more than fair.
EDIT: 4. They will do their best to fix HML and HAM ASAP and rebalanced missiles will be delivered for Rubicon 1.1. I have high hopes in CCP, dunno about you guys. Yes, current iteration for RLML and RHML followed by rebalancing for all missile systems in 1.1. I am currently away, traveling through time and will be returning last week. |

The Azmodeth
InterCosmic BoonDocks
0
|
Posted - 2013.11.18 23:38:00 -
[1798] - Quote
CCP, your friggin stupid. The idea of having a weapons system with 40 seconds reload is sooo stupid, I had to actually log on, and make my first post flaming how stupid an idea it is. Holy mother are you guys dumb.
How about this instead : weapon reload times are affected by skills, that affect RoF.
See, now that is a good concept. Something people can train, and get better results from. Or even a new skill for reload times.
You are basically creating a weapon system for no one other then those old tengu fleets that do 30 second engagments and run off.
Its a bad idea.
Like stupid bad. Who came up with such an idea anyways ? He should be fired, or shamefully slapped like a beyotch. Was it Hilmar? I've heard he acts stupid too sometimes. Any-who, the ****** who came up with such a waste of time, should be publicly flamed.
I just do not get how a company like CCP can so largely make stupid calls like... Ive read up on dozen of fail idea's from their past, its astonishing how stupid this company is, Like, I feel the need to bring it up in small talk to strangers-stupid. Like bad weather.
Oddly, this person on the bus, even had something to say along the lines of "yeah, I played eveonline once, its was stupid.." and I can totally understand how he is justified, in his feelings, apparently all he knew about or could reference was some burning down of some station or something.
Anyways, sooo stupid... if you guys don't see, then your all blind. I welcome the rest of you retards and the bounties you'll place on me. Go, have fun. I welcome it. Just like I collect broken CCP braincells, I'll collect your carebear tears too. |

The Azmodeth
InterCosmic BoonDocks
0
|
Posted - 2013.11.18 23:41:00 -
[1799] - Quote
The Azmodeth wrote:CCP, your friggin stupid. The idea of having a weapons system with 40 seconds reload is sooo stupid, I had to actually log on, and make my first post flaming how stupid an idea it is. Holy mother are you guys dumb.
How about this instead : weapon reload times are affected by skills, that affect RoF.
See, now that is a good concept. Something people can train, and get better results from. Or even a new skill for reload times.
You are basically creating a weapon system for no one other then those old tengu fleets that do 30 second engagments and run off.
Its a bad idea.
Like stupid bad. Who came up with such an idea anyways ? He should be fired, or shamefully slapped like a beyotch. Was it Hilmar? I've heard he acts stupid too sometimes. Any-who, the ****** who came up with such a waste of time, should be publicly flamed.
I just do not get how a company like CCP can so largely make stupid calls like... Ive read up on dozen of fail idea's from their past, its astonishing how stupid this company is, Like, I feel the need to bring it up in small talk to strangers-stupid. Like bad weather.
Oddly, this person on the bus, even had something to say along the lines of "yeah, I played eveonline once, its was stupid.." and I can totally understand how he is justified, in his feelings, apparently all he knew about or could reference was some burning down of some station or something.
Anyways, sooo stupid... if you guys don't see, then your all blind. I welcome the rest of you retards and the bounties you'll place on me. Go, have fun. I welcome it. Just like I collect broken CCP braincells, I'll collect your carebear tears too.
Honestly wow, soo stupid. Just had to quote myself. That's how I feel. Honestly, I don't even know why I play this game, its obvious its dying out, and going no where because the developpers are stupid and make dumb mistakes like this all the time. where the heck is this CCSM or whatever its called, shouldn't you run things with them before making stupid idea's like this, or are they all a bunch or ******** "yes" men or something ?>
|

The Azmodeth
InterCosmic BoonDocks
0
|
Posted - 2013.11.18 23:44:00 -
[1800] - Quote
was the person who suggested such a thing, high on some drug ? Or is he some rich kid baby- disconnected from society- yet gets what he wants, and implemented in eve.. like some spoiled brat, because, its just not logical or make any sense.
40 seconds reload time. Might as well just dock up, switch ships and change to something that's not on a 40 second timer. Its just too stupid. I hate you CCP, for the stupid stuff you come up with. It pisses me off. seriously. I hate this game. You know what, just ban me. screw this game. |
|

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
|
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
|
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. |
|

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.
|
|

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. |
|

Kane Fenris
NWP
118
|
Posted - 2013.11.19 14:23:00 -
[1831] - Quote
Kazekage Dono wrote: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.
you are some kind of right about
Kazekage Dono wrote: 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.
but else your arrogance and ignorance just amazes me |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
69
|
Posted - 2013.11.19 14:28:00 -
[1832] - Quote
Bouh Revetoile wrote: 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 ?
Page 71... not really balanced but way better than what we have now. Lower light missile damage by 5% and voila.
Niena Nuamzzar wrote: Caldari Navy Scourge Heavy Missile Explosion velocity: 190* Explosion radius: 75*
Scourge Fury Heavy Missile Explosion velocity: 150* Explosion radius: 120*
Caldari Navy Scourge Heavy Assault Missile Explosion velocity: 210* Explosion radius: 60*
Scourge Rage Heavy Assault Missile Explosion velocity: 165* Explosion radius: 100*
-- *with good skills and implants
|

Kazekage Dono
School of Applied Knowledge Caldari State
2
|
Posted - 2013.11.19 14:32:00 -
[1833] - Quote
Kane Fenris wrote:Kazekage Dono wrote: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. you are some kind of right about Kazekage Dono wrote: 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.
but else your arrogance and ignorance just amazes me
Ignorence ... based on what? How about your arrogance without any backup to your claims. So where is it mr one liner? |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
308
|
Posted - 2013.11.19 14:38:00 -
[1834] - Quote
KatanTharkay wrote: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.
Could you post:
Your Caracal Fit
The Incurses Fit
The ammount of damage per volley you were getting. (find this in your logs)
I will then look at how, why and a way for you to refit and fly in order to take advantage of the new weapon system. Ususally, EvE players can figure this out for themselves but there are so many tears about this I thought I would try and help myself |

Andrea Keuvo
Science and Trade Institute Caldari State
38
|
Posted - 2013.11.19 15:02:00 -
[1835] - 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.
When is he ever not in that mode?
|

Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.19 15:03:00 -
[1836] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks Just a hint.. Do you think it might of been a help to include the fact PG for RLML's would go from 53 to 77 meaning you now not only have less overall DPS but need to gimp the rest of your fit to even use them.. Way to screw up one of the few weapons you could use without all 5's. Can I get a refund for the ones I own, they won't sell on the market, no-one is going to use them
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
69
|
Posted - 2013.11.19 15:35:00 -
[1837] - Quote
Sgt Ocker wrote:Do you think it might of been a help to include the fact PG for RLML's would go from 53 to 77 meaning you now not only have less overall DPS but need to gimp the rest of your fit to even use them.. Way to screw up one of the few weapons you could use without all 5's. Not empty quoting.
Btw, screwing up newbs like this is IMO worse than abusing rookies in starter systems.
It would be handy to add a line for all future devs lol - disregarding endless warnings to cease inappropriate behavior from majority of posters should be considered a violation and as such prohibited. |

Solj RichPopolous
Mentally Assured Destruction The Pursuit of Happiness
48
|
Posted - 2013.11.19 16:28:00 -
[1838] - Quote
Lost cause. The new RLML is worthless. Were we due for another caldari spay and neutering? Anyways have your new players switch to the vexor and cerbs should now switch to the ishtar. Carry on life and forget this abomination ever happened. |

Dr Sraggles
The Covenant of Blood
9
|
Posted - 2013.11.19 16:42:00 -
[1839] - Quote
Bouh Revetoile wrote: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 ?
What connection doesn't work in your brain if Light Missiles need an adjustment in range that you don't increase PG requirements in RLML and completely change them into garbage with a 40 sec reload?
That isn't just a nerf to Light Missiles, it is a nerf to several ships as well if not a complete gutting of their use for anything other than a roaming gang.
You wanna talk Light Missiles, fine, knock yourself out with theorycrafting.
But in reality all they needed was a tiny flight time nerf and maybe a tiny explosion radius increase ie applied damage nerf.
How ******* hard is that? |

Warcalibre
Imperium Libertas
95
|
Posted - 2013.11.19 17:02:00 -
[1840] - 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.
Best post in this thread. |
|

Maxemus Payne
THE BOARD OF EDUCATION
6
|
Posted - 2013.11.19 18:07:00 -
[1841] - Quote
Confirmed- new RLMLs went from the most usable missile launcher platform to the least. Excellent work there CCP.
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1687
|
Posted - 2013.11.19 19:45:00 -
[1842] - Quote
Niena Nuamzzar wrote: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.
Old rlml's were dumb.
Current rlml's are also dumb, but kinda interesting dumb. BYDI recruitment closed-ish |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
73
|
Posted - 2013.11.19 19:48:00 -
[1843] - Quote
Garviel Tarrant wrote: Current rlml's are also dumb, but kinda interesting dumb.
I'm sure all newbies missioning in Caracal would agree with you. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
64
|
Posted - 2013.11.19 20:22:00 -
[1844] - Quote
I love how they keep linking this thread in dev blogs despite the fact that they have completely ignored it for over a week. |

M'Hurl Torps
Rage and Terror Against ALL Authorities
0
|
Posted - 2013.11.19 20:29:00 -
[1845] - Quote
mynnna wrote:Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles? People who are actually good at this game wouldn't shoot T1 thermal missiles from T2 launchers on a kinetic bonused hull. Hope this helps.
How on earth did they ever allow you to enter CSM?
Try killing an Enyo with your kinetic bonused hull. Try loading F.O.F. when you are jammed while you're at it. |

Ganthrithor
GoonWaffe Goonswarm Federation
784
|
Posted - 2013.11.19 21:30:00 -
[1846] - Quote
Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing." |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.19 21:37:00 -
[1847] - Quote
Spugg Galdon wrote:KatanTharkay wrote: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. Could you post: Your Caracal Fit The Incurses Fit The ammount of damage per volley you were getting. (find this in your logs) I will then look at how, why and a way for you to refit and fly in order to take advantage of the new weapon system. Ususally, EvE players can figure this out for themselves but there are so many tears about this I thought I would try and help myself
Caracal: 3 damage mods, no missile related rigs / implants, max skills, 335 EFT DPS with Caldari Nova missiles. Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants all T2, except for rigs
new RLML role - kill smaller sized ships fast, before reinforcements arrive. Burst damage: that means you kill 1 -3 frigates fast and run away before you need to reload. New RLML's failed to kill 1 cookie fitted Incursus while shooting it with a full load of caldari nova missiles. Having to reload = dead because you can't kill 1 frig before reinforcements arriving.
Please try yourself now. |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.19 21:41:00 -
[1848] - Quote
Ganthrithor wrote:Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing."
Yeah, they are nice now when you're shooting untanked frigates. Sadly things change for the worse when you start shooting tanked frigates.
|

Ganthrithor
GoonWaffe Goonswarm Federation
784
|
Posted - 2013.11.19 21:58:00 -
[1849] - Quote
KatanTharkay wrote:Ganthrithor wrote:Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing." Yeah, they are nice now when you're shooting untanked frigates. Sadly things change for the worse when you start shooting tanked frigates.
Not it doesn't, because it does 450 dps to those. Thanks for playing. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1687
|
Posted - 2013.11.19 22:09:00 -
[1850] - Quote
Niena Nuamzzar wrote:Garviel Tarrant wrote: Current rlml's are also dumb, but kinda interesting dumb.
I'm sure all newbies missioning in Caracal would agree with you.
Insinuating that newbies can't do missions in just about anything. PVE in this game is way way way too easy. BYDI recruitment closed-ish |
|

Arthur Aihaken
The.VOID
613
|
Posted - 2013.11.19 22:25:00 -
[1851] - Quote
Rubicon Rapid Heavy Missile Launcher feedback... These are pretty effective in PvE against cruisers and even frigates, although they run through ammunition like there's no tomorrow. On the Caldari Navy Faction version I'm getting a rate of fire of 2.53 seconds and just shy of 900 DPS with Faction missiles (capacity of 26). So far the 40-second reloading time hasn't been a huge issue, although you find yourself consciously watching the reload blinking a lot (a cooldown timer would really be great here).
These things tear through battleships like a hot knife through butter and put both cruise missiles and torpedoes to shame. If there is any one aspect I could change it would be slightly increasing the ammunition capacity by maybe 25-35%. I really like the new turrets and the sounds are pretty cool. I am currently away, traveling through time and will be returning last week. |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.19 22:26:00 -
[1852] - Quote
Ganthrithor wrote:KatanTharkay wrote:Ganthrithor wrote:Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing." Yeah, they are nice now when you're shooting untanked frigates. Sadly things change for the worse when you start shooting tanked frigates. Not it doesn't, because it does 450 dps to those. Thanks for playing.
I suggest you to go play with them first. Go Caracal solo against T1 AB + tank frigs. No need to try T2. Kill that frig with 1 load of ammo. Incursus will tank you with ease with two overheated repps; you will not kill it with a full load of ammo - that means that he can hold you for his friends. His overheated alternating repps cycle faster than your ROF |

Mhari Dson
Lazy Brothers Inc
88
|
Posted - 2013.11.19 22:38:00 -
[1853] - Quote
Ganthrithor wrote:KatanTharkay wrote:Ganthrithor wrote:Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing." Yeah, they are nice now when you're shooting untanked frigates. Sadly things change for the worse when you start shooting tanked frigates. Not it doesn't, because it does 450 dps to those. Thanks for playing.
Show the numbers and fit. |

Ganthrithor
GoonWaffe Goonswarm Federation
784
|
Posted - 2013.11.19 23:50:00 -
[1854] - Quote
KatanTharkay wrote:Ganthrithor wrote:KatanTharkay wrote:Ganthrithor wrote:Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing." Yeah, they are nice now when you're shooting untanked frigates. Sadly things change for the worse when you start shooting tanked frigates. Not it doesn't, because it does 450 dps to those. Thanks for playing. That's theoretical EFT overheated DPS with Fury ammo against a static target.
No, that's applied DPS to an afterburner-fit, 400mm plated Wolf doing 100% of its top speed (843m/s with all V's) vs my Tengu (with my skills) that has six bonused RLMLs and a web whilst shooting Scourge precisions. It applies literally 100% of its theoretical dps within 19km, and still applies 357 dps beyond that out to its max range of ~30km. If you max out your missile skills, the ship does 469 dps to that Wolf in web range, and 365 dps to max range.
While we're on the topic of overheated fury DPS though, try seven hundred and seventy with all V's (still does 754 with my skills) to anything bigger than a frigate. You're still best off with precisions when shooting frigates and inties, though.
P.S.: The AB, armor Wolf is a best-case scenario-- a faster, shield-tanked MWD Jag fares even worse, taking full damage inside webrange and 411 dps outside web range. Have fun trying to tank these things in any frigate hull. |

Arthur Aihaken
The.VOID
613
|
Posted - 2013.11.19 23:55:00 -
[1855] - Quote
So players still seem more interested in b*tching and griping than proposing the best setups for these? I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1142
|
Posted - 2013.11.19 23:57:00 -
[1856] - Quote
I have this distinct feeling that we're going to see a Light Missile nerf very soon. |

Arthur Aihaken
The.VOID
613
|
Posted - 2013.11.19 23:57:00 -
[1857] - Quote
Alvatore DiMarco wrote:I have this distinct feeling that we're going to see a Light Missile nerf very soon. Do you see everyone switching over to LMLs en masse? I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1142
|
Posted - 2013.11.20 00:06:00 -
[1858] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:I have this distinct feeling that we're going to see a Light Missile nerf very soon. Do you see everyone switching over to LMLs en masse?
I didn't say a Light Missile Launcher nerf. |

unslaught
Solarflares Tin Can Alliance
0
|
Posted - 2013.11.20 00:06:00 -
[1859] - Quote
aaah, what do we have here, the all new rapid "lunch" missile launchers... |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 00:13:00 -
[1860] - Quote
Ganthrithor wrote:KatanTharkay wrote:Ganthrithor wrote:KatanTharkay wrote:Ganthrithor wrote:Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing." Yeah, they are nice now when you're shooting untanked frigates. Sadly things change for the worse when you start shooting tanked frigates. Not it doesn't, because it does 450 dps to those. Thanks for playing. That's theoretical EFT overheated DPS with Fury ammo against a static target. No, that's applied DPS to an afterburner-fit, 400mm plated Wolf doing 100% of its top speed (843m/s with all V's) vs my Tengu (with my skills) that has six bonused RLMLs, 2 BCSes and a web whilst shooting Scourge precisions.
Yeah man, Tengu is a very nice weapon platform, no argue about it. But on the Caracal, the new RML's are not doing very well atm. The only choice one now has it to fe that Caracal to kill only 1 max 2 frigates at a time because you will need to drop 1 LSE for a web so bye bye tank, no more cruiser fights.
|
|

Ganthrithor
GoonWaffe Goonswarm Federation
784
|
Posted - 2013.11.20 00:17:00 -
[1861] - Quote
Basically these launchers make the easiest forms of existing gameplay (ganking as a group, fleet combat) even easier by giving people launchers on roids, while simultaneously making them useless for people who want to try and solo (proper soloing: not simply fitting out an ASB-fit, max-DPS ship and then jumping into a camp and seeing what you can kill before you die) or use them to shot rat. Stupidest idea they've had since ASBs. |

Arthur Aihaken
The.VOID
613
|
Posted - 2013.11.20 00:21:00 -
[1862] - Quote
Alvatore DiMarco wrote:I didn't say a Light Missile Launcher nerf. I know, just with RLMLs being less effective... What purpose would a further light missile nerf serve? I am currently away, traveling through time and will be returning last week. |

Ganthrithor
GoonWaffe Goonswarm Federation
784
|
Posted - 2013.11.20 00:34:00 -
[1863] - Quote
KatanTharkay wrote:
Yeah man, Tengu is a very nice weapon platform, no argue about it. But on the Caracal, the new RML's are not doing very well atm. The only choice one now has it to fit that Caracal to kill only 1 (max 2) frigates at a time because you will need to drop 1 LSE for a web so bye bye tank, no more cruiser fights.
Umm, if you're using your Caracal to fight frigates, you don't even need to fit a web. Just looking at a 2x bcs RLML Caracal vs a MSE Rifter, you do full damage with precisions whether they're webbed or not, regardless of MWD usage. And you can still pack a 34k EHP tank. It only does 260 dps, but 260 dps times the 47 seconds it can shoot for is still 12.2k damage. I don't see how that's worse than the old launchers for gang skirmishes. Roll a few of those into a fight and there won't be any tackle left by the time you need to reload.
The Caracal is going to perform worse than the Tengu regardless of how any launcher is balanced, but you can't just rebalance the weapons based on how they perform on a T1 cruiser hull and then ignore the fact that they're retardedly OP on more expensive hulls. If the Caracal looks poor in comparison when the weapons work on other platforms, then maybe they need to buff the damage bonuses on the Caracal to make it more competitive. |

Kaarous Aldurald
ROC Academy The ROC
1558
|
Posted - 2013.11.20 00:47:00 -
[1864] - Quote
Quote:then maybe they need to buff the damage bonuses on the Caracal to make it more competitive.
I'd agree with this. It's about time Kinetic-only damage bonuses die in a fire. Not posting on my main, and loving it.-á Because free speech.-á |

Arthur Aihaken
The.VOID
614
|
Posted - 2013.11.20 00:52:00 -
[1865] - Quote
Improve the damage application on HAMs, HMLs and reduce the reload time on the new RLMLs to 20 seconds. That should fix most of the issues. I am currently away, traveling through time and will be returning last week. |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 00:54:00 -
[1866] - Quote
Ganthrithor wrote:KatanTharkay wrote:
Yeah man, Tengu is a very nice weapon platform, no argue about it. But on the Caracal, the new RML's are not doing very well atm. The only choice one now has it to fit that Caracal to kill only 1 (max 2) frigates at a time because you will need to drop 1 LSE for a web so bye bye tank, no more cruiser fights.
Umm, if you're using your Caracal to fight frigates, you don't even need to fit a web. Just looking at a 2x bcs RLML Caracal vs a MSE Rifter, you do full damage with precisions whether they're webbed or not, regardless of MWD usage. And you can still pack a 34k EHP tank. It only does 260 dps, but 260 dps times the 47 seconds it can shoot for is still 12.2k damage. I don't see how that's worse than the old launchers for gang skirmishes. Roll a few of those into a fight and there won't be any tackle left by the time you need to reload. The Caracal is going to perform worse than the Tengu regardless of how any launcher is balanced, but you can't just rebalance the weapons based on how they perform on a T1 cruiser hull and then ignore the fact that they're retardedly OP on more expensive hulls. If the Caracal looks poor in comparison when the weapons work on other platforms, then maybe they need to buff the damage bonuses on the Caracal to make it more competitive.
I made a post earlier about how well is doing a Caracal against a dual repped Incursus. Not bright for something that should kill frigs fast.
|

Ganthrithor
GoonWaffe Goonswarm Federation
784
|
Posted - 2013.11.20 01:51:00 -
[1867] - Quote
I'd love to see them rework missile mechanics in general. It's obvious that the system in place to handle missiles and missile damage application is a poorly thought-out holdover from 2003. The fancy new graphical effects are nice: it's time the underlying mechanics were refreshed to be just as pleasing. Until that time, though, it would be nice if they'd think for more than two seconds before handing out ridiculous launcher stats.
KatanTharkay wrote:Ganthrithor wrote:KatanTharkay wrote:
Yeah man, Tengu is a very nice weapon platform, no argue about it. But on the Caracal, the new RML's are not doing very well atm. The only choice one now has it to fit that Caracal to kill only 1 (max 2) frigates at a time because you will need to drop 1 LSE for a web so bye bye tank, no more cruiser fights.
Umm, if you're using your Caracal to fight frigates, you don't even need to fit a web. Just looking at a 2x bcs RLML Caracal vs a MSE Rifter, you do full damage with precisions whether they're webbed or not, regardless of MWD usage. And you can still pack a 34k EHP tank. It only does 260 dps, but 260 dps times the 47 seconds it can shoot for is still 12.2k damage. I don't see how that's worse than the old launchers for gang skirmishes. Roll a few of those into a fight and there won't be any tackle left by the time you need to reload. The Caracal is going to perform worse than the Tengu regardless of how any launcher is balanced, but you can't just rebalance the weapons based on how they perform on a T1 cruiser hull and then ignore the fact that they're retardedly OP on more expensive hulls. If the Caracal looks poor in comparison when the weapons work on other platforms, then maybe they need to buff the damage bonuses on the Caracal to make it more competitive. I made a post earlier about how well is doing a Caracal against a dual repped Incursus. Not bright for something that should kill frigs fast.
In fairness, a dual-rep Gallente frigate is kind of as hard-counter as you can get vs a Caracal... |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 08:54:00 -
[1868] - Quote
KatanTharkay wrote:Caracal: 3 damage mods, no missile related rigs / implants, max skills, 335 EFT DPS with Caldari Nova missiles. Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants all T2, except for rigs
new RLML role - kill smaller sized ships fast, before reinforcements arrive. Burst damage: that means you kill 1 -3 frigates fast and run away before you need to reload. New RLML's failed to kill 1 cookie fitted Incursus while shooting it with a full load of caldari nova missiles. Having to reload = dead because you can't kill 1 frig before reinforcements arriving.
Please try yourself now. I'm going to teach you something which might kill your innocence, but I need ot do it ; you have to know it some day : AB is a module whose one functionality is to tank missiles... all of them.. yes, even light missiles...
I'm sorry.
Sorry if you can't kill an ovetanked AB frigate in 40 seconds...
But you'll get over it someday. This is life : people die, AB frigates tank missiles damage and life goes on. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
803
|
Posted - 2013.11.20 09:01:00 -
[1869] - Quote
Bouh Revetoile wrote:KatanTharkay wrote:Caracal: 3 damage mods, no missile related rigs / implants, max skills, 335 EFT DPS with Caldari Nova missiles. Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants all T2, except for rigs
new RLML role - kill smaller sized ships fast, before reinforcements arrive. Burst damage: that means you kill 1 -3 frigates fast and run away before you need to reload. New RLML's failed to kill 1 cookie fitted Incursus while shooting it with a full load of caldari nova missiles. Having to reload = dead because you can't kill 1 frig before reinforcements arriving.
Please try yourself now. I'm going to teach you something which might kill your innocence, but I need ot do it ; you have to know it some day : AB is a module whose one functionality is to tank missiles... all of them.. yes, even light missiles... I'm sorry. Sorry if you can't kill an ovetanked AB frigate in 40 seconds... But you'll get over it someday. This is life : people die, AB frigates tank missiles damage and life goes on.
I need to teach you something, it might hurt your inoncence.
NO ONE FLIES WITHOUT A PROP MOD ON ANYTHING SMALLER THAN A BATTLESHIP.
There are 3 possible targets for a RML caracal. An AB frigate, MWD frigate and a cruiser ( dont matter prop type as much).
As of now.. .. its hard to kill a well fit ship of any of the 3 types. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 09:20:00 -
[1870] - Quote
Kagura Nikon wrote:I need to teach you something, it might hurt your inoncence.
NO ONE FLIES WITHOUT A PROP MOD ON ANYTHING SMALLER THAN A BATTLESHIP.
There are 3 possible targets for a RML caracal. An AB frigate, MWD frigate and a cruiser ( dont matter prop type as much).
As of now.. .. its hard to kill a well fit ship of any of the 3 types. When someone dedicate its fit to tank and divert incoming damage, and sacrifice everything for it, I think he deserve to live more than minute eventhough a Caracal lands in.
As for the MWD targets, they will die to a load of RLML Caracal. You might even kill two or three of them.
Of course I'm not talking about interceptors or AF BECAUSE THEY HAVE A SIGNATURE BONUS TO MWD (caps seems fun).
You know, missiles damage is affected by speed and signature. Asking for a missile system to NOT be affected by speed and signature is utterly stupid in fact.
Hence, asking for RLML to kill an AB frigate or a MWD bonused frigate or a skirmished linked frigate is utterly supid.
It's basic logic here, yet a lot of missiles users seem to believe they deserve their missiles to hit everything flying, whatever the size or speed, for full damage, only because turrets can sometimes blap a frigate. That is utterly stupid. |
|

Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.20 09:39:00 -
[1871] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:I need to teach you something, it might hurt your inoncence.
NO ONE FLIES WITHOUT A PROP MOD ON ANYTHING SMALLER THAN A BATTLESHIP.
There are 3 possible targets for a RML caracal. An AB frigate, MWD frigate and a cruiser ( dont matter prop type as much).
As of now.. .. its hard to kill a well fit ship of any of the 3 types. When someone dedicate its fit to tank and divert incoming damage, and sacrifice everything for it, I think he deserve to live more than minute eventhough a Caracal lands in. As for the MWD targets, they will die to a load of RLML Caracal. You might even kill two or three of them. Of course I'm not talking about interceptors or AF BECAUSE THEY HAVE A SIGNATURE BONUS TO MWD (caps seems fun). You know, missiles damage is affected by speed and signature. Asking for a missile system to NOT be affected by speed and signature is utterly stupid in fact. Hence, asking for RLML to kill an AB frigate or a MWD bonused frigate or a skirmished linked frigate is utterly supid. It's basic logic here, yet a lot of missiles users seem to believe they deserve their missiles to hit everything flying, whatever the size or speed, for full damage, only because turrets can sometimes blap a frigate. That is utterly stupid. Just 1 somewhat important thing you missed.. Light missiles are NOT affected by speed or sig radius. They hit for the same damage be it an AB frigate or an MWDing battleship. The reason everyone was Screaming OP RLML's was due to the fact light missiles apply 100% of their damage 100% of the time. I used a RLML X 3 BCU fit caracal on SISI vs an alts duel rep Incursis. Had to reload while incursus was cycling his reps. Took his shield in 2 volleys, the other 16 were wasted on his armour reps (he flew away laughing at my OP caracal) **sarcasm intended**
NB; RLML's Blow and CCP should reimburse me for the isk I spent on them prior to rubicon as they now have no market value. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
308
|
Posted - 2013.11.20 09:39:00 -
[1872] - Quote
Bouh Revetoile wrote:KatanTharkay wrote:Caracal: 3 damage mods, no missile related rigs / implants, max skills, 335 EFT DPS with Caldari Nova missiles. Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants all T2, except for rigs
new RLML role - kill smaller sized ships fast, before reinforcements arrive. Burst damage: that means you kill 1 -3 frigates fast and run away before you need to reload. New RLML's failed to kill 1 cookie fitted Incursus while shooting it with a full load of caldari nova missiles. Having to reload = dead because you can't kill 1 frig before reinforcements arriving.
Please try yourself now. I'm going to teach you something which might kill your innocence, but I need ot do it ; you have to know it some day : AB is a module whose one functionality is to tank missiles... all of them.. yes, even light missiles... I'm sorry. Sorry if you can't kill an ovetanked AB frigate in 40 seconds... But you'll get over it someday. This is life : people die, AB frigates tank missiles damage and life goes on.
Gotta agree with Bouh here. That Incurses is massivly tanked (7 slot tank) and you have nothing in your caracal fit to counter his fit. I suggest you fit a web and or some damage application rigs. Another option is to use your speed (MWD vs AB) and hold long range point whilst hammering him down until he is out of cap. This will take a reload if not two but you can still kill him.
Moral of the story: If you expect a weapon system to literally be "Hit F1" and wait till he pops then you need to adapt or die. Eve is supposed to be hard. Change your fit. Figure out how to counter the hard counter to your RML Caracal. This is why Eve is so good. You have to really think, sacrifice stuff and find it your own way. If you do it before everyone else you win the internet |

Morrigan LeSante
The Lost and Forgotten Troopers
467
|
Posted - 2013.11.20 09:47:00 -
[1873] - Quote
Sgt Ocker wrote:Bouh Revetoile wrote:Kagura Nikon wrote:I need to teach you something, it might hurt your inoncence.
NO ONE FLIES WITHOUT A PROP MOD ON ANYTHING SMALLER THAN A BATTLESHIP.
There are 3 possible targets for a RML caracal. An AB frigate, MWD frigate and a cruiser ( dont matter prop type as much).
As of now.. .. its hard to kill a well fit ship of any of the 3 types. When someone dedicate its fit to tank and divert incoming damage, and sacrifice everything for it, I think he deserve to live more than minute eventhough a Caracal lands in. As for the MWD targets, they will die to a load of RLML Caracal. You might even kill two or three of them. Of course I'm not talking about interceptors or AF BECAUSE THEY HAVE A SIGNATURE BONUS TO MWD (caps seems fun). You know, missiles damage is affected by speed and signature. Asking for a missile system to NOT be affected by speed and signature is utterly stupid in fact. Hence, asking for RLML to kill an AB frigate or a MWD bonused frigate or a skirmished linked frigate is utterly supid. It's basic logic here, yet a lot of missiles users seem to believe they deserve their missiles to hit everything flying, whatever the size or speed, for full damage, only because turrets can sometimes blap a frigate. That is utterly stupid. Just 1 somewhat important thing you missed.. Light missiles are NOT affected by speed or sig radius.
Riiiiiiiiiiiight......... |

Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.20 09:50:00 -
[1874] - Quote
Spugg Galdon wrote:Bouh Revetoile wrote:KatanTharkay wrote:Caracal: 3 damage mods, no missile related rigs / implants, max skills, 335 EFT DPS with Caldari Nova missiles. Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants all T2, except for rigs
new RLML role - kill smaller sized ships fast, before reinforcements arrive. Burst damage: that means you kill 1 -3 frigates fast and run away before you need to reload. New RLML's failed to kill 1 cookie fitted Incursus while shooting it with a full load of caldari nova missiles. Having to reload = dead because you can't kill 1 frig before reinforcements arriving.
Please try yourself now. I'm going to teach you something which might kill your innocence, but I need ot do it ; you have to know it some day : AB is a module whose one functionality is to tank missiles... all of them.. yes, even light missiles... I'm sorry. Sorry if you can't kill an ovetanked AB frigate in 40 seconds... But you'll get over it someday. This is life : people die, AB frigates tank missiles damage and life goes on. Gotta agree with Bouh here. That Incurses is massivly tanked (7 slot tank) and you have nothing in your caracal fit to counter his fit. I suggest you fit a web and or some damage application rigs. Another option is to use your speed (MWD vs AB) and hold long range point whilst hammering him down until he is out of cap. This will take a reload if not two but you can still kill him. Moral of the story: If you expect a weapon system to literally be "Hit F1" and wait till he pops then you need to adapt or die. Eve is supposed to be hard. Change your fit. Figure out how to counter the hard counter to your RML Caracal. This is why Eve is so good. You have to really think, sacrifice stuff and find it your own way. If you do it before everyone else you win the internet So you think keeping him webbed for 3 or 4 mins while you shoot, reload, shoot, is going to kill him?? Do you not think he will be repping his armour and calling in buddies while you fly around for 40 seconds reloading? And seriously, even without a prop mod an incursis is faster than an AB caracal so he is going to pull out of your long point well before you get to reload. Run an MWD caracal (2min 40sec cap) your likely to cap yourself out trying to keep point. Get into web range, your going to die while reloading.
The whole idea of the "improved" rlml is hit and run. you land you kill you warp off to reload.. they are not capable of doing this. |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 10:17:00 -
[1875] - Quote
Sgt Ocker wrote:So you think keeping him webbed for 3 or 4 mins while you shoot, reload, shoot, is going to kill him?? Do you not think he will be repping his armour and calling in buddies while you fly around for 40 seconds reloading? And seriously, even without a prop mod an incursis is faster than an AB caracal so he is going to pull out of your long point well before you get to reload. Run an MWD caracal (2min 40sec cap) your likely to cap yourself out trying to keep point. Get into web range, your going to die while reloading.
The whole idea of the "improved" rlml is hit and run. you land you kill you warp off to reload.. they are not capable of doing this. Have you ever heard of the concept of heavy tackle, with the extreme case the bait ?
FYI these ships entire design is to tank you the time their comrades come to kill you.
If they don't tank, they are useless. To achieve this, they dedicate almost everything on their ship to tank your damages, like an incursus using 4 low slots, 3 rigs and 2 mid slots just for tank.
Also, to kill frigates, you have destroyers. The whole point of this whole class of ships is to kill frigates.
PS : and again, to counter someone who dedicate everything to survive your dps, you could at least consider using a TP or a rig... |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 10:26:00 -
[1876] - Quote
Bouh Revetoile wrote:KatanTharkay wrote:Caracal: 3 damage mods, no missile related rigs / implants, max skills, 335 EFT DPS with Caldari Nova missiles. Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants all T2, except for rigs
new RLML role - kill smaller sized ships fast, before reinforcements arrive. Burst damage: that means you kill 1 -3 frigates fast and run away before you need to reload. New RLML's failed to kill 1 cookie fitted Incursus while shooting it with a full load of caldari nova missiles. Having to reload = dead because you can't kill 1 frig before reinforcements arriving.
Please try yourself now. I'm going to teach you something which might kill your innocence, but I need ot do it ; you have to know it some day : AB is a module whose one functionality is to tank missiles... all of them.. yes, even light missiles... I'm sorry. Sorry if you can't kill an ovetanked AB frigate in 40 seconds... But you'll get over it someday. This is life : people die, AB frigates tank missiles damage and life goes on.
As a person who had lots of fun while spending 1 year in RVB and also a little bit of time in Faction Warfare, I know how things work with small ships. Pre Rubicon RLML Caracal used to kill dual repp Incursuses with impunity. But that doesn't really matter that much since I was already stated that it was an afterburner fitted frigate in the original sentence, so it was obvious that I knew how the sig tanking works.
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KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 10:28:00 -
[1877] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:So you think keeping him webbed for 3 or 4 mins while you shoot, reload, shoot, is going to kill him?? Do you not think he will be repping his armour and calling in buddies while you fly around for 40 seconds reloading? And seriously, even without a prop mod an incursis is faster than an AB caracal so he is going to pull out of your long point well before you get to reload. Run an MWD caracal (2min 40sec cap) your likely to cap yourself out trying to keep point. Get into web range, your going to die while reloading.
The whole idea of the "improved" rlml is hit and run. you land you kill you warp off to reload.. they are not capable of doing this. Have you ever heard of the concept of heavy tackle, with the extreme case the bait ? FYI these ships entire design is to tank you the time their comrades come to kill you. If they don't tank, they are useless. To achieve this, they dedicate almost everything on their ship to tank your damages, like an incursus using 4 low slots, 3 rigs and 2 mid slots just for tank. Also, to kill frigates, you have destroyers. The whole point of this whole class of ships is to kill frigates. PS : and again, to counter someone who dedicate everything to survive your dps, you could at least consider using a TP or a rig...
That's also the RLML role. To kill frigates.
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Niena Nuamzzar
Royal Amarr Institute Amarr Empire
75
|
Posted - 2013.11.20 10:34:00 -
[1878] - Quote
Sgt Ocker wrote: Just 1 somewhat important thing you missed.. Light missiles are NOT affected by speed or sig radius. They hit for the same damage be it an AB frigate or an MWDing battleship.
They don't. Sometimes (if not most times for very speedy things) you need a web to apply 100% damage even with precision missiles. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
983
|
Posted - 2013.11.20 10:45:00 -
[1879] - Quote
Kaarous Aldurald wrote:Quote:then maybe they need to buff the damage bonuses on the Caracal to make it more competitive. I'd agree with this. It's about time Kinetic-only damage bonuses die in a fire.
Yeah, that kinetic-only damage bonus on the Caracal should go, like yesterday!

In fairness, it's not as bad as thinking that light missiles have infinite "tracking". This thread is so facepalmy, but it's always the way with missile threads. |

Valleria Darkmoon
Heretic Army Heretic Initiative
141
|
Posted - 2013.11.20 11:00:00 -
[1880] - Quote
Actually, I need to do more work on this but I see potential for this in conjunction with the warp speed changes and split weapons of all things. Hear me out here.
You have say, a Stabber fitted with 220s and rapid lights.
1) You manage to get a small gang to chase you while you warp at range.
2) Depending on how fast the gang reacts frigates may land before you or shortly after, find you at range and start to burn.
3) You get a short period of time in which to use everything to clear the field of as many frigates as you can manage and the front loaded damage should make this work fairly quick.
4) Your rapid lights go on reload.
5) The rest of the gang is now on field but you still have decent damage from your 220s and drones, hence you can still fight.
The added advantage of warping at range here is that you could end up separating the enemy gang on two levels. Warp speed will allow you to separate the small fast warpers temporarily and any distance you force the enemy frigs to burn will also separate them from their gang once on grid. Attempts at this to be made soon.
I'm just thinking out loud here right now but I do think this scenario is not really far fetched and could work. Though I do think something like a Caracal suffers a lot more from the reload as if all of its launchers are empty the Caracal has a grand total of 2 drones for damage. The Stabber fit this way loses ~80 dps while the rapid lights are on reload and that dps is applied very well to frigates allowing you to make quick work of them. Without them you still have roughly the same damage a Stabber normally has against other targets and you will get them back eventually. |
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Zamyslinski
Rionnag Alba Triumvirate.
2
|
Posted - 2013.11.20 11:04:00 -
[1881] - Quote
ok now buff HML since i dont have any viable weapon system to fit on my missile boats. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
983
|
Posted - 2013.11.20 11:06:00 -
[1882] - Quote
KatanTharkay wrote: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.
I make it that the Caracal applies 325 DPS unheated to a webbed Incursus with overloaded AB. The Incursus tanks 155 DPS overloaded, which means that it dies in about 18 seconds.
I suspect that the problem is that you don't know how to fit a Caracal. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
309
|
Posted - 2013.11.20 11:21:00 -
[1883] - Quote
Gypsio III wrote:KatanTharkay wrote: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. I make it that the Caracal applies 325 DPS unheated to a webbed Incursus with overloaded AB. The Incursus tanks 155 DPS overloaded, which means that it dies in about 18 seconds. I suspect that the problem is that you don't know how to fit a Caracal. Edit - no gang links were assumed.
Thisis what I suspected myself which is why I asked him to tell us how he was fit.
At the end of the day Katan seems to think that he shouldnt have to make any adjustments to his fit to take advantage of the new launcher mechanic. I believe he is being lazy and should feel bad for complaining before trying every which way possible to try and overcome the dual rep Incurses. Alas, I believe he will wait for someone else to come up with a fit for him. But it won't be me. |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 11:23:00 -
[1884] - Quote
Gypsio III wrote:KatanTharkay wrote: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. I make it that the Caracal applies 325 DPS unheated to a webbed Incursus with overloaded AB. The Incursus tanks 155 DPS overloaded, which means that it dies in about 18 seconds. I suspect that the problem is that you don't know how to fit a Caracal.
I already said in a previous post that you need a web to apply full RLML DPS, but that totally kills your tank. Also you don't start your reppers at the same time, they need to be at half cycle gap. And with the setup I posted the Incursus tanks 205 DPS overheated (not counting links/implants). The problem is that you will fail to kill that Incursus before reinforcements arriving. And 2 Incursuses will **** you like no tomorrow, no matter how you fit that Caracal. So now a Cruiser fitted with anti-frigate weapobns is getting totally raped by 2 frigates. |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 11:26:00 -
[1885] - Quote
Spugg Galdon wrote:Gypsio III wrote:KatanTharkay wrote: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. I make it that the Caracal applies 325 DPS unheated to a webbed Incursus with overloaded AB. The Incursus tanks 155 DPS overloaded, which means that it dies in about 18 seconds. I suspect that the problem is that you don't know how to fit a Caracal. Edit - no gang links were assumed. Thisis what I suspected myself which is why I asked him to tell us how he was fit. At the end of the day Katan seems to think that he shouldnt have to make any adjustments to his fit to take advantage of the new launcher mechanic. I believe he is being lazy and should feel bad for complaining before trying every which way possible to try and overcome the dual rep Incurses. Alas, I believe he will wait for someone else to come up with a fit for him. But it won't be me.
Please read all of my my posts before judging.
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Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
309
|
Posted - 2013.11.20 11:28:00 -
[1886] - Quote
KatanTharkay wrote:Gypsio III wrote:KatanTharkay wrote: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. I make it that the Caracal applies 325 DPS unheated to a webbed Incursus with overloaded AB. The Incursus tanks 155 DPS overloaded, which means that it dies in about 18 seconds. I suspect that the problem is that you don't know how to fit a Caracal. I already said in a previous post that you need a web to apply full RLML DPS, but that totally kills your tank. Also you don't start your reppers at the same time, they need to be at half cycle gap. And with the setup I posted the Incursus tanks 205 DPS overheated (not counting links/implants). The problem is that you will fail to kill that Incursus before reinforcements arriving. And 2 Incursuses will **** you like no tomorrow, no matter how you fit that Caracal. So now a Cruiser fitted with anti-frigate weapobns is getting totally raped by 2 frigates.
You will have to make sacrifices to your ship. Removing a tank slot for a web is the sacrifice. Is there some other way you can tank other than just dual LSE's?
Find a way. Adapt or die. |

Fewell
Red Federation RvB - RED Federation
18
|
Posted - 2013.11.20 11:30:00 -
[1887] - Quote
I'm very late to the game here and I don't want to go through the whole thread so... are there any CCP posts addressing how this reload time completely negates the advantage launchers have in being able to use multiple damage types? There are reasons launchers have access to all damage types. It's one of the things that keep them in line with other weapon systems. Destroying that because you have trouble balancing a module doesn't seem like a good option to me. |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 11:32:00 -
[1888] - Quote
Spugg Galdon wrote:KatanTharkay wrote:Gypsio III wrote:KatanTharkay wrote: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. I make it that the Caracal applies 325 DPS unheated to a webbed Incursus with overloaded AB. The Incursus tanks 155 DPS overloaded, which means that it dies in about 18 seconds. I suspect that the problem is that you don't know how to fit a Caracal. I already said in a previous post that you need a web to apply full RLML DPS, but that totally kills your tank. Also you don't start your reppers at the same time, they need to be at half cycle gap. And with the setup I posted the Incursus tanks 205 DPS overheated (not counting links/implants). The problem is that you will fail to kill that Incursus before reinforcements arriving. And 2 Incursuses will **** you like no tomorrow, no matter how you fit that Caracal. So now a Cruiser fitted with anti-frigate weapobns is getting totally raped by 2 frigates. You will have to make sacrifices to your ship. Removing a tank slot for a web is the sacrifice. Is there some other way you can tank other than just dual LSE's? Find a way. Adapt or die.
Man, come on, read it, your Caracal fitted with a web will die to 2 dual repping Incursuses.
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Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
984
|
Posted - 2013.11.20 11:45:00 -
[1889] - Quote
It's a long time since I've done solo lowsec work in a Caracal, but when I did do it after Quantum Rise I used a Caracal with dual webs. Fitting no webs is just mental - how do you expect to keep tackle on things? Sorry, but only HML Caracals don't fit webs - or have reliable webbing gangmates, which amounts to the same thing. Sort your fits out.
Your Incursus fit was "Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants, all T2, except for rigs".
I can't reproduce your 205 DPS tank. With Pseudo DC, EANM, dual SAR and dual ANP rigs, I show 155 DPS overloaded explosive tank. Ah wait, I can use a CPU rig to upgrade from Pseudo DC to T2, that makes it 158 DPS tanked and death in 18 s.
Are you using omni damage tank, or do you have an explosive rig in there? It doesn't matter though. With a 205 DPS tank, the Incursus dies in 23 s instead.
You're also wrong in the case of two Incursusii, and obviously so. They die in 18 s each, which means that the Caracal can kill both before reload. The two Incurses deal 204 DPS each, for 408 DPS, against a bog-standard triple-CDFE, LSE, Invuln Caracal of 28k EHP against Void. Even if neither die, they'll take 69 s to kill the Caracal.
To win, the Incursuses need to kite a bit outside web range and hope they can trick the Caracal into wasting missiles. But of course, if the Incursi ever want to kill it, they have to enter web range... |

Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.20 11:46:00 -
[1890] - Quote
Gypsio III wrote:KatanTharkay wrote: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. I make it that the Caracal applies 325 DPS unheated to a webbed Incursus with overloaded AB. The Incursus tanks 155 DPS overloaded, which means that it dies in about 18 seconds. I suspect that the problem is that you don't know how to fit a Caracal. Edit - no gang links were assumed. But did presume all lvl 5 skills. With T2 spec 4 and missile support skils all at 4, 3 BCU + Warhead Calefaction Catalyst, caracal does 192 DPS, duel rep Incursis with T2 repper and AAR, Aux nano pump, tanks 185 dps (with my skills).. You might kill it, if your lucky, before having to reload.
RLML Caracal is now for max skilled pilots only, if you have less than all 5's, never ever fly alone.. You will die!!
|
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Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
309
|
Posted - 2013.11.20 11:51:00 -
[1891] - Quote
Gypsio III wrote:It's a long time since I've done solo lowsec work in a Caracal, but when I did do it after Quantum Rise I used a Caracal with dual webs. Fitting no webs is just mental - how do you expect to keep tackle on things? Sorry, but only HML Caracals don't fit webs - or have reliable webbing gangmates, which amounts to the same thing. Sort your fits out.
Your Incursus fit was "Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants, all T2, except for rigs".
I can't reproduce your 205 DPS tank. With Pseudo DC, EANM, dual SAR and dual ANP rigs, I show 155 DPS overloaded explosive tank. Ah wait, I can use a CPU rig to upgrade from Pseudo DC to T2, that makes it 158 DPS tanked and death in 18 s.
Are you using omni damage tank, or do you have an explosive rig in there? It doesn't matter though. With a 205 DPS tank, the Incursus dies in 23 s instead.
You're also wrong in the case of two Incursusii, and obviously so. They die in 18 s each, which means that the Caracal can kill both before reload. The two Incurses deal 204 DPS each, for 408 DPS, against a bog-standard triple-CDFE, LSE, Invuln Caracal of 28k EHP against Void. Even if neither die, they'll take 69 s to kill the Caracal.
To win, the Incursuses need to kite a bit outside web range and hope they can trick the Caracal into wasting missiles. But of course, if the Incursi ever want to kill it, they have to enter web range...
I'm going to add to Gypsio's wisdom and tell you about short range kiting. If you have one of the Incursii webbed and scammed you can keep him at about 8km range from you. At this range you can pound the ********* off him whilst only having to deal with getting punched in the face by the second Incurses. Unless of course they are using rails. Which means their damage is much lower.
Katan, you need to think more about your fits and your tactics. You can't have a ship that can just pwn all. |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 12:00:00 -
[1892] - Quote
Gypsio III wrote:It's a long time since I've done solo lowsec work in a Caracal, but when I did do it after Quantum Rise I used a Caracal with dual webs. Fitting no webs is just mental - how do you expect to keep tackle on things? Sorry, but only HML Caracals don't fit webs - or have reliable webbing gangmates, which amounts to the same thing. Sort your fits out.
Your Incursus fit was "Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants, all T2, except for rigs".
I can't reproduce your 205 DPS tank. With Pseudo DC, EANM, dual SAR and dual ANP rigs, I show 155 DPS overloaded explosive tank. Ah wait, I can use a CPU rig to upgrade from Pseudo DC to T2, that makes it 158 DPS tanked and death in 18 s.
Are you using omni damage tank, or do you have an explosive rig in there? It doesn't matter though. With a 205 DPS tank, the Incursus dies in 23 s instead.
You're also wrong in the case of two Incursusii, and obviously so. They die in 18 s each, which means that the Caracal can kill both before reload. The two Incurses deal 204 DPS each, for 408 DPS, against a bog-standard triple-CDFE, LSE, Invuln Caracal of 28k EHP against Void. Even if neither die, they'll take 69 s to kill the Caracal.
To win, the Incursuses need to kite a bit outside web range and hope they can trick the Caracal into wasting missiles. But of course, if the Incursi ever want to kill it, they have to enter web range...
Caracals used to be fitted for speed. A few charges where enough to kill kiting mwd-ing frigates and you could overheat your mwd and when they where trying to run. Also AB frigates where unable to run from you. 70 charges where more than enough to break any frigate tank.
now, that Incursus fit, all level 5:
lows: DC II 2 x Small Armor Rep II ENAM II
mids: 1MN Afterburner II Small cap booster II J5b scram
highs: 3 Light Ion Blaster II
rigs: Anti Explosive Pump I 2 x Small Auxiliary Nano Pump I
That's 217 DPS tanked on lowest resist before any link / gang / implant bonuses.
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Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
984
|
Posted - 2013.11.20 12:03:00 -
[1893] - Quote
Amusingly, a quick look at the number suggest that the Caracal has a good chance of killing three Incursuses!
Assume 28k EHP Caracal and 158 DPS tank, 204 DPS Incursuses. Assume that the Caracal uses a full load of missiles to kill the first two, then reloads.
In the first 18 s it was taking 612 DPS, then 408 DPS in the next 18 s. After that it reloads for 40 s during which it receives 204 DPS. After finishing reload, it has taken 612*18 + 408* 18 + 40*204 damage, 26520 damage, leaving it deep in hull. Then it starts shooting again, this time using overload, which means 14 s to kill the last Incursus - but during this time the Incursus would deal 14*204 = 2856 damage, enough to kill the Caracal first.
However, this analysis neglects drone damage from the Caracal while it reloads, and I suspect that the third Incursus would take a volley or two of damage before the reload, which could well tip the balance the other way.  |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
984
|
Posted - 2013.11.20 12:06:00 -
[1894] - Quote
KatanTharkay wrote:
now, that Incursus fit, all level 5:
lows: DC II 2 x Small Armor Rep II ENAM II
mids: 1MN Afterburner II Small cap booster II J5b scram
highs: 3 Light Ion Blaster II
rigs: Anti Explosive Pump I 2 x Small Auxiliary Nano Pump I
That's 217 DPS tanked on lowest resist before any link / gang / implant bonuses.
Ah right thanks, that's helpful. That makes it 25 s to kill it, a significantly better result. The second Incursus will probably survive the reload, then die.
|

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 12:08:00 -
[1895] - Quote
Sgt Ocker wrote:But did presume all lvl 5 skills. With T2 spec 4 and missile support skils all at 4, 3 BCU + Warhead Calefaction Catalyst, caracal does 192 DPS, duel rep Incursis with T2 repper and AAR, Aux nano pump, tanks 185 dps (with my skills).. You might kill it, if your lucky, before having to reload.
RLML Caracal is now for max skilled pilots only, if you have less than all 5's, never ever fly alone.. You will die!! 192dps is with the reload. If the incursus die before the reload, you can double this dps, and active tank suffer more from high dps than lower prolonged dps ; which increase a lot the chances of killing the said incursus before the reload.
Also, the AAR have 8 charges and take one minute to reload, which is more than the reload time of RLML.
Also, you presume ALLV for the incursus pilot but not for the caracal pilot ? ...
A weapon is designed to kill frigate don't mean it have to leave no chance to frigate and be their doom in some seconds. Designed to kill frigates in EVE mean you can reliably hit them, but there's counter to everything, and as your cruiser will be faster than most AB frigates and you have 4 times the tank ; you can't have everything. The frigate made choices to tank your missiles, and it seems that doesn't even pay out.
Missiles users are way too used to OP weapon systems. |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 12:17:00 -
[1896] - Quote
Gypsio III wrote:KatanTharkay wrote:
now, that Incursus fit, all level 5:
lows: DC II 2 x Small Armor Rep II ENAM II
mids: 1MN Afterburner II Small cap booster II J5b scram
highs: 3 Light Ion Blaster II
rigs: Anti Explosive Pump I 2 x Small Auxiliary Nano Pump I
That's 217 DPS tanked on lowest resist before any link / gang / implant bonuses.
Ah right thanks, that's helpful. That makes it 25 s to kill it, a significantly better result. The second Incursus will probably survive the reload, then die. Three is clearly pushing things!
Right, the trouble is that he will be able to hold you for his friends. At the moment the only option left for a solo RLML Caracal pilot is to never engage more than 1 tanked frigate if he want to make proper use of the new weapon platform (hit and run before reinforcements arriving). As a gank weapon is very nice in gangs but kinda sucks for solo on regular platforms (Tengu is still great). |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1688
|
Posted - 2013.11.20 12:26:00 -
[1897] - Quote
KatanTharkay wrote:Gypsio III wrote:KatanTharkay wrote:
now, that Incursus fit, all level 5:
lows: DC II 2 x Small Armor Rep II ENAM II
mids: 1MN Afterburner II Small cap booster II J5b scram
highs: 3 Light Ion Blaster II
rigs: Anti Explosive Pump I 2 x Small Auxiliary Nano Pump I
That's 217 DPS tanked on lowest resist before any link / gang / implant bonuses.
Ah right thanks, that's helpful. That makes it 25 s to kill it, a significantly better result. The second Incursus will probably survive the reload, then die. Three is clearly pushing things! Right, the trouble is that he will be able to hold you for his friends. At the moment the only option left for a solo RLML Caracal pilot is to never engage more than 1 tanked frigate if he want to make proper use of the new weapon platform (hit and run before reinforcements arriving). As a gank weapon is very nice in gangs but kinda sucks for solo on regular platforms (Tengu is still great).
I'm quite sure that Incursus won't be able to tank that long.
Lights have pretty damn good alpha, you would need absolutely perfect rep/cap control to keep it alive even half that time. BYDI recruitment closed-ish |

Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.20 12:49:00 -
[1898] - Quote
Gypsio III wrote:Amusingly, a quick look at the number suggest that the Caracal has a good chance of killing three Incursuses!
Assume 28k EHP Caracal and 158 DPS tank, 204 DPS Incursuses. Assume that the Caracal uses a full load of missiles to kill the first two, then reloads.
In the first 18 s it was taking 612 DPS, then 408 DPS in the next 18 s. After that it reloads for 40 s during which it receives 204 DPS. After finishing reload, it has taken 612*18 + 408* 18 + 40*204 damage, 26520 damage, leaving it deep in hull. Then it starts shooting again, this time using overload, which means 14 s to kill the last Incursus - but during this time the Incursus would deal 14*204 = 2856 damage, enough to kill the Caracal first.
However, it's sufficiently clsoe that skills and piloting could tip the balance. Could you adjust those figures to allow for the scram and web.. With web and scram you don't get 28k EHP, it is closer to 23k and 88 DPS tank, sadly with your figures, the caracal does in fact lose.
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Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.20 12:56:00 -
[1899] - Quote
Garviel Tarrant wrote:KatanTharkay wrote:Gypsio III wrote:KatanTharkay wrote:
now, that Incursus fit, all level 5:
lows: DC II 2 x Small Armor Rep II ENAM II
mids: 1MN Afterburner II Small cap booster II J5b scram
highs: 3 Light Ion Blaster II
rigs: Anti Explosive Pump I 2 x Small Auxiliary Nano Pump I
That's 217 DPS tanked on lowest resist before any link / gang / implant bonuses.
Ah right thanks, that's helpful. That makes it 25 s to kill it, a significantly better result. The second Incursus will probably survive the reload, then die. Three is clearly pushing things! Right, the trouble is that he will be able to hold you for his friends. At the moment the only option left for a solo RLML Caracal pilot is to never engage more than 1 tanked frigate if he want to make proper use of the new weapon platform (hit and run before reinforcements arriving). As a gank weapon is very nice in gangs but kinda sucks for solo on regular platforms (Tengu is still great). I'm quite sure that Incursus won't be able to tank that long. Lights have pretty damn good alpha, you would need absolutely perfect rep/cap control to keep it alive even half that time. AAR reps 156 every 6 seconds for 48 seconds (holding 8 nanite paste), combined with a T2 repper, it will tank a caracal quite easily (with good skills). By the time the AAR is out of paste, the caracal is out of missiles.
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1689
|
Posted - 2013.11.20 12:58:00 -
[1900] - Quote
Sgt Ocker wrote:Garviel Tarrant wrote:KatanTharkay wrote:Gypsio III wrote:KatanTharkay wrote:
now, that Incursus fit, all level 5:
lows: DC II 2 x Small Armor Rep II ENAM II
mids: 1MN Afterburner II Small cap booster II J5b scram
highs: 3 Light Ion Blaster II
rigs: Anti Explosive Pump I 2 x Small Auxiliary Nano Pump I
That's 217 DPS tanked on lowest resist before any link / gang / implant bonuses.
Ah right thanks, that's helpful. That makes it 25 s to kill it, a significantly better result. The second Incursus will probably survive the reload, then die. Three is clearly pushing things! Right, the trouble is that he will be able to hold you for his friends. At the moment the only option left for a solo RLML Caracal pilot is to never engage more than 1 tanked frigate if he want to make proper use of the new weapon platform (hit and run before reinforcements arriving). As a gank weapon is very nice in gangs but kinda sucks for solo on regular platforms (Tengu is still great). I'm quite sure that Incursus won't be able to tank that long. Lights have pretty damn good alpha, you would need absolutely perfect rep/cap control to keep it alive even half that time. AAR reps 156 every 6 seconds for 48 seconds (holding 8 nanite paste), combined with a T2 repper, it will tank a caracal quite easily (with good skills). By the time the AAR is out of paste, the caracal is out of missiles.
Seeing how i quite frequently burn through the reps on dual rep Incursuses in a Comet i'm quite sure you could do it in a 400 dps rlml ship. (especially seeing how it alphas down pretty much its entire buffer on a good hit) BYDI recruitment closed-ish |
|

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 13:06:00 -
[1901] - Quote
Sgt Ocker wrote:Could you adjust those figures to allow for the scram and web.. With web and scram you don't get 28k EHP, it is closer to 23k and 88 DPS tank, sadly with your figures, the caracal does in fact lose.
Caracal with 28kehp is with scram+web. Full tank (one prop + one tackle) is 37kehp. That might be a bit less now with fitting change of RLML. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
75
|
Posted - 2013.11.20 13:22:00 -
[1902] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:Could you adjust those figures to allow for the scram and web.. With web and scram you don't get 28k EHP, it is closer to 23k and 88 DPS tank, sadly with your figures, the caracal does in fact lose.
Caracal with 28kehp is with scram+web. Full tank (one prop + one tackle) is 37kehp. That might be a bit less now with fitting change of RLML. A bit less would be how much less exactly? If you lose 1 LSE that's more than a bit. |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 13:25:00 -
[1903] - Quote
Garviel Tarrant wrote:Seeing how i quite frequently burn through the reps on dual rep Incursuses in a Comet i'm quite sure you could do it in a 400 dps rlml ship. (especially seeing how it alphas down pretty much its entire buffer on a good hit)
Please post the setup for your Comet. Assuming both rail or blaster + AB , web and scram + 1 Ancillary repp setup, you will have to run from the Incursus I posted before you cap out. You might resist longer if you give up the web and fit a cap booster tough |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
984
|
Posted - 2013.11.20 13:28:00 -
[1904] - Quote
KatanTharkay wrote: Right, the trouble is that he will be able to hold you for his friends. At the moment the only option left for a solo RLML Caracal pilot is to never engage more than 1 tanked frigate if he want to make proper use of the new weapon platform (hit and run before reinforcements arriving). As a gank weapon is very nice in gangs but kinda sucks for solo on regular platforms (Tengu is still great).
Look, stop and think for a second. The single Incursus is dying much more quickly than previously, so you have more chance of getting away.
With two Incursuses, if you can kill them before reloading, then again you have more chance of getting away than before. The model suggested 25 s to kill each one, which means that a reload would necessary, but it's sufficiently close that skills can make the difference.
Quote:Could you adjust those figures to allow for the scram and web.. With web and scram you don't get 28k EHP, it is closer to 23k and 88 DPS tank, sadly with your figures, the caracal does in fact lose.
No, it's 28,065 EHP to Void, with overloaded Invuln of course. I didn't bother trying to account for passive regen though, but it's not 88 DPS peak anyway. Edit - to Omni it's 27.2k, but since we were talking about Incursuses I used Void.
[Caracal, AML] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large Shield Extender II Warp Disruptor II Fleeting Propulsion Inhibitor I Adaptive Invulnerability Field II
Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Warrior II x2 |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.20 13:43:00 -
[1905] - Quote
Gypsio III wrote:KatanTharkay wrote: Right, the trouble is that he will be able to hold you for his friends. At the moment the only option left for a solo RLML Caracal pilot is to never engage more than 1 tanked frigate if he want to make proper use of the new weapon platform (hit and run before reinforcements arriving). As a gank weapon is very nice in gangs but kinda sucks for solo on regular platforms (Tengu is still great).
Look, stop and think for a second. The single Incursus is dying much more quickly than previously, so you have more chance of getting away. With two Incursuses, if you can kill them before reloading, then again you have more chance of getting away than before. The model suggested 25 s to kill each one, which means that a reload would necessary, but it's sufficiently close that skills can make the difference. Quote:Could you adjust those figures to allow for the scram and web.. With web and scram you don't get 28k EHP, it is closer to 23k and 88 DPS tank, sadly with your figures, the caracal does in fact lose. No, it's 28,065 EHP to Void, with overloaded Invuln of course. I didn't bother trying to account for passive regen though, but it's not 88 DPS peak anyway. [Caracal, AML] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II Experimental 10MN Microwarpdrive I Large Shield Extender II Warp Disruptor II Fleeting Propulsion Inhibitor I Adaptive Invulnerability Field II Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I Warrior II x2
Navy Faction missiles work better for applying damage. This setup is gonna do 310 / 360 heated DPS to that Incursus orbiting at full speed:
Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large Shield Extender II Large Shield Extender II Warp Disruptor II Fleeting Propulsion Inhibitor I
Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile
Medium Warhead Rigor Catalyst I Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I
Warrior II x2
I prefer dual shield setup for solo, cause your cap will last longer and you will have more juice for your overloading MWD when you want to get/pull range. This should be a decent setup assuming you only engage 1-2 tanky frigates at a time and have the perfect ammo type loaded every time. |

Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.20 13:47:00 -
[1906] - Quote
Garviel Tarrant wrote:
Seeing how i quite frequently burn through the reps on dual rep Incursuses in a Comet i'm quite sure you could do it in a 400 dps rlml ship. (especially seeing how it alphas down pretty much its entire buffer on a good hit)
Quote: Caracal with 28kehp is with scram+web. Full tank (one prop + one tackle) is 37kehp. That might be a bit less now with fitting change of RLML.
I do wish I had perfect skills as everyone here seems to. My caracal with the skills as above, plus all shield skills to 4, 23kEHP, with scram and AB (can't fit MWD due to higher fitting of RLML's) &192 dps..
Prior to Rubicon I could reasonably and confidently fly a caracal with my skills, now I can't.
As I said in a previous post.. If you have max skills RLML caracal may work for you, if not.. Don't fly it alone as you will die.
NB; According to EveHq skill planner, it will be 11 months 6 days before I can fly a caracal with the stats you guys are all talking about. So i have to spend the next year being a victim on someone else's killboard ? Or cross train, that is a shame
|

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
45
|
Posted - 2013.11.20 14:09:00 -
[1907] - Quote
So with my skills pre-Rubicon, I was able to fit the following:
Quote:[Caracal, Odyssey] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large Shield Extender II Warp Disruptor II Large Shield Extender II Adaptive Invulnerability Field II
Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Anti-EM Screen Reinforcer I
Warrior x2
Post Rubicon, with the new powergrid increase not mentioned anywhere by CCP Rise, I've had to nerf my fit to this:
Quote:[Caracal, Rubicon] Damage Control II Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II
Experimental 10MN Microwarpdrive I Large F-S9 Regolith Shield Induction Warp Disruptor II Large F-S9 Regolith Shield Induction Adaptive Invulnerability Field II
Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Anti-EM Screen Reinforcer I
Warrior x2
So on top of the effective reduction in damage from the new swarm launcher (if you split your launchers), I've also lost a BCS and a significant amount of tank (at least 750HP from the downgraded shield extenders). I don't have perfect skills. This is what I could fly previously, and what I'm forced to use now.
Pretty disappointed. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
76
|
Posted - 2013.11.20 14:18:00 -
[1908] - Quote
Sgt Ocker wrote: Prior to Rubicon I could reasonably and confidently fly a caracal with my skills, now I can't.
As I said in a previous post.. If you have max skills RLML caracal may work for you, if not.. Don't fly it alone as you will die.
Could it be that Rise thinks only of level 5 PvP-ers, being more Kil2 in his mind than CCP game designer? Idk, more often than not it feels like he doesn't even see newbies as being part of EvE. Perfect skills to fly RLML T1 cruiser, I mean come on... |

Morrigan LeSante
The Lost and Forgotten Troopers
468
|
Posted - 2013.11.20 14:45:00 -
[1909] - Quote
Gypsio III wrote:Look, stop and think for a second. The single Incursus is dying much more quickly than previously, so you have more chance of getting away.
With two Incursuses, if you can kill them before reloading, then again you have more chance of getting away than before. The model suggested 25 s to kill each one, which means that a reload would necessary, but it's sufficiently close that skills can make the difference.
That seems a wee bit too close for my tastes - a ship built to munch frigates (and now, absolutely nothing else) I would hope could do a bit better given the lack of ability on same of bigger sized hulls in this iteration.
I could be wrong but we're starting to split hairs on how hard it is for a frigate-eating monster to kill frigates and for my (simplistic tastes) it's far too close for comfort. |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 14:48:00 -
[1910] - Quote
Do you think the incursus will always be allV too ?
Pick your targets by checking their history before ; and fly a frigate if you don't have skills for a cruiser.
Balance must be made with allV skillsn because that's what people who abuse the things will have.
IMO, when a ship is able to warp in alone, sit there, press F1 and farm frigate killmails, it's absurdly OP ; and even more if it require no skills to do it. Remember there is someone too in the ship you are shooting, and he'd like to kill you too. Also remember that you are asking a ship to be a no match against TWO ships, not one but TWO ! You should be happy to safely kill one by only pressing F1. |
|

KatanTharkay
V I R I I Ineluctable.
17
|
Posted - 2013.11.20 15:12:00 -
[1911] - Quote
Bouh Revetoile wrote:Do you think the incursus will always be allV too ?
Pick your targets by checking their history before ; and fly a frigate if you don't have skills for a cruiser.
Balance must be made with allV skillsn because that's what people who abuse the things will have.
IMO, when a ship is able to warp in alone, sit there, press F1 and farm frigate killmails, it's absurdly OP ; and even more if it require no skills to do it. Remember there is someone too in the ship you are shooting, and he'd like to kill you too. Also remember that you are asking a ship to be a no match against TWO ships, not one but TWO ! You should be happy to safely kill one by only pressing F1.
The Incursus fit i posted will tank 329 DPS OMNI / 289 DPS explosive with Command ship booster in system - Astarte with Passive Defense II & Rapid Repair II links + Armored Warfare Mindlink. It will do even better if you add an Evasive Maneuvers II or Rapid Deployment II link. And you will see plenty of these at stations in FW systems. Add an Exile booster and it would tank like no tomorrow.
The latest Caracal setup i posted will struggle to kill a gang boosted Incursus. This with RLML weapons that are supposed to murder frigates. To brake such a tank RLML's need a better rate of fire. |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 15:27:00 -
[1912] - Quote
KatanTharkay wrote:The Incursus fit i posted will tank 329 DPS OMNI / 289 DPS explosive with Command ship booster in system - Astarte with Passive Defense II & Rapid Repair II links + Armored Warfare Mindlink. It will do even better if you add an Evasive Maneuvers II or Rapid Deployment II link. And you will see plenty of these at stations in FW systems. Add an Exile booster and it would tank like no tomorrow.
The latest Caracal setup i posted will struggle to kill a gang boosted Incursus. This with RLML weapons that are supposed to murder frigates. To brake such a tank RLML's need a better rate of fire. So you are basing your balance suggestions out of one of the tankiest frig in game, fitted for full tank, with tanking links, and an AB which is a counter to missiles. And you are complaining that a full tank Caracal struggle to kill such a frigate while he made absolutely nothing to compensate for everything the incursus did ?
Also notice that the said incursus will *never* catch your Caracal unless you make a mistake, because you are about twice as fast as he is.
Also, you can use some drugs too with the caracal to counter the AB. Drugs work in both ways.
Stop being stupid and lazy please. |

Dr Sraggles
The Covenant of Blood
9
|
Posted - 2013.11.20 15:38:00 -
[1913] - Quote
Bouh Revetoile wrote:Do you think the incursus will always be allV too ?
Pick your targets by checking their history before ; and fly a frigate if you don't have skills for a cruiser.
Balance must be made with allV skillsn because that's what people who abuse the things will have.
IMO, when a ship is able to warp in alone, sit there, press F1 and farm frigate killmails, it's absurdly OP ; and even more if it require no skills to do it. Remember there is someone too in the ship you are shooting, and he'd like to kill you too. Also remember that you are asking a ship to be a no match against TWO ships, not one but TWO ! You should be happy to safely kill one by only pressing F1.
Sounds like a butt hurt frig pilot lost to a Cruiser and thinks he shouldn't have? You are absolutely wrong that a purpose built anti-Frig Cruiser shouldn't be able to face roll any 2 T1 frigs in the game. That's why you spent a month training Cruiser V.
But hey, yea, that's good advice: Be sure to check the History of every T1 frig you go up against because you wouldn't want him to kill your Cruiser that is supposed to be designed to kill T1 frigs (because it can't kill anything else).
Or train that over 1 year to have all level 5 skills so that you don't get owned and at least put up a competitive fight before you diaf to his buddies (bait tanking in a dual rep Incursus is a very common thing in Eve).
Or, you could just fly a Catalyst and destroy every single T1/T2 brawler frig by face rolling because it can do 700dps. Or a Thrasher. They die far faster to those dessies than to a Caracal.
Too bad all that training in Missiles and such is worthless. TIme to start on Gunnery and Drones. You'll be there in a year (and will be $240 poorer).
RIP Caracal
ps Stop being a stupid and lazy butt hurt frig pilot |

KatanTharkay
V I R I I Ineluctable.
17
|
Posted - 2013.11.20 15:45:00 -
[1914] - Quote
Bouh Revetoile wrote:KatanTharkay wrote:The Incursus fit i posted will tank 329 DPS OMNI / 289 DPS explosive with Command ship booster in system - Astarte with Passive Defense II & Rapid Repair II links + Armored Warfare Mindlink. It will do even better if you add an Evasive Maneuvers II or Rapid Deployment II link. And you will see plenty of these at stations in FW systems. Add an Exile booster and it would tank like no tomorrow.
The latest Caracal setup i posted will struggle to kill a gang boosted Incursus. This with RLML weapons that are supposed to murder frigates. To brake such a tank RLML's need a better rate of fire. So you are basing your balance suggestions out of one of the tankiest frig in game, fitted for full tank, with tanking links, and an AB which is a counter to missiles. And you are complaining that a full tank Caracal struggle to kill such a frigate while he made absolutely nothing to compensate for everything the incursus did ? Also notice that the said incursus will *never* catch your Caracal unless you make a mistake, because you are about twice as fast as he is. Also, you can use some drugs too with the caracal to counter the AB. Drugs work in both ways. Stop being stupid and lazy please.
Read again please. I was talking about the max DPS to frigates Caracal, the one with web, rigor rig and overheated launchers.
|

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 15:49:00 -
[1915] - Quote
Dr Sraggles wrote:Sounds like a butt hurt frig pilot lost to a Cruiser and thinks he shouldn't have? You are absolutely wrong that a purpose built anti-Frig Cruiser shouldn't be able to face roll any 2 T1 frigs in the game. That's why you spent a month training Cruiser V.
But hey, yea, that's good advice: Be sure to check the History of every T1 frig you go up against because you wouldn't want him to kill your Cruiser that is supposed to be designed to kill T1 frigs (because it can't kill anything else).
Or train that over 1 year to have all level 5 skills so that you don't get owned and at least put up a competitive fight before you diaf to his buddies (bait tanking in a dual rep Incursus is a very common thing in Eve).
Or, you could just fly a Catalyst and destroy every single T1/T2 brawler frig by face rolling because it can do 700dps. Or a Thrasher. They die far faster to those dessies than to a Caracal.
Too bad all that training in Missiles and such is worthless. TIme to start on Gunnery and Drones. You'll be there in a year (and will be $240 poorer).
RIP Caracal
ps Stop being a stupid and lazy frig pilot Yeah, let's have a one dimensional game where bigger = better.
FYI, as it have been said countless of times, a weapon system you can't reduce the damages either by fitting or piloting is absurdly OP.
Your precious RLML Caracal won't be OP anymore, but don't expect me to be sad for you.
Also, notice that the stupid scenarios showed here with overtanked fleets of Incursus would have killed the old RLML Caracal too. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
77
|
Posted - 2013.11.20 15:50:00 -
[1916] - Quote
Unsuccessful At Everything wrote:'CCP GIB ME AWSUM SHIP BUTT I WANT MOAR AWSUM AND MAKE FOTM SHIP SUPER OP BECUZ IT IZ FOTM SHIP'. Rip Caracal |

Diesel47
Appetite 4 Destruction
916
|
Posted - 2013.11.20 15:50:00 -
[1917] - Quote
Adapt or die is not a valid argument to bad game balance.
Stupid sheep only repeat what they've heard someone else say. |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 15:57:00 -
[1918] - Quote
KatanTharkay wrote:Read again please. I was talking about the max DPS to frigates Caracal, the one with web, rigor rig and overheated launchers.
Oh, So I understand now why you felt the need to add the fleet booster and drugs to the frigate pilot. I guess the incursus wouldn't live long enough for RLML to be ineffective if you don't add fleet boosters and drugs. |

Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 16:40:00 -
[1919] - Quote
Ideally reload needs to drop to 20-30 seconds -or- increase the ammunition capacity by 25-50%. I am currently away, traveling through time and will be returning last week. |

Tarmaniel
State War Academy Caldari State
4
|
Posted - 2013.11.20 16:58:00 -
[1920] - Quote
Bouh Revetoile wrote:Do you think the incursus will always be allV too ?
Pick your targets by checking their history before ; and fly a frigate if you don't have skills for a cruiser.
Balance must be made with allV skillsn because that's what people who abuse the things will have.
IMO, when a ship is able to warp in alone, sit there, press F1 and farm frigate killmails, it's absurdly OP ; and even more if it require no skills to do it. Remember there is someone too in the ship you are shooting, and he'd like to kill you too. Also remember that you are asking a ship to be a no match against TWO ships, not one but TWO ! You should be happy to safely kill one by only pressing F1.
It's far, far easier to be all V in respect to avoiding missile damage than it is to be all V in respect to dealing it, at least with missiles bigger than light missiles. Signature radius is not affected by skills. For shield tankers, as long as you have Navigation and Acceleration Control at V, missile damage is minimized. You need no other skills. Armor tankers need the compensation skills and honeycombing, but V versus IV in these skills is an absurdly tiny effect.
On the other hand, missile support skills are absolutely massive in importance. Target Navigation Prediction is 10% damage/level until you reach the EFT paper DPS numbers for those missiles. With anything bigger than light missiles, this almost never happens. Guided Missile Precision V is also a 6.66% damage increase over Guided Missile Precision IV. For comparison, Racial Turret V is only a 4.16% damage increase over Racial Turret IV. Then on top of that you of course need the support skills that just relate to pure damage as well.
At least, all that is true for HMLs, HAMs, and up. With lights? You don't even care about TNP and GMP. You can have them at I, you'll still do full DPS to everything except maybe interceptors which will still pop in seconds. |
|

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 18:11:00 -
[1921] - Quote
Tarmaniel wrote:It's far, far easier to be all V in respect to avoiding missile damage than it is to be all V in respect to dealing it, at least with missiles bigger than light missiles. Signature radius is not affected by skills. For shield tankers, as long as you have Navigation and Acceleration Control at V, missile damage is minimized. You need no other skills. Armor tankers need the compensation skills and honeycombing, but V versus IV in these skills is an absurdly tiny effect.
On the other hand, missile support skills are absolutely massive in importance. Target Navigation Prediction is 10% damage/level until you reach the EFT paper DPS numbers for those missiles. With anything bigger than light missiles, this almost never happens. Guided Missile Precision V is also a 6.66% damage increase over Guided Missile Precision IV. For comparison, Racial Turret V is only a 4.16% damage increase over Racial Turret IV. Then on top of that you of course need the support skills that just relate to pure damage as well.
At least, all that is true for HMLs, HAMs, and up. With lights? You don't even care about TNP and GMP. You can have them at I, you'll still do full DPS to everything except maybe interceptors which will still pop in seconds. While I might have exagerated a bit, the context was an incursus killing the Caracal. In this case the Incursus needs its skills as much as the Caracal, if not more. Also, in this case, it's active tanking, which require full active armor tanking skills and full capacitor skills on top of the skills you already enumerate. I can also add rigging and fitting skills, as the Incursus fit in question is rather tight in fitting.
In the end, the Incursus is a brawler fit and need very high skills to be trully effective, not to mention that the blaster version will die to nearly any properly fit frigate in the long run and is then only useful as a heavy tackler. The railgun version, without allV gunnery skills, might even not be able to break the passive recharge of the Caracal.
But I guess people here complaining only care about the speed it take to kill a frigate and not about frigate balance in itself. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
98
|
Posted - 2013.11.20 18:39:00 -
[1922] - Quote
Rapid Missile Launcher Issues and Fix
The issues rapid launchers have are 1.They have amazing range, with the ability to do what close range guns and missiles and long range guns and missiles do in one. 2.Rapid launchers take far less CPU and PG than their counterparts, which in turn makes the ships using them have amazing tanks. 3.They are a weapon system designed to work against smaller targets, while they do this; they also work just as well against targets of the same size, and sometimes even larger targets.
How to fix these issues 1.Have rapids use rockets and heavy assault missiles. This would fix the range issue and still give enough range for good PvP. Rapid rocket launchers would be able to hit to 10km to 20km or more depending bonuses, rigs, and missile type. Rapid heavy assault missile launchers would hit 20km to 40km depending on all the same things. 2.Have their CPU and power grip increased slightly, but not as much as HAMs or HMLs, or as much as Torps or Cruise, but closer to their numbers. This would make it so ships using rapid launchers won't be able to fit unreal tanks, but still be able to fit "good" tanks. 3.They would need to have their rate of fire increased anywhere from 2 to 5 seconds to make sure they arenGÇÖt so effective against ships of the same size or larger. 4.Ships that use them Cruisers, Battlesruisers, and Battleships would need any bonuses they give to explosion radius or velocity not applied to rapid launchers. 5.Also the T2 missiles for rockets and heavy assault missiles will not make them OP like the T2 missiles did for heavy missiles and light missiles. As one is for higher damage at having less range and increased explosion radius and decreased explosion velocity and the other adds range at less damage.
I believe this would fix a great deal of issues with rapids. It would need to be tested on SiSi, and adjusted as needed, but it would work. Also remember missiles need to be looked at for rebalance. IGÇÖd say HAMs need explosion radius and explosion velocity adjusted 10% to 15% to help them engage targets of the same size better. HMLs need relooked at all together. Defenders need replaces with a flare type defense, like combat planes today use, FoF, I don't know they just suck.
Or we can keep 40secs reload, up to you. |

Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 18:52:00 -
[1923] - Quote
Thaddeus Eggeras wrote:Rapid Missile Launcher Issues and Fix Take this hair-brained scheme elsewhere. No one wants to use rockets and heavy assault missiles in place of light and heavy missiles, forfeit the training they already have and then require two SP trees for a single weapon system. Stop spamming this thread and the rest of the forums. I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
99
|
Posted - 2013.11.20 19:00:00 -
[1924] - Quote
Well to tell you the truth a lot of people think like this or very similiar, it was pointed out by others in this fourm, other fourms and on SiSi. People who aren't just trying to have an OP weapon understand that something like this will need to happen to REALLY fix them OR they stay 40secs reload. I'll take small nerfs to make a weapon system do what it is suppose to really do over a nerf that completely ruined said weapon system. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
77
|
Posted - 2013.11.20 19:02:00 -
[1925] - Quote
Arthur Aihaken wrote:Thaddeus Eggeras wrote:Rapid Missile Launcher Issues and Fix Stop spamming this thread and the rest of the forums. |

Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 19:02:00 -
[1926] - Quote
Thaddeus Eggeras wrote:Well to tell you the truth a lot of people think like this or very similiar... Sure. Unless you have something else to offer, this will be my last comment on this idea. I am currently away, traveling through time and will be returning last week. |

IIshira
School of Applied Knowledge Caldari State
251
|
Posted - 2013.11.20 19:03:00 -
[1927] - Quote
Arthur Aihaken wrote:Thaddeus Eggeras wrote:Rapid Missile Launcher Issues and Fix Take this hair-brained scheme elsewhere.No one wants to use rockets and heavy assault missiles in place of light and heavy missiles, forfeit the training they already have and then require two SP trees for a single weapon system. Stop spamming this thread and the rest of the forums.
Just because you don't like it doesn't mean others would be open to the idea. Why are you scared of him posting a solution to this? If you have an idea by all means post it too. The forms are about sharing ideas so be helpful and share yours. Trolling others while sometimes fun doesn't really help in this case. |

Benedictus de Suede
Norsewing Naval Command
2
|
Posted - 2013.11.20 19:04:00 -
[1928] - Quote
What-¦s Op in this game are guns. Let-¦s be objective about it and look at the stats on the killboards. Missiles need a buff!
RHML, just tested it, are really fun and effective when they are shooting, but the reload time is simply boooooring and make no sence what-¦s so ever. It-¦s like a Ferrari with a 1 litre gastank.
Cut the reload time to max 20 sec and increase the number of charges to the to the double.
All missiles, in general, should be buffed but...all ships should also have the ability to use defensive countermeasures like "new" def. slots for defender gatling guns or defender missiles. Who uses defender missiles today? All real weapon systems need constant "buffing" it-¦s an evolution process where different system compete against each other. It-¦s time for the missiles to catch up... |

Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 19:08:00 -
[1929] - Quote
Benedictus de Suede wrote:RHML, just tested it, are really fun and effective when they are shooting, but the reload time is simply boooooring and make no sence what-¦s so ever. It-¦s like a Ferrari with a 1 litre gastank.
Cut the reload time to max 20 sec and increase the number of charges to the to the double.
All missiles, in general, should be buffed but...all ships should also have the ability to use defensive countermeasures like "new" def. slots for defender gatling guns or defender missiles. Who uses defender missiles today? All real weapon systems need constant "buffing" it-¦s an evolution process where different system compete against each other. It-¦s time for the missiles to catch up... RHMLs are pretty well-tuned (even with the 40-second reload time). I run several ships, so in fairness I don't notice it as much (it gives me time to focus on the other ships). I wouldn't mind seeing a slight bump in ammunition, but I'm running Faction so that does give me a few more rounds at least. I was going to try my RLMLs, but they all sold at Jita (so I guess there are some fans of the new changes). Yes, agreed - missiles need an overhaul in general.
IIshira wrote:Just because you don't like it doesn't mean others would be open to the idea. Why are you scared of him posting a solution to this? If you have an idea by all means post it too. The forms are about sharing ideas so be helpful and share yours. Trolling others while sometimes fun doesn't really help in this case. It's not a solution - it's an abomination. There are several posts dedicated to why this is an extremely bad idea, but here's the short version: You invalidate your training for light and heavy missiles, you now require two (2) different skill trees for each weapon system to utilize it, you have to train rockets and heavy assault missiles, you take a huge DPS hit and you sacrifice the majorty of your range for slightly better damage application.
So please, by all means - do tell us why this is a great idea... I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
99
|
Posted - 2013.11.20 19:14:00 -
[1930] - Quote
I agree missiles need looked at, but 40secs reload, that isn't a fix, that is killing a weapon system. The issues with RLMLs were plain to see, and that is why they were nerfed. Now the nerf that happened is BS, but I think because of this nerd ALL missiles will get relooked at, and hopefully HAMs will get their explosion radius and explosion velocity slight buffed, HMLs get fully re looked at, defenders get replaced by flares, and FoF no idea but fix them.
You also have to remember some people enjoy having overpowered weapon systems, makes the game not as much of a challenge, and would rather argue then even try to change something so it works like it should. Oh well some people are well cancers, it's just how the world works.
I explained what was wrong with rapids, and ways to fix the issues, sorry you will have to train more then 1 or 2 weapon systems, that's EVE. |
|

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
99
|
Posted - 2013.11.20 19:25:00 -
[1931] - Quote
[quote ]It's not a solution - it's an abomination. There are several posts dedicated to why this is an extremely bad idea, but here's the short version: You invalidate your training for light and heavy missiles, you now require two (2) different skill trees for each weapon system to utilize it, you have to train rockets and heavy assault missiles, you take a huge DPS hit and you sacrifice the majorty of your range for slightly better damage application.[/quote]
Thanks for completely proven my point. It isn't that my idea is bad, it's that you just can't believe you'd have to train a couple new weapon systems. What do you think EVER missile pilot had to do after they nerfed HMLs? Yep train other weapon systems. Deal with it, it's its OP which rapids were you are going to have to move on. And you don't take any DPS hit, if anything you will do more DPS, just you will have to wait for your target to get closer. 10km to 30km with rapid rocket launchers and 20km to 40km with rapid heavy assault missile launchers. Oh no you mean I have to wait for my target to be in or near disruptor range to kill them, how unfair. Truth be told these would do more damage, just won't allow you to nail stuff anywhere between 500 meter to 50km out. Meaning it won't allow you to do what the other 2 weapons in the same size group do but with one weapon system. How dare I take your OP idea from you. You poor thing. Lsten up, either learn that this is EVE, not WOW, not GWs, etc and adapt to how things happen or move to a game where everything is sunshine and rainbows. And learing rockets and HAms really isn't that bad or long, stop whining. |

elitatwo
Congregatio
158
|
Posted - 2013.11.20 19:53:00 -
[1932] - Quote
Thaddeus Eggeras wrote:I agree missiles need looked at, but 40secs reload, that isn't a fix, that is killing a weapon system. The issues with RLMLs were plain to see, and that is why they were nerfed. Now the nerf that happened is BS, but I think because of this nerd ALL missiles will get relooked at, and hopefully HAMs will get their explosion radius and explosion velocity slight buffed, HMLs get fully re looked at, defenders get replaced by flares, and FoF no idea but fix them.
You also have to remember some people enjoy having overpowered weapon systems, makes the game not as much of a challenge, and would rather argue then even try to change something so it works like it should. Oh well some people are well cancers, it's just how the world works.
I explained what was wrong with rapids, and ways to fix the issues, sorry you will have to train more then 1 or 2 weapon systems, that's EVE.
Maybe you don't have reading at V yet and I understand that is a rank 25 skill and takes while to skill to level 5.
For the sake of all megacorporations, stop posting until you have reading at level 5.
I already said that assault missile launchers, that are now call rapid light missile launchers didn't have any problem whatsoever until the cruiser rebalence.
To anyones total surpise, people started using light missiles for pvp the first time in about six years.
Nobody in six years ever, neither victim or victor, ever complained about it, at all.
CCP concluded, it must be op. It wasn't. Period.
Yet there are special snowflakes that are still whining that a missiles used to hit a target and destroy it in the process and cried for nerfes.
No turrets in zee game could ever shoot a smaller target and destroy it- wait, there is , whaat?
People are less complaining about that issue, so it is okay for a cannon to haz 3 billionz of alpha damage. Why complain, just train w(h)in(e)matar(d). (They require the least amount of any resemblence of intelligence or skill)
Back to zee solo-bbq-omg-pwn light missile.
Is zee long(er) range missile for frigates, destroyers and some cruisers (oh nooooooeeees).
People figured out (after only six years) you can kill stuff if you keep fireing long enough until your target explodes, even with a light missile. This totally new idea of a missile used in pvp can not be allowed by any means.
So somebody call 911, CIA, NSA, Homeland Security, zee National Guard, zee Ghost Busters, everyone. signature |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
99
|
Posted - 2013.11.20 20:04:00 -
[1933] - Quote
Hey dumbass, this wasn't all to you, so you should probably learn to read too big tough guy, talking **** through a computer haha. I know you think you are special, but your kind of special you might not want to be proud about.
Also light missiles got buffed, hints why people started using rapids again, again learn to read up before talking.
Really NO turret can alpha smaller targets? Odd I have seen Tornados, Oracles, Machs, and etc alpha frigates, destroyers and rock cruisers in 2 or 3 shocks pretty damn easy. No missiles have ever been able to alpha though. Issue with RLMLs is they did what the other 2 launchers did in one and also out performed medium guns, in being about to rock smaller targets from 500 meters to 40km or 50km easy, and rocking ships cruisers size also and usually BC too. And because RLMLs had so low of CPU and PG you could fit dual XLASBs on the Cerb, and Large on Caracels with no issue. So before you decide to insult people and talk **** learn to read and understand not everything is to just you. And also that what you are saying like others who just want their amazing OP launchers back, is complete bullshit. If you would have read through this fourm you would have seen that, and the reason for it. Same with testing on SiSi and talks before the patch even dealing with RLMLs. But I'll just explain it all to you again so you know. Read slow, don't want you to hurt yourself.
1.They have amazing range, with the ability to do what close range guns and missiles and long range guns and missiles do in one. 2.Rapid launchers take far less CPU and PG than their counterparts, which in turn makes the ships using them have amazing tanks. 3.They are a weapon system designed to work against smaller targets, while they do this; they also work just as well against targets of the same size, and sometimes even larger targets.
But hey enjoy those new 40secs rapids, I'm sure they are amazing huh. |

elitatwo
Congregatio
158
|
Posted - 2013.11.20 20:50:00 -
[1934] - Quote
Thaddeus Eggeras wrote:
-stuff that maybe subject of rule violation-
1.They have amazing range, with the ability to do what close range guns and missiles and long range guns and missiles do in one. 2.Rapid launchers take far less CPU and PG than their counterparts, which in turn makes the ships using them have amazing tanks. 3.They are a weapon system designed to work against smaller targets, while they do this; they also work just as well against targets of the same size, and sometimes even larger targets.
But hey enjoy those new 40secs rapids, I'm sure they are amazing huh.
I am not really sure what you are rambeling about..
But let's get something straight here, no missile launcher has a range attribute. signature |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.20 21:09:00 -
[1935] - Quote
Well I'm having a blast in my Belicose with these things... It's ******* hilarious. The action is quite fast paced and I don't even seem to notice 40 seconds pass.
These weapons are ******* brilliant.
Can I has a Laser version of these please? Say those Quad Light Beam Lasers look like they could do with some thing like this. Just make them require a special Crystal ammo that works like normal ammo. Then those weapons would be fun too!!! |

Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 21:10:00 -
[1936] - Quote
Spugg Galdon wrote:Well I'm having a blast in my Belicose with these things... It's ******* hilarious. The action is quite fast paced and I don't even seem to notice 40 seconds pass. If you really want to try something for sh*ts and giggles, use FoF missiles.  I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.20 21:46:00 -
[1937] - Quote
elitatwo wrote:Nobody in six years ever, neither victim or victor, ever complained about it, at all. Light missiles are OP since the buff they received with the HML nerf. Some people, including me, pointed out at this time that they would most probably be OP.
RLML were discussed during the T1 cruiser rebalance where they were deemed a potential threat to destroyer, taking their role as anti-frigate weapon.
And what have we today ? Kestrel, Condor, Hookbill, Talwar (completely overshadowing Corax), Hawk, Caracal, Cerberus, and in a lesser extent the minmatar missile ships (but the lack of projection bonus put them more at risk ; Talwar being the exeption) all are OP with light missiles.
Light missiles frigates completely out range and out dps any turret frigate at almost all ranges (exactly like HML were when they were nerfed) and RLML cruisers are just plain better at killing frigates than any destroyer. They are OP. You just didn't listen to those alerting about it.
In fact, light missiles should have the buff they received completely revert, bar maybe the fitting buff LML received.
And before anyone cry, yes, HML should have been reviewed when medium LR turrets were buffed.
HAM are fine though, they also received a buff when HML were nerfed, but missiles users just appear to be completely terrorised by the idea of going to "short" range, and the discussions here prove it one more time.
PS : and to not forget anything on the subject, I think cruise missiles are OP, overshadowing torp in most case and their versatility compensating for the few cases torps are good, unless this is due again to the terror missile ship pilots feel at going too close. I don't really know about torp though, but I think they are not bad at all considering their range and damage. Again, caldari pilots don't like to sacrifice tank for tackle which require to go too close. |

Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 21:57:00 -
[1938] - Quote
Bouh Revetoile wrote:HAM are fine though, they also received a buff when HML were nerfed, but missiles users just appear to be completely terrorised by the idea of going to "short" range, and the discussions here prove it one more time. Not in the least. But if I wanted a short-range missile system, I'd go with heavy assault missile launchers. You do have a valid point about torpedoes; I wouldn't mind seeing them with an insane missile velocity with slightly more range and damage. As the 'HAM' equivalent, they should be faster than cruise missiles. I am currently away, traveling through time and will be returning last week. |

Morrigan LeSante
The Lost and Forgotten Troopers
468
|
Posted - 2013.11.20 22:28:00 -
[1939] - Quote
IIshira wrote:Arthur Aihaken wrote:Thaddeus Eggeras wrote:Rapid Missile Launcher Issues and Fix Take this hair-brained scheme elsewhere.No one wants to use rockets and heavy assault missiles in place of light and heavy missiles, forfeit the training they already have and then require two SP trees for a single weapon system. Stop spamming this thread and the rest of the forums. Just because you don't like it doesn't mean others would be open to the idea. Why are you scared of him posting a solution to this? If you have an idea by all means post it too. The forms are about sharing ideas so be helpful and share yours. Trolling others while sometimes fun doesn't really help in this case.
Well for me, it's because he thinks 200dps is worse than 150dps
Linky: https://forums.eveonline.com/default.aspx?g=posts&m=3891003#post3891003
Actually starts from page 1...but that link is a decent short cut
Reaaaaaaally to take it seriously after that.
But that's just me  |

Kirren D'marr
State Protectorate Caldari State
221
|
Posted - 2013.11.20 22:40:00 -
[1940] - Quote
Regardless of individual opinions on this change to RMLs, I think it can be agreed upon that this situation would have been greatly improved by having a reasonable amount of time to review these changes on the test server first. I think this whole thread highlights a serious deficiency in CCP's development process: pushing a significant change to game mechanics without giving enough time for players to test the change and give proper feedback.
If you agree with this idea, I would ask you to voice your support in this CSM proposal thread: [Proposal] Minimum time on test server for mechanics changes before going live
If you disagree, I'd be curious to hear your arguments as well. No matter which side of an issue you are on, I have to beleive that more data is a good thing! Why a switch on/off? Because the new animation doesn't add anything to gameplay and it's graphically annoying. In other words, it's worse than bad: it's useless. Simple as that.-á-á-á-á-á - Kina Ayami |
|

Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 23:33:00 -
[1941] - Quote
I agree, and I have. I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
100
|
Posted - 2013.11.20 23:37:00 -
[1942] - Quote
Again with the DPS, in combat there are many other factors then just DPS, and with RLMLs compared to HAMs it isn't just DPS, it's also explosion radius, explosion velocity, resist, ships signature radius, and speed etc etc. Point is HAMs rarely perform as good against cruisers as RLMLs did, well besides faction cruisers. And HAMs never perform as well against smaller targets as RLML do. Also because RLMLs take little of the CPU and PG that HAMs do; ships using them can put on amazing tank, where HAM ships can't. And as light missiles have been buffed, RLMLs were to choice for cruise size ships BECAUSE they worked so great against frigates, destroyers, cruisers and even did well again BCs. There is a reason why RLMLs were the choice for low sec and 0.0, they are for MANY reasons the best choice. Now they are worthless. But like I have told the OP lovers, keep going against what is shown, what has been shown to be an OP issue, and look now we have 40secs reload time. No matter what ALL your argues are, I prove you're reasons as either selfish, BS, or huh. Rapids were OP, and now are broken. To fix them we can't go back to what they were and hope it fixes it, because it won't. First rapids need fully relooked at. And I have put out good lines to show the issues and to show how to fix said issues, like it or not, I have done more then the rest of you put together. I have tested them against HAMs to show they are on line and in some cases better then HAMs against cruisers, I have put out ways to fix this REALLY fix it. And all I hear is one "I don't want my skills to be lost" which they already are, 2 "DPS proves all", which it doesn't, it only shows a small part of what happens in combat, and 3 "trolling" so either help me fix them or shut up. |

Rekylb
State War Academy Caldari State
0
|
Posted - 2013.11.20 23:38:00 -
[1943] - Quote
I realy dislike the long reload time of the light launchers. I just started playing and now on my cruiser in t2 missions i twiddle thumbs almost more then i shoot.
Does anyone know if heavy missiles will now work against frigates? They didnt do as much damage as lights before this patch? |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
100
|
Posted - 2013.11.20 23:38:00 -
[1944] - Quote
Kirren D'marr,
I will agree and I'll send you the ifno I have. You can do as you please with it. |

Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 23:40:00 -
[1945] - Quote
Rekylb wrote:Does anyone know if heavy missiles will now work against frigates? They didnt do as much damage as lights before this patch? Yes, but you'll need rigors and/or target painters for maximum effect. Heavy assault missiles have better damage application against frigates. I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
100
|
Posted - 2013.11.20 23:47:00 -
[1946] - Quote
HMLs need to be looked at and fixed along with Rapids |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.21 00:08:00 -
[1947] - Quote
I'm having a great time with the new launcher mechanic.
Guess I have "Adapted". |

Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.21 00:58:00 -
[1948] - Quote
Spugg Galdon wrote:I'm having a great time with the new launcher mechanic. Guess I have "Adapted". Me too. Guess we're in the minority. I am currently away, traveling through time and will be returning last week. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1689
|
Posted - 2013.11.21 01:37:00 -
[1949] - Quote
KatanTharkay wrote:Garviel Tarrant wrote:Seeing how i quite frequently burn through the reps on dual rep Incursuses in a Comet i'm quite sure you could do it in a 400 dps rlml ship. (especially seeing how it alphas down pretty much its entire buffer on a good hit) Please post the setup for your Comet. Assuming both rail or blaster + AB , web and scram + 1 Ancillary repp setup, you will have to run from the Incursus I posted before you cap out. You might resist longer if you give up the web and fit a cap booster tough
Run from a dual rep incursus?
***** please, i'll kill your ****-fit incursus in a heron (If you promise to not shoot my drones)
(Eventually)
Seriously though I'm pretty sure i could 2v1 dual rep incursii in the Comet. (And its not because i'm good) BYDI recruitment closed-ish |

Michael Harari
Genos Occidere HYDRA RELOADED
940
|
Posted - 2013.11.21 03:06:00 -
[1950] - Quote
So I tested the new RLMs today. In a caracal that still had 80 rounds loaded. I killed 2 frigates and a destroyer. In a normal RLM with 18 shots, I would have killed only a single kestrel, as the kestrel took 10 shots to die, and the next frigate, a punisher, took 14. Thrasher next, took 5 shots.
Kestrel was mse+dcu tank, no rigs, punisher was 200 plate + dcu + 2x ANP + trimarks. Thrasher had 400 plate and nothing else.
So basically, an anti-frigate cruiser that is pretty much incapable of fighting equal sized ships, can kill a single t1 frigate and part of a 2nd before having to do nothing for 40s.
Sounds like a great weapon system. |
|

Kaarous Aldurald
ROC Academy The ROC
1575
|
Posted - 2013.11.21 03:17:00 -
[1951] - Quote
The only genuine use I can see for this is fitting them onto unbonsed hulls. Specifically, the Prophecy. Mine had RLMs before in the spare highslots, and now it's a good bit more burst than before, which has improved my utility in fleets.
Otherwise, all but useless.
Not posting on my main, and loving it.-á Because free speech.-á |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.21 07:58:00 -
[1952] - Quote
Kaarous Aldurald wrote: Otherwise, all but useless.
You're wrong |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
78
|
Posted - 2013.11.21 10:25:00 -
[1953] - Quote
Spugg Galdon wrote:I'm having a great time with the new launcher mechanic.
Guess I have "Adapted". Really? How wonderful. Now we know you're having a great time but not much more than that. Use that Cancel button next time. |

Ganthrithor
GoonWaffe Goonswarm Federation
785
|
Posted - 2013.11.21 11:41:00 -
[1954] - Quote
Spugg Galdon wrote:I'm having a great time with the new launcher mechanic.
Guess I have "Adapted".
Wow, you've managed to enjoy a weapon that ROFLBBQPWNs targets of any size? Congratulations! Achievement unlocked: Enjoy Stomping Dudes With Broken **** |

Kaarous Aldurald
ROC Academy The ROC
1577
|
Posted - 2013.11.21 11:48:00 -
[1955] - Quote
Spugg Galdon wrote:Kaarous Aldurald wrote: Otherwise, all but useless.
You're wrong
It's not a fleet weapon? That 40 sec reload time sure makes it look more tempting in groups than alone. Not posting on my main, and loving it.-á Because free speech.-á |

DeMichael Crimson
Republic University Minmatar Republic
16222
|
Posted - 2013.11.21 11:49:00 -
[1956] - Quote
Gotta say the 40 second reload time is bad, needs to be cut in half. Also the amount of missiles fully loaded needs to be increased.
DMC |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.21 12:13:00 -
[1957] - Quote
Niena Nuamzzar wrote:Spugg Galdon wrote:I'm having a great time with the new launcher mechanic.
Guess I have "Adapted". Really? How wonderful. Now we know you're having a great time but not much more than that. Use that Cancel button next time.
So people who can adapt to change and are giving positive feedback to these new weapons should just cancel their subscription and GTFO because we are ruining "your" game? -Disclaimer.... I'm reading a little between the lines here.
Ganthrithor wrote:Spugg Galdon wrote:I'm having a great time with the new launcher mechanic.
Guess I have "Adapted". Wow, you've managed to enjoy a weapon that ROFLBBQPWNs targets of any size? Congratulations! Achievement unlocked: Enjoy Stomping Dudes With Broken ****
Don't think I've killed you yet with them but I'll keep an eye out for you 
They aren't OP. They have major advantages and major drawbacks. 40 seconds to me doesn't seem very long. Probably because I'm so busy concentrating on manual flying rather than hitiing orbit, press F1 and wait.
The only issue with these weapons right now is ammo switching. This is currently being worked on and I hope to see it in 1.1 |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
78
|
Posted - 2013.11.21 13:03:00 -
[1958] - Quote
Spugg Galdon wrote: So people who can adapt to change and are giving positive feedback to these new weapons should just cancel their subscription and GTFO
Emotions are good and I'm happy for you but just saying "I'm having a great time" in no feedback.
Quote: The only issue with these weapons right now is ammo switching. This is currently being worked on and I hope to see it in 1.1
CCP dev alt spotted. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.21 13:49:00 -
[1959] - Quote
Niena Nuamzzar wrote:Spugg Galdon wrote: So people who can adapt to change and are giving positive feedback to these new weapons should just cancel their subscription and GTFO
Emotions are good and I'm happy for you but just saying "I'm having a great time" in no feedback. CCP Rise wrote:I think we will come out of this with a very fun pair of weapon systems. If we don't, it will get changed.
I think the fact that I am having fun is valid feedback Niena Nuamzzar wrote:[quote=Spugg Galdon] The only issue with these weapons right now is ammo switching. This is currently being worked on and I hope to see it in 1.1 CCP dev alt spotted.
I'll comment on this line later when I'm not at work as this could take some time 
EDIT: I'll also learn how to multi quote sooner or later |

Mark Rain
EVE University Ivy League
26
|
Posted - 2013.11.21 15:44:00 -
[1960] - Quote
Benedictus de Suede wrote:What-¦s Op in this game are guns. It-¦s like a Ferrari with a 1 litre gas tank.
Good analogy...lol
40 secs is way too long. Can't even complete a reload between belt jumping for rats |
|

Dr Sraggles
The Covenant of Blood
10
|
Posted - 2013.11.21 16:43:00 -
[1961] - Quote
Spugg Galdon wrote:I'm having a great time with the new launcher mechanic.
Guess I have "Adapted".
Because killing dual webbed Stealth Bombers with your Bellicose is some kind of serious business that you couldn't have done before with a single drone?
|

Dr Sraggles
The Covenant of Blood
10
|
Posted - 2013.11.21 16:52:00 -
[1962] - Quote
Dr Sraggles wrote:Spugg Galdon wrote:I'm having a great time with the new launcher mechanic.
Guess I have "Adapted". Because killing dual webbed Stealth Bombers with your Bellicose is some kind of serious business that you couldn't have done before with a single drone or a well aimed fart? O wait, your drones had the killing blow. Show us your actual "tanked frig kills" where there was actually more than one instead of sneezing on stealth bombers. Or, better yet, why don't you read the post from the esteemed gentleman from Hydra Reloaded (you know, that little corp that made it to the Alliance Tournament Final) and hear what a pro has to say. You might learn something.
|

Peter Gersen
Bodissey Barons Corporation
0
|
Posted - 2013.11.21 17:31:00 -
[1963] - Quote
This is so sad. My "Arbalest" RLML now have a load of 16 (not 18, no, just 16) missiles. Tried them in PVE, but they are ridiculous. RIP, Caracal. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
79
|
Posted - 2013.11.21 17:48:00 -
[1964] - Quote
Peter Gersen wrote:This is so sad. My "Arbalest" RLML now have a load of 16 (not 18, no, just 16) missiles. Tried them in PVE, but they are ridiculous. RIP, Caracal.
CCP Rise wrote: Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test.
Rise, can we get any kind of feedback from you for a change - perhaps it's time for some finer adjustments, don't you think?
|

Stitch Kaneland
Soldiers of Farscape The East India Co.
2
|
Posted - 2013.11.21 18:34:00 -
[1965] - Quote
So many caracal pilot tears.
Maybe people should start experimenting with different fits instead of same lse fits? I found it odd pre rubicon that a t1 cruiser could almost kill my vaga with an anti frigate weapon. Dual lse kitey vaga. So, while it is fun to read all the tears there are a couple valid points. RoF is a bit pointless on rml. Especially since it seems everyone flies them as support, from what I'm reading.
Maybe change RoF bonus to dmg bonus? |

Michael Harari
Genos Occidere HYDRA RELOADED
944
|
Posted - 2013.11.21 18:51:00 -
[1966] - Quote
Stitch Kaneland wrote: Maybe people should start experimenting with different fits instead of same lse fits?
So are you suggesting flying an armor caracal, a 0 tank caracal, an mse caracal or what? Because all of those are quite bad. |

Dr Sraggles
The Covenant of Blood
10
|
Posted - 2013.11.21 19:16:00 -
[1967] - Quote
Stitch Kaneland wrote:So many caracal pilot tears.
Maybe people should start experimenting with different fits instead of same lse fits? I found it odd pre rubicon that a t1 cruiser could almost kill my vaga with an anti frigate weapon. Dual lse kitey vaga. So, while it is fun to read all the tears there are a couple valid points. RoF is a bit pointless on rml. Especially since it seems everyone flies them as support, from what I'm reading.
Maybe change RoF bonus to dmg bonus?
If you EVER lost your Vaga to a Caracal you would have to be seriously bad. Lemme guess, he engaged you at 60km and you flew all the way to him eating missiles in the face while you ran him down?
Because you and I both know the only way that was a close fight is because you fought him outside of point range/your optimal for awhile. Once you got into brawl range the Caracal got blown the **** up.
Didn't it? |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
312
|
Posted - 2013.11.21 19:23:00 -
[1968] - Quote
Michael Harari wrote:Stitch Kaneland wrote: Maybe people should start experimenting with different fits instead of same lse fits?
So are you suggesting flying an armor caracal, a 0 tank caracal, an mse caracal or what? Because all of those are quite bad.
How about trying something new. There are so many tools out there to help. I am not going to hold your hand. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
2
|
Posted - 2013.11.21 19:34:00 -
[1969] - Quote
It was awhile ago. Thinking maybe inferno expansion. Think start range was about 40-45km. I didn't burn at him, but at an angle. Then just got him to chase me while I pulsed mwd. He capped out and died shortly after. Though I was maybe at 25percent shield when all was said and done. I don't run into caracals often in null anymore, I unsubbed for a few months shortly after that fight since things were stagnant at the time.
Not armor caracal.. don't just jump to the most ******** thing you can think of. Use your brain. If you're mainly fighting frigs, why not lsb w/ cap booster. Resist rigs..etc. I'm not at my comp at the moment, so can't fit anything up to see if its even feasible. But I was able to atleast think of something semi competent other than the "armor caracal".. cap booster/lsb gives bonus of not needing to worry about kiting and running out of cap and potentially surviving reload. Iirc cap booster and lsb are similar in pg/cpu as compared to dual lse. Then add drugs and have fun. |

Michael Harari
Genos Occidere HYDRA RELOADED
944
|
Posted - 2013.11.21 19:50:00 -
[1970] - Quote
Spugg Galdon wrote:Michael Harari wrote:Stitch Kaneland wrote: Maybe people should start experimenting with different fits instead of same lse fits?
So are you suggesting flying an armor caracal, a 0 tank caracal, an mse caracal or what? Because all of those are quite bad. How about trying something new. There are so many tools out there to help. I am not going to hold your hand.
Yes, because I only flew caracals before, and I still plan on flying them now    |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
79
|
Posted - 2013.11.21 19:52:00 -
[1971] - Quote
Stitch Kaneland wrote: Not armor caracal.. don't just jump to the most ******** thing you can think of. Use your brain. If you're mainly fighting frigs, why not lsb w/ cap booster. Resist rigs..etc.
You mean something like this?
Damage Control II Beta Reactor Control: Diagnostic System I Ballistic Control System II (x2)
Experimental 10MN Microwarpdrive I Faint Warp Disruptor I X-Large Ancillary Shield Booster, Cap Booster 400 EM Ward Amplifier II Large Shield Extender II
Light Missile Launcher II, Scourge Precision Light Missile (x6)
Medium Bay Loading Accelerator I Medium Anti-Thermal Screen Reinforcer I Medium Processor Overclocking Unit I
Hobgoblin II (x2)
-- 18.7k EHP, 500dps omni tank, 152dps using Precision, 197dps with Fury
Not too impressed with damage dealing part, aren't we?
|

Michael Harari
Genos Occidere HYDRA RELOADED
944
|
Posted - 2013.11.21 19:58:00 -
[1972] - Quote
Reporting asb as a dps tank is sort of misleading anyway |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
79
|
Posted - 2013.11.21 20:12:00 -
[1973] - Quote
Michael Harari wrote:Reporting asb as a dps tank is sort of misleading anyway Buffer fit - if you add web, you lose 6.5k EHP
[Caracal, mwd buffer LML] Damage Control II Ballistic Control System II (x3)
Experimental 10MN Microwarpdrive I Warp Disruptor II Large Shield Extender II (x3)
Light Missile Launcher II, Scourge Precision Light Missile (x5)
Medium Bay Loading Accelerator II Medium Anti-EM Screen Reinforcer I Medium Anti-Thermal Screen Reinforcer I
Hobgoblin II (x2)
-- Stats: 30.2k EHP, 169dps Precision missiles (142dps applied to ab fitted Kestrel), 221dps Fury |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
312
|
Posted - 2013.11.21 21:18:00 -
[1974] - Quote
Niena Nuamzzar wrote:Michael Harari wrote:Reporting asb as a dps tank is sort of misleading anyway Buffer fit - if you add web, you lose 6.5k EHP Damage Control II Ballistic Control System II (x3) Experimental 10MN Microwarpdrive I Warp Disruptor II Large Shield Extender II (x3) Light Missile Launcher II, Scourge Precision Light Missile (x5) Medium Bay Loading Accelerator II Medium Anti-EM Screen Reinforcer I Medium Anti-Thermal Screen Reinforcer I Hobgoblin II (x2) -- Stats: 30.2k EHP, 169dps Precision missiles (142dps applied to ab fitted Kestrel), 221dps Fury EDIT: Cerb would be far better with lights ofc, 308dps using Scourge Precision and 412dps using Scourge Fury. With pretty nice tank it can fit web easily, having 100% applied damage to almost everything. Oh, forgot to mention - numbers are with my skills and implants. EDIT2: And no, I don't think light launchers can be in any way replacement for rapid launchers. You can fight frigates and destroyers with Cerb but almost nothing else and to me it seems a bit expensive and silly to use it only as an anti-frig support. Meant to say, in that case I'd rather fit those new RLML so I can at least pretend am trying to kill something bigger.
You need a web or you won't be applying a lot of your damage. Stop trying to over tank and accept that you need more than tank and dps. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
79
|
Posted - 2013.11.21 21:48:00 -
[1975] - Quote
Spugg Galdon wrote: You need a web or you won't be applying a lot of your damage. Stop trying to over tank and accept that you need more than tank and dps.
http://tinyurl.com/lygsayn |

Fourteen Maken
Deep Core Mining Inc. Caldari State
41
|
Posted - 2013.11.21 22:22:00 -
[1976] - Quote
I heard Mrs CCP Rise ran off with a Caldari pilot, and he's been nerfing our ships ever since. Next up, the Ibis "cuz a guy said its OP".
If your not already doing Gallente or Minmatar you better start training, because this guy will not let up until eve is full of ugly green and brown ships. |

Arthur Aihaken
The.VOID
624
|
Posted - 2013.11.21 22:37:00 -
[1977] - Quote
At least they finally removed this thread as a sticky, because it's obviously not going anywhere... I am currently away, traveling through time and will be returning last week. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
312
|
Posted - 2013.11.21 22:39:00 -
[1978] - Quote
Arthur Aihaken wrote:At least they finally removed this thread as a sticky, because it's obviously not going anywhere...
good.
all is working as intended |

Arthur Aihaken
The.VOID
624
|
Posted - 2013.11.21 22:43:00 -
[1979] - Quote
Spugg Galdon wrote:good. all is working as intended I have no idea if it's working as intended, but it seems obvious a review isn't in the cards... I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
41
|
Posted - 2013.11.21 22:46:00 -
[1980] - Quote
Spugg Galdon wrote:Arthur Aihaken wrote:At least they finally removed this thread as a sticky, because it's obviously not going anywhere... good. all is working as intended
You might feel differently if most of your skills were tied up in Caldari and Missiles. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
79
|
Posted - 2013.11.21 22:58:00 -
[1981] - Quote
Fourteen Maken wrote:Spugg Galdon wrote:Arthur Aihaken wrote:At least they finally removed this thread as a sticky, because it's obviously not going anywhere... all is working as intended You might feel differently if most of your skills were tied up in Caldari and Missiles. I hear Hawk with rockets is not too bad, or Crow with light missiles and long point... or fly with Hyena and put HAM's to good use... |

Arthur Aihaken
The.VOID
624
|
Posted - 2013.11.21 23:27:00 -
[1982] - Quote
Fourteen Maken wrote:You might feel differently if most of your skills were tied up in Caldari and Missiles. Most of my skills are tied up in Caldari and missiles. I am currently away, traveling through time and will be returning last week. |

Jayn Khamsi
Viziam Amarr Empire
3
|
Posted - 2013.11.22 02:17:00 -
[1983] - Quote
I used to use Caracal for missioning, but now it seems you can either fit it for DPS or tank, but not both.........what does everyone think is now the best Caldari ship for solo missioning? (lvl 2's maybe 3's) |

Fourteen Maken
Deep Core Mining Inc. Caldari State
41
|
Posted - 2013.11.22 02:27:00 -
[1984] - Quote
Niena Nuamzzar wrote: I hear Hawk with rockets is not too bad, or Crow with light missiles and long point... or fly with Hyena and put HAM's to good use...
Yes the Hawk looks good, but so do all the assault frigates. Other people who started at the same time as me have access to superior ships in every class not just a handful of good ships here and there, with very specific and limiting roles, not only that but they're not even the best at those very specific roles.
I'm in my RLML "frig killer" Caracal , someone comes in with a Vexor... if he tackles me on a gate he can do 700dps out to 20km with 200mm rails and still have a better tank; RIP frig killer caracal but obviously this is not what caracals are for anyway. However if I get to dictate range and try to kite him instead, he can still do 600dps because most of it comes from drones. Try to shoot his drones he'll just keep rotating them, and when it comes to reload time I'm no longer applying my already inferior dps, but he can maintain his dps with constancy. Is he helpless if a frig comes along, because Caracals the only cruiser that can kill frigs? nope he can use Warrior 2's and he'll still have 428dps that's enough to pop most frigates in seconds, hell it's enough to pop most caracals in seconds. So he's better at brawling, better at kiting, better tank, better at killing frigates and destroyers, better at killing cruisers, better in gangs... so what is the point of flying a caracal? What's a Drake for? and I don't know much about HAC's but I'm sure if I look into them I'll find the Caldari variants are bottom of the pile there too, even the best pirate ships are for Gallente/Minmattar pilots. I made a lot of Isk and I never know what ship to buy with it because all the ones I trained for turned out to be rubbish. I got a Drake Navy Issue and I was happy enough with that until my friend who started the same time as me shared a mission in his standard Brutix, and was getting double my DPS at similar range, he was able to kill all sizes of targets far faster than me, he wasn't even in a Navy Brutix.
Why this nerf, I had looked for a few Caldari buffs if anything, but this has just left me totally exasperated! What is the problem here, I don't understand it, I wasn't happy with the Caracal as it was but now it's just a complete joke.
BTW here's my Vexor fit, I've not fitted one before so I'm sure there are many better ways to fit it but just for illustration purposes i used this:
High's: 4x 200mm railgun II Med's: x5 prototype engine enervator, Warp Scrambler II, Medium Cap Booster II, Experimental 10mn MWD Low's: Dmg Control II, 2x Drone damage amplifier II, 800mm tungsten plate, Reactor Control II Rigs: Medium Hybrid Burst Aereator I (you could pay a little extra and go for t2 and get and extra 15dps, or get a drone durability rig for more drone hitpoints instead) Medium Anti Explosive pump, Medium Trimark Armor Pump.
That's far superior both at killing frigs and taking on other cruisers, both at long range and short range.
Regardless of these changes I decided to switch to Gallente anyway so I'll have some decent options after months wasted training for Caldari, it's just unfair and I don't understand why they have to make it even worse for Caldari pilots than it already is, they seem to want Caldari ships to be a class below everyone else. |

Moonaura
The Dead Rabbit Society
342
|
Posted - 2013.11.22 02:29:00 -
[1985] - Quote
Jayn Khamsi wrote:I used to use Caracal for missioning, but now it seems you can either fit it for DPS or tank, but not both.........what does everyone think is now the best Caldari ship for solo missioning? (lvl 2's maybe 3's)
Don't worry, it was made pretty clear early on Jayn, that PVE wasn't going to be affected by these changes. I joke of course, plenty of people pointed this out, but that wasn't really the sort of positive feedback CCP Rise wanted to hear - and so he ignored it.
I find it entirely disingenuous of you CCP Rise, to say you would listen to the feedback after this change went live, but this thread has now been unstuck, while others have remained... sticky.
Given the extremely short notice of these changes before the expansion and your overall determination that this idea was going to be foisted upon us, whether we basically liked it or not, you did also promise to listen to the players once it was live and consider changing it.
I for one, will be holding you to your statements. Boldly going forward, still can't find reverse - name that tune kids! |

Dirt McGirtt
Bitter Veterans Of New Eden
0
|
Posted - 2013.11.22 05:56:00 -
[1986] - Quote
Well, I really must say that I'm disappointed. I decided to try FW for the first time and needed to raise my standings up to join. My Caracal with RLMLs could not break the tank on some of the LVL 1 mission rats. I have 155 Million SP(All PVP, no industrial)... and was using the typical PVP setup....
W...T...F... |

Dr Sraggles
The Covenant of Blood
12
|
Posted - 2013.11.22 06:53:00 -
[1987] - Quote
Fourteen Maken wrote:Niena Nuamzzar wrote: I hear Hawk with rockets is not too bad, or Crow with light missiles and long point... or fly with Hyena and put HAM's to good use...
Yes the Hawk looks good, but so do all the assault frigates. Other people who started at the same time as me have access to superior ships in every class not just a handful of good ships here and there, with very specific and limiting roles, not only that but they're not even the best at those very specific roles. I'm in my RLML "frig killer" Caracal  , someone comes in with a Vexor... if he tackles me on a gate he can do 700dps out to 20km with 200mm rails and still have a better tank; RIP frig killer caracal but obviously this is not what caracals are for anyway. However if I get to dictate range and try to kite him instead, he can still do 600dps because most of it comes from drones. Try to shoot his drones he'll just keep rotating them, and when it comes to reload time I'm no longer applying my already inferior dps, but he can maintain his dps with constancy. Is he helpless if a frig comes along, because Caracals the only cruiser that can kill frigs? nope he can use Warrior 2's and he'll still have 428dps that's enough to pop most frigates in seconds, hell it's enough to pop most caracals in seconds. So he's better at brawling, better at kiting, better tank, better at killing frigates and destroyers, better at killing cruisers, better in gangs... so what is the point of flying a caracal? What's a Drake for? and I don't know much about HAC's but I'm sure if I look into them I'll find the Caldari variants are bottom of the pile there too, even the best pirate ships are for Gallente/Minmattar pilots. I made a lot of Isk and I never know what ship to buy with it because all the ones I trained for turned out to be rubbish. I got a Drake Navy Issue and I was happy enough with that until my friend who started the same time as me shared a mission in his standard Brutix, and was getting double my DPS at similar range, he was able to kill all sizes of targets far faster than me, he wasn't even in a Navy Brutix. Why this nerf, I had looked for a few Caldari buffs if anything, but this has just left me totally exasperated! What is the problem here, I don't understand it, I wasn't happy with the Caracal as it was but now it's just a complete joke. BTW here's my Vexor fit, I've not fitted one before so I'm sure there are many better ways to fit it but just for illustration purposes i used this: High's: 4x 200mm railgun II Med's: x5 prototype engine enervator, Warp Scrambler II, Medium Cap Booster II, Experimental 10mn MWD Low's: Dmg Control II, 2x Drone damage amplifier II, 800mm tungsten plate, Reactor Control II Rigs: Medium Hybrid Burst Aereator I (you could pay a little extra and go for t2 and get and extra 15dps, or get a drone durability rig for more drone hitpoints instead) Medium Anti Explosive pump, Medium Trimark Armor Pump. That's far superior both at killing frigs and taking on other cruisers, both at long range and short range. Regardless of these changes I decided to switch to Gallente anyway so I'll have some decent options after months wasted training for Caldari, it's just unfair and I don't understand why they have to make it even worse for Caldari pilots than it already is, they seem to want Caldari ships to be a class below everyone else.
The problem has always been the "applied" damage at range with missiles and no one will deny that the applied damage on Light Missiles at ranges up to 100km (if a Cerb was fit specifically for range) was very easy to count on.
Rails and Blasters lose damage at range and have tracking issues that make dps come and go so that their "paper" dps can be mitigated by piloting and the paper numbers very misleading as the applied damage is highly variable.
Drone damage can be killed off literally, as they are killed. Again, on paper it looks uber, until they start dying...
The issue is really that the Caracal and Cerb have been utterly gutted by these changes to RLML. This is a serious issue especially as newer pilots try to grind the standings and isk to get into better paying missions (ie level 4's) or want to fly a cruiser in PvP...
However, other than these cruisers Caldari is not in a bad spot...you should hear the Amarr guys whine.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
80
|
Posted - 2013.11.22 07:03:00 -
[1988] - Quote
Fourteen Maken wrote:I'm in my RLML "frig killer" Caracal  , someone comes in with a Vexor... if he tackles me on a gate he can do 700dps out to 20km with 200mm rails and still have a better tank; RIP frig killer caracal but obviously this is not what caracals are for anyway. However if I get to dictate range and try to kite him instead, he can still do 600dps because most of it comes from drones. Try to shoot his drones he'll just keep rotating them, and when it comes to reload time I'm no longer applying my already inferior dps, but he can maintain his dps with constancy. Is he helpless if a frig comes along, because Caracals the only cruiser that can kill frigs? nope he can use Warrior 2's and he'll still have 428dps that's enough to pop most frigates in seconds, hell it's enough to pop most caracals in seconds. So he's better at brawling, better at kiting, better tank, better at killing frigates and destroyers, better at killing cruisers, better in gangs... so what is the point of flying a caracal? What's a Drake for? and I don't know much about HAC's but I'm sure if I look into them I'll find the Caldari variants are bottom of the pile there too, even the best pirate ships are for Gallente/Minmattar pilots. I made a lot of Isk and I never know what ship to buy with it because all the ones I trained for turned out to be rubbish. I got a Drake Navy Issue and I was happy enough with that until my friend who started the same time as me shared a mission in his standard Brutix, and was getting double my DPS at similar range, he was able to kill all sizes of targets far faster than me, he wasn't even in a Navy Brutix. Yep, lots of Caldari ship can't hold a candle to Gallente one's at the moment.
Quote: Regardless of these changes I decided to switch to Gallente anyway so I'll have some decent options after months wasted training for Caldari, it's just unfair and I don't understand why they have to make it even worse for Caldari pilots than it already is, they seem to want Caldari ships to be a class below everyone else.
Missile haters will always say Caldari PvP ships are OP, you know the mantra; press F1, shoot, dumb man dumb... you're not supposed to kill anything that way so they won't stop lobbying until all of Caldari ships are completely crippled for anything. |

Beckett Firesnake
Les chevaliers de l'ordre Goonswarm Federation
25
|
Posted - 2013.11.22 07:35:00 -
[1989] - Quote
I do not know if the new Rapid Light Missiles are good to kill frigates because each time I tried to angage frigs (even 3 vs 1). They just ran like hell.... |

Sgt Ocker
State War Academy Caldari State
45
|
Posted - 2013.11.22 08:06:00 -
[1990] - Quote
Dear CCP, if your intention with the RLML changes was to make them completely useless for anything more than shooting rookie ships (if you can catch them with the warp changes) Congratulations, you succeeded
Fitting them in unbonused aux slots means fitting meta 4's or gimping tank due to PG requirements. Now get 51 DPS with 18 rounds instead of 49 dps with 80 rounds (2 un-bonused launchers) Prior to Rubicon they were a reasonable compromise (for shooting drones) vs fitting neuts or vamps. Now, if the fight looks like lasting more than a minute, don't fit RLML's. My caracal is currently sitting with 5 empty weapon slots as I really have no use for it.
I mean seriously, to totally downgrade the usability of a weapon the way this has been done is just criminal.
We are quickly getting to the point where missiles can be removed completely and all missile boats re-purposed to use Hybrid's. |
|

Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
415
|
Posted - 2013.11.22 08:35:00 -
[1991] - Quote
Beckett Firesnake wrote:I do not know if the new Rapid Light Missiles are good to kill frigates because each time I tried to angage frigs (even 3 vs 1). They just ran like hell.... Which proves that theyre good at what they do. RATE LIKE SUBSCRIBE |

Bouh Revetoile
TIPIAKS
428
|
Posted - 2013.11.22 08:57:00 -
[1992] - Quote
Niena Nuamzzar wrote:Yep, lots of Caldari ship can't hold a candle to Gallente one's at the moment. That's the stupidest thing I read in this thread despite the level of stupidity here being crazy high.
Caldari frigates all are top dog, and even sometimes OP with missiles. Cormoran is a long range beast, and the Corax is only overshadowed by the Talwar. In fact, I defy you to point only one caldari ship which isn't extremely powerful, because since the rebalance I can't think about one in this case.
[quote]Missile haters will always say Caldari PvP ships are OP, you know the mantra; press F1, shoot, dumb man dumb... you're not supposed to kill anything that way so they won't stop lobbying until all of Caldari ships are completely crippled for anything./quote]And missiles users will always lobby for their ship to only require full tank&gank to kill any ship flying in their range without any tackle, and still complain that as they can't alpha a frigate it's a given.
Caracal with web+scram still have more ehp and speed than a buffer thorax, and the same dps with HAM, but with ten times the range...
Truth is misiles do are a dumb "hit F1" weapon system. That is powerful on its own exactly like the ability of turret to blap frigates in certain circumtances. These abilities need to be balanced in one way or another. For turrets, it's tracking which prevent you from hitting your target if she is too close and range which prevent you from hitting her if she is too far. Missiles have none of these drawback, but they have to have some too. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
818
|
Posted - 2013.11.22 09:04:00 -
[1993] - Quote
Bouh Revetoile wrote:[quote=Niena Nuamzzar]Yep, lots of Caldari ship can't hold a candle to Gallente one's at the moment. That's the stupidest thing I read in this thread despite the level of stupidity here being crazy high.
Caldari frigates all are top dog, and even sometimes OP with missiles. Cormoran is a long range beast, and the Corax is only overshadowed by the Talwar. In fact, I defy you to point only one caldari ship which isn't extremely powerful, because since the rebalance I can't think about one in this case.
Quote:Missile haters will always say Caldari PvP ships are OP, you know the mantra; press F1, shoot, dumb man dumb... you're not supposed to kill anything that way so they won't stop lobbying until all of Caldari ships are completely crippled for anything./quote]And missiles users will always lobby for their ship to only require full tank&gank to kill any ship flying in their range without any tackle, and still complain that as they can't alpha a frigate it's a given.
Caracal with web+scram still have more ehp and speed than a buffer thorax, and the same dps with HAM, but with ten times the range...
Truth is misiles do are a dumb "hit F1" weapon system. That is powerful on its own exactly like the ability of turret to blap frigates in certain circumtances. These abilities need to be balanced in one way or another. For turrets, it's tracking which prevent you from hitting your target if she is too close and range which prevent you from hitting her if she is too far. Missiles have none of these drawback, but they have to have some too.
Do you always answer everyoen without using the brain to interpret the text?
He said LOTS, not all!!
So no, the stupidiest things written in this thread are almost ALL from your posts! START READING WHAT OTHERS WRITE. Do not put answers to what your Imagination wanted to see on their posts...
The guy is right, currently gallente is the overall most powerful race on PVP scenario. That doe snot mean they win on eveyr category, but they are on average better positioned than any other race. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Bouh Revetoile
TIPIAKS
428
|
Posted - 2013.11.22 10:10:00 -
[1994] - Quote
Kagura Nikon wrote:[He said LOTS, not all!! Sorry expect logic in what I read. Either the sentence in question means nothing or is a complaint for caldari ships being bad.
Because a lots of gallente ships can't hold a candle to caldari ships too. Is the Hawk even killable in a duel for example ?
But let's say she is right ; can you please enumerate all these inferior caldari ships which can't hold a candle to gallente ones ? I am really curious to learn about these caldari ships which don't stand a chance against gallente ones. |

Habris
Wildly Inappropriate Goonswarm Federation
21
|
Posted - 2013.11.22 10:24:00 -
[1995] - Quote
Remove the reload timer and fix the actual issue which is the damage application on smaller targets. While these weapon systems are meant for a more "support fleet" role it could be toned down slightly with either slight debuffs to the launchers or to the hulls themselves.
Just because it has an increased RoF doesn't mean nerf the range. These launch what are considered long range ammo for underclassed on an upclassed hull. Deal with it. If a hull provides to much of a bonus to the range maybe a debuff to the hull only affecting only RLML's would serve better.
The 40 second reload timer is just too much. I was very excited for the RHLM's to come to tranq. That is until I found out about the reload. The current configuration of the launcher makes them unsuitable for PVP combat outside of gank type engagements. Balancing is needed and setting the reload timer to default would be a good start. |

Onictus
Silver Snake Enterprise Fatal Ascension
598
|
Posted - 2013.11.22 11:30:00 -
[1996] - Quote
Yeah so I tried it.
Just like I thought its too damn long to do anything useful with. God help you need to change ammo, your target is gone or dead because you ever get a shot off. |

BBQ FTW
The Hatchery Team Liquid
102
|
Posted - 2013.11.22 11:35:00 -
[1997] - Quote
Quote:Sorry expect logic in what I read. Either the sentence in question means nothing or is a complaint for caldari ships being bad.
Because a lots of gallente ships can't hold a candle to caldari ships too. Is the Hawk even killable in a duel for example ?
But let's say she is right ; can you please enumerate all these inferior caldari ships which can't hold a candle to gallente ones ? I am really curious to learn about these caldari ships which don't stand a chance against gallente ones.
PS : Or maybe it's a problem with gallente ships being too good and missiles user being jealous instead of complaining about blasters and drones OPness ? your betters have repeatedly told you why you are unqualified to comment, unfortunately CCP doesn't bother to discriminate between the opinions of Dalikah (legit one of the best pilots in game) and "random approach f1'er that fits 4 speed mods ares" |

Fourteen Maken
Deep Core Mining Inc. Caldari State
42
|
Posted - 2013.11.22 11:50:00 -
[1998] - Quote
Bouh Revetoile wrote:[quote=Niena Nuamzzar] Truth is misiles do are a dumb "hit F1" weapon system. That is powerful on its own exactly like the ability of turret to blap frigates in certain circumtances. These abilities need to be balanced in one way or another. For turrets, it's tracking which prevent you from hitting your target if she is too close and range which prevent you from hitting her if she is too far. Missiles have none of these drawback, but they have to have some too.
Rubbish! the people who kite in frigates are masters of range and cap control, because of the paper thin tank any slight error will mean almost instant death, and the extremely low dps (50-60 on my condor's) you will certainly have plenty of time to make those mistakes. 1v1 pvp is very rare now, but when it does happen it's generally in low sec fw plexes... you don't always get to pick the range battles start at, if your condor gets scrammed at the warp in your dead. You want to know what requires no skill... sitting on a warp in beacon with a brawling turret ship, waiting for war targets to come in and when they do just lock, scram, web, keep in optimal range wait to see who wins. That's genuinely easy, kiting is not easy you have no idea what your talking about. |

Bouh Revetoile
TIPIAKS
428
|
Posted - 2013.11.22 13:37:00 -
[1999] - Quote
Fourteen Maken wrote:Rubbish! the people who kite in frigates need to be masters of range and cap control, because of the paper thin tank any slight error will mean almost instant death, and the extremely low dps (50-60 on my condor's) you will certainly have plenty of time to make those mistakes. Personally I can't do it, I always end up either letting them get out of disruptor range or worse getting too close, and it happens in split seconds by the time i realise it's too late. 1v1 pvp is very rare now, but when it does happen it's generally in low sec fw plexes... you don't always get to pick the range battles start at, if your condor gets scrammed at the warp in your dead. You want to know what requires no skill... sitting on a warp in beacon with a brawling turret ship, waiting for war targets to come in and when they do just lock, scram, web, keep in optimal range and wait to see who wins. That's genuinely easy, kiting is not easy you have no idea what your talking about. Because kiting with turrets is obviously a lot easier...
Listen, I'm not saying kiting is easy, only that missiles have an insane advantage over turrets missiles users often overlook. The dps numbers of missiles might look low, or even bad compared to turrets dps numbers, but in reality, the applyed dps is a lot closer than it seem, and in some cases, like this kiting scenario, a lot in favour of missiles. And I'm not even talking about TD.
For example, an Atron with 150mm railguns will have something like 80dps at 18km, less at each km beyond that range, and you will need to keep transversal very low or you won't do any damage to your target.
As opposed to the 70dps the Condor will do up to 40km without even trying, and nothing will reduce this numbers but prop mods, speed mods and links. And shield will even counter most of the advantage of a MWD (for missile tanking) while armor will reduce the speed itself for the same result.
Turrets window of operation is very, very thin compared to missile launchers.
BBQ FTW wrote:your betters have repeatedly told you why you are unqualified to comment, unfortunately CCP doesn't bother to discriminate between the opinions of Dalikah (legit one of the best pilots in game) and "random approach f1'er that fits 4 speed mods ares" This is a perfect example of an appeal to authority and argumentum ad hominem.
And there's no such thing as "unqualified to comment", only bad argumentation or inability to answer embarrassing arguments. If I'm that bad, you should have no problem to point the flaws of my arguments.
So please, if you can't find your own arguments, at least quote those of the others instead of showing yourself as a blind faithful sheep.
PS : I'm still waiting for these underperforming caldari ships. If gallente ships have been well served by the tiericide, caldari ships don't have to complain. The only downcase is HML since the MLR turrets buff. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
43
|
Posted - 2013.11.22 13:49:00 -
[2000] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:Rubbish! the people who kite in frigates need to be masters of range and cap control, because of the paper thin tank any slight error will mean almost instant death, and the extremely low dps (50-60 on my condor's) you will certainly have plenty of time to make those mistakes. Personally I can't do it, I always end up either letting them get out of disruptor range or worse getting too close, and it happens in split seconds by the time i realise it's too late. 1v1 pvp is very rare now, but when it does happen it's generally in low sec fw plexes... you don't always get to pick the range battles start at, if your condor gets scrammed at the warp in your dead. You want to know what requires no skill... sitting on a warp in beacon with a brawling turret ship, waiting for war targets to come in and when they do just lock, scram, web, keep in optimal range and wait to see who wins. That's genuinely easy, kiting is not easy you have no idea what your talking about. Because kiting with turrets is obviously a lot easier... Listen, I'm not saying kiting is easy, only that missiles have an insane advantage over turrets missiles users often overlook. The dps numbers of missiles might look low, or even bad compared to turrets dps numbers, but in reality, the applyed dps is a lot closer than it seem, and in some cases, like this kiting scenario, a lot in favour of missiles. And I'm not even talking about TD. For example, an Atron with 150mm railguns will have something like 80dps at 18km, less at each km beyond that range, and you will need to keep transversal very low or you won't do any damage to your target. As opposed to the 70dps the Condor will do up to 40km without even trying, and nothing will reduce this numbers but prop mods, speed mods and links. And shield will even counter most of the advantage of a MWD (for missile tanking) while armor will reduce the speed itself for the same result. Turrets window of operation is very, very thin compared to missile launchers.BBQ FTW wrote:your betters have repeatedly told you why you are unqualified to comment, unfortunately CCP doesn't bother to discriminate between the opinions of Dalikah (legit one of the best pilots in game) and "random approach f1'er that fits 4 speed mods ares" This is a perfect example of an appeal to authority and argumentum ad hominem. And there's no such thing as "unqualified to comment", only bad argumentation or inability to answer embarrassing arguments. If I'm that bad, you should have no problem to point the flaws of my arguments. So please, if you can't find your own arguments, at least quote those of the others instead of showing yourself as a blind faithful sheep. PS : I'm still waiting for these underperforming caldari ships. If gallente ships have been well served by the tiericide, caldari ships don't have to complain. The only downcase is HML since the MLR turrets buff.
Turrets have an even bigger advantage when it comes to brawling, does that mean missiles should have a new extreme dps close range option? Or do we just accept that missiles should have certain roles and turrets should have their place as well. If they nerf light missiles to the point of uselessness like they have with heavy and now rapid lights then I think it's time turrets loose all their close range dps options since they are far too OP at brawling compared to their missile equivalents. Or do you think missiles should be equal with turrets at kiting and vastly inferior at brawling, ie useless. |
|

Bouh Revetoile
TIPIAKS
428
|
Posted - 2013.11.22 14:40:00 -
[2001] - Quote
Fourteen Maken wrote:Turrets have an even bigger advantage when it comes to brawling, does that mean missiles should have a new extreme dps close range option? Or do we just accept that missiles should have certain roles and turrets should have their place as well. If they nerf light missiles to the point of uselessness like they have with heavy and now rapid lights then I think it's time turrets loose all their close range dps options since they are far too OP at brawling compared to their missile equivalents. Or do you think missiles should be equal with turrets at kiting and vastly inferior at brawling, ie useless. Not denying missiles should have a role, yet again you are forgeting that turrets have tracking and range, and if short range turrets like blasters and AC have a fairly good tracking the range higly decrease their dps, and what about pulse which have a much more comparable range but fairly bad tracking at close range ?
In fact, rockets and HAM are much more comparable to pulse laser than any other CR turrets, because they both are "long short range" weapons. And considering the range they reach, they are far from bad. Same goes for torps. Missiles, like lasers, don't have a true brawling weapon like blasters are, but hey, you can't ask everything from your weapon. I'm fine giving more dps to SR missiles if you cut their range in half.
As for LM, they currently have about the same dps at close range than small LR turrets, but no tracking, the same damage up to their max range, and no real damage application problem. They completely obsolete small LR turrets from 10km to beyond, and that can be seen in the frigate meta : small LR turrets are good as scram kiting weapons along with rockets and pulse laser, but for kiting and LR duties light missiles are king and that's not even a contest. And if LM are not used below 10km, it's only because rockets are better enough for these ranges.
With 10% less dps and a bit less damage application, LM would still be the best small LR weapon at 20km and beyond, and still very competitive between 10 and 20km considering the tracking.
And new RLML do have a purpose, and a much clearer purpose than the "being good at everything" they had before ; they only are the niche weapon system they were designed to be : a support anti-frigate weapon instead of solo-pwn-machine. |

Markku Laaksonen
EVE University Ivy League
216
|
Posted - 2013.11.22 15:23:00 -
[2002] - Quote
Just a thought that I haven't thought about much, if the issue is long range coupled with high DPS, what would happen if rapid launchers shot the short range ammo instead?
We would have Rapid Rocket Launchers and Rapid Heavy Assault Missile Launcher (Rename Heavy Assault Missiles to Assault Missiles. 'Heavy' isn't a necessary descriptor since there are no light assaults.) |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
80
|
Posted - 2013.11.22 15:28:00 -
[2003] - Quote
Bouh Revetoile wrote: But let's say she is right ; can you please enumerate all these inferior caldari ships which can't hold a candle to gallente ones ? I am really curious to learn about these caldari ships which don't stand a chance against gallente ones.
Because this RLML heavy nerf talk is mostly relevant to cruisers, let's name a few: - Thorax - Exequror Navy Issue - Deimos - Vexor - Vexor Navy Issue - Ishtar - Vigilant (stolen Gallente design so..) 
Don't get me wrong, it's more about weapon systems than about specific hulls. Navy Caracal is pathetic for the cost, Caracal is seriously crippled with Rubicon, Cerberus also just perhaps not as much as Caracal. Dunno about you but I'd 10 times rather fly Deimos than Cerberus, Navy Vexor than Navy Caracal etc... hence IMO Caldari ships "can't hold a candle"  |

Arthur Aihaken
The.VOID
630
|
Posted - 2013.11.22 15:45:00 -
[2004] - Quote
Markku Laaksonen wrote:Just a thought that I haven't thought about much, if the issue is long range coupled with high DPS, what would happen if rapid launchers shot the short range ammo instead?
We would have Rapid Rocket Launchers and Rapid Heavy Assault Missile Launcher (Rename Heavy Assault Missiles to Assault Missiles. 'Heavy' isn't a necessary descriptor since there are no light assaults.) Nice try. This has already been proposed (your alt perhaps?). No. If you really want rapid rocket and rapid heavy assault launchers put a request in with Rise for them (but leave rapid light and rapid heavy launchers alone). I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
105
|
Posted - 2013.11.22 15:56:00 -
[2005] - Quote
Haha see I'm not to only one. funny you'd think is was my alt though, nice try. You are loosing lights and heavies as the rapid choose, I can see that. Start traning rockets and HAMs. |

Arthur Aihaken
The.VOID
630
|
Posted - 2013.11.22 15:58:00 -
[2006] - Quote
Thaddeus Eggeras wrote:Haha see I'm not to only one. funny you'd think is was my alt though, nice try. You are loosing lights and heavies as the rapid choose, I can see that. Start traning rockets and HAMs. Bite me. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
428
|
Posted - 2013.11.22 16:03:00 -
[2007] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote: But let's say she is right ; can you please enumerate all these inferior caldari ships which can't hold a candle to gallente ones ? I am really curious to learn about these caldari ships which don't stand a chance against gallente ones.
Because this RLML heavy nerf talk is mostly relevant to cruisers, let's name a few: - Thorax - Exequror Navy Issue - Deimos - Vexor - Vexor Navy Issue - Ishtar - Vigilant (stolen Gallente design so..)  Don't get me wrong, it's more about weapon systems than about specific hulls. Navy Caracal is pathetic for the cost, Caracal is seriously crippled with Rubicon, Cerberus also just perhaps not as much as Caracal. Dunno about you but I'd 10 times rather fly Deimos than Cerberus, Navy Vexor than Navy Caracal etc... hence IMO Caldari ships "can't hold a candle"  Well, you'd have to define the use case then, because a HAM Caracal should kill any blaster Thorax, for railgun ones it's a question of seting up the engagement, but as soon as you got under 15km, he is dead too.
Vexor is a bit tougher, but only medium drones are of any threat to you so you shouldn't have problems.
Again, I showed you the application numbers of HAM vs untackled cruisers. HAM hit cruisers fine.
Also, navy Vexor compare to Navy Osprey, not Navy Caracal which is the "attack" navy cruiser. And if you like blasters and caldari ships so much, you still have the hybrid caldari ships which will be as good as gallente ones with blasters ; but asking HAM to be better at brawling than blaster while keeping their range is rather stupid.
So again, as you say it, it's more the weapon system than anything else, and HAM hit cruisers fine while having a long range for a short range weapon, comparable to pulse laser. I'm pretty sure you can reach between 40 and 50 km range with HAM with rigs and make the Caracal a cruiser kiting monster. Of you'll be vulnerable to frigate then, but you can't have everything and a railgun kiting thorax is also very vulnerable to frigates. |

Markku Laaksonen
EVE University Ivy League
217
|
Posted - 2013.11.22 16:28:00 -
[2008] - Quote
Arthur Aihaken wrote:Markku Laaksonen wrote:Just a thought that I haven't thought about much, if the issue is long range coupled with high DPS, what would happen if rapid launchers shot the short range ammo instead?
We would have Rapid Rocket Launchers and Rapid Heavy Assault Missile Launcher (Rename Heavy Assault Missiles to Assault Missiles. 'Heavy' isn't a necessary descriptor since there are no light assaults.) Nice try. This has already been proposed (your alt perhaps?). No. If you really want rapid rocket and rapid heavy assault launchers put a request in with Rise for them (but leave rapid light and rapid heavy launchers alone).
I don't have any alts, neither accounts nor characters. I have been thinking I should get one though, as the more I try to do, the more they seem necessary.
It was just an idea I was thought of when I read someone's post. I'm not reading all 100 pages of this thread to see what has and has not been suggested.
I really just wanted to know what people thought about it. I'm indifferent. No alt-accusations are necessary. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
80
|
Posted - 2013.11.22 16:37:00 -
[2009] - Quote
Bouh Revetoile wrote: So again, as you say it, it's more the weapon system than anything else, and HAM hit cruisers fine...
 If every HAM set would come with one NPC Hyena included, I'd be first to agree with you. Until then, for the hundredth time, NO  |

Sgt Ocker
State War Academy Caldari State
48
|
Posted - 2013.11.22 16:44:00 -
[2010] - Quote
Arthur Aihaken wrote:Markku Laaksonen wrote:Just a thought that I haven't thought about much, if the issue is long range coupled with high DPS, what would happen if rapid launchers shot the short range ammo instead?
We would have Rapid Rocket Launchers and Rapid Heavy Assault Missile Launcher (Rename Heavy Assault Missiles to Assault Missiles. 'Heavy' isn't a necessary descriptor since there are no light assaults.) Nice try. This has already been proposed (your alt perhaps?). No. If you really want rapid rocket and rapid heavy assault launchers put a request in with Rise for them (but leave rapid light and rapid heavy launchers alone). Actually for RLML's at least the idea has merit, a new ammunition to go with a new weapon. An ammunition similar to Assault missiles and torpedo's. Short range (6k for furies, 4k precision, 10k for faction / standard missiles) high damage load that has similar attributes to assaults and torpedo's so, explosion velocity, signature radius, speed etc all play a part in the amount of damage applied. This would enable those choosing RLML's as a primary weapon system the ability to land at scram / web range apply as much damage as possible and get out to reload.. (if your lucky and don't get scrammed yourself)
It would also mean the launchers would be useful vs larger targets due to attributes such as sig radius and speed coming into play. The damage applied to smaller targets is mitigated by their speed and sig radius ( as it is with all other weapon systems).
|
|

Fourteen Maken
Deep Core Mining Inc. Caldari State
44
|
Posted - 2013.11.22 16:45:00 -
[2011] - Quote
Bouh Revetoile wrote:
PS : I'm still waiting for these underperforming caldari ships. If gallente ships have been well served by the tiericide, caldari ships don't have to complain. The only downcase is HML since the MLR turrets buff.
I will go through them all in detail, but not in this thread I want answers from CCP and they are obviously ignoring what's been said in here. All I'm saying here is that Caldari ships are inferior, and the general consensus among the many solo and small gang pvp'ers I've spoken to in game is that I'm right about that. If you disagree with this statement it's up to you to provide the examples, I might be missing some but to the best of my knowledge any ship Caldari can fit, one of the other Races can fit a superior version. The only class of ships in which Caldari enjoy any semblance of balance or parity with other races for pvp is in T1 kiting Frigates like the Kestrel or the Condor, and even these only work under the right circumstances and require a lot of skill to use.
Take the Corax for example; Caldari are supposed to be the missile specialists but the Talwar is faster, does the same DPS, can have a better tank, and is easier to fit. I can't fit a Corax with light missiles and a MWD, but I can do that with a Talwar; in fact the Talwar get's a hull bonus for fitting a MWD. When controlling range is important you need to have speed in your favour as well, or at least not be a floating brick. The Corax seems to have been designed specifically so it can't fit an MWD and have light missiles, because that might actually make it useful, but even with the MWD it's so slow it couldn't hope to keep range for long against anything but the slowest armor tanked brawlers. Best case scenario for light missile Corax is to start the battle at range and kill the enemy before it gets to brawling range, if the battle starts at 0 most brawling frigates will be able to tackle a light missile Corax and melt it with superior DPS and tank. It's laughable that a t1 fit dual rep incursus can actually beat a light missile Corax 1 on 1 regardless of where the fight starts, it can burst tank the damage easily and it's able to close the range quickly because it has twice the speed. Rockets? Talwar can fit Rockets and have enough powergrid left over for a better tank than the corax can manage, and the extra low slot allows for more fitting options. Fact is you won't see rocket fit Talwars because while they are better than rocket fit Corax they will still be inferior to LM Talwars.
In a similar way the Cormorant uses the same weapon system as the Catalyst, and get's similar bonuses so we can draw some direct correlations between them, and yet again the Cormorant is little more than a nerfed version of it's Gallente counterpart. Straight away you can see the Catalyst is faster and has an extra turret slot which equates to an additional 15%dps and Alpha damage, it has more EHP thanks to it's larger structure, with a damage control mod the cormorant has 5486 EHP, the Catalyst has 6033. So it's got 10% more EHP, 15% more DPS, and to top it all off it's faster.
Every race has a unique advantage in some certain aspect of pvp, can you tell me what Caldari built in advantage is? I'm really struggling to identify it.
Minmattar get the best speed, massive Alpha, versatility and cheap ships, and share access with Gallente to most of the best pvp pirate and navy faction ships in the game like the Dramiel, the Vindicator and the Cynabal.
Gallente get swarms of OP Drones on steroids, massive DPS potential in all ship tiers, access to the aforementioned Pirate Faction ships and overall it just feels like the "re balancing" efforts I've seen so far seem to be focused around ensuring Gallente have the best ship in every tier.
Amarr get buffer tanks and decent DPS potential but they are another race of ships that could use some attention to be honest, but even they have quite a few stellar performers in certain roles.
Caldari have the slowest ships, and that is a terrible handicap for a race that supposedly reliant on controlling range because it is woefully inadequate in close range engagements due to bad tank and terrible dps. We have by far the lowest potential DPS, both on paper and applied, and now we have yet another tier of ships that are utterly useless in PVP because they are vastly inferior to their Gallente and Minmattar counterparts. |

Morrigan LeSante
The Lost and Forgotten Troopers
470
|
Posted - 2013.11.22 16:53:00 -
[2012] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:Bouh Revetoile wrote: But let's say she is right ; can you please enumerate all these inferior caldari ships which can't hold a candle to gallente ones ? I am really curious to learn about these caldari ships which don't stand a chance against gallente ones.
Because this RLML heavy nerf talk is mostly relevant to cruisers, let's name a few: - Thorax - Exequror Navy Issue - Deimos - Vexor - Vexor Navy Issue - Ishtar - Vigilant (stolen Gallente design so..)  Don't get me wrong, it's more about weapon systems than about specific hulls. Navy Caracal is pathetic for the cost, Caracal is seriously crippled with Rubicon, Cerberus also just perhaps not as much as Caracal. Dunno about you but I'd 10 times rather fly Deimos than Cerberus, Navy Vexor than Navy Caracal etc... hence IMO Caldari ships "can't hold a candle"  Well, you'd have to define the use case then, because a HAM Caracal should kill any blaster Thorax, for railgun ones it's a question of seting up the engagement, but as soon as you got under 15km, he is dead too.
Pretty sure the 'rax is the faster ship, it shouldnt get caught. Unless my memory is faulty. Rail thorax is a nasty little piece of kit 
|

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
105
|
Posted - 2013.11.22 17:03:00 -
[2013] - Quote
Eh, I rather not. I just don't think you would taste too good. How is the new rockets and HAM training going? |

Dr Sraggles
The Covenant of Blood
12
|
Posted - 2013.11.22 17:15:00 -
[2014] - Quote
Jayn Khamsi wrote:I used to use Caracal for missioning, but now it seems you can either fit it for DPS or tank, but not both.........what does everyone think is now the best Caldari ship for solo missioning? (lvl 2's maybe 3's)
RIP Rapid Light Missile PvE Caracal.
Train Heavy Assault Missiles to Tier 2 for your Caracal. Use the Javelins and a Target Painter on Frigs. It's a painful 2 weeks but there is no substitute for T2 dps.
Fit an AB and a Large Shield Extender. Mission specific shield hardeners.
Should work fine.
ps. You'll like the HAMs on a Drake for lvl 3's. |

Bouh Revetoile
TIPIAKS
428
|
Posted - 2013.11.22 17:32:00 -
[2015] - Quote
Niena Nuamzzar wrote: If every HAM set would come with one NPC Hyena included, I'd be first to agree with you. Until then, for the hundredth time, NO  Denial of reality... |

Ganthrithor
GoonWaffe Goonswarm Federation
785
|
Posted - 2013.11.22 17:32:00 -
[2016] - Quote
Spugg Galdon wrote:Don't think I've killed you yet with them but I'll keep an eye out for you 
I'd have to log in for you to do that.
Spugg Galdon wrote:They aren't OP. They have major advantages and major drawbacks. 40 seconds to me doesn't seem very long. Probably because I'm so busy concentrating on manual flying rather than hitiing orbit, press F1 and wait.
The only issue with these weapons right now is ammo switching. This is currently being worked on and I hope to see it in 1.1
Man, you must be like top 1% in EVE Online, with your "manual piloting." Please tell us more about it: I could really use some tips for being good at EVE. |

Bouh Revetoile
TIPIAKS
428
|
Posted - 2013.11.22 18:09:00 -
[2017] - Quote
Fourteen Maken wrote:I will go through them all in detail, but not in this thread I want answers from CCP and they are obviously ignoring what's been said in here. All I'm saying here is that Caldari ships are inferior, and the general consensus among the many solo and small gang pvp'ers I've spoken to in game is that I'm right about that. If you disagree with this statement it's up to you to provide the examples, I might be missing some but to the best of my knowledge any ship Caldari can fit, one of the other Races can fit a superior version. The only class of ships in which Caldari enjoy any semblance of balance or parity with other races for pvp is in T1 kiting Frigates like the Kestrel or the Condor, and even these only work under the right circumstances and require a lot of skill to use.
Take the Corax for example; Caldari are supposed to be the missile specialists but the Talwar is faster, does the same DPS, can have a better tank, and is easier to fit. I can't fit a Corax with light missiles and a MWD, but I can do that with a Talwar; in fact the Talwar get's a hull bonus for fitting a MWD. When controlling range is important you need to have speed in your favour as well, or at least not be a floating brick. The Corax seems to have been designed specifically so it can't fit an MWD and have light missiles, because that might actually make it useful, but even with the MWD it's so slow it couldn't hope to keep range for long against anything but the slowest armor tanked brawlers. Best case scenario for light missile Corax is to start the battle at range and kill the enemy before it gets to brawling range, if the battle starts at 0 most brawling frigates will be able to tackle a light missile Corax and melt it with superior DPS and tank. It's laughable that a t1 fit dual rep incursus can actually beat a light missile Corax 1 on 1 regardless of where the fight starts, it can burst tank the damage easily and it's able to close the range quickly because it has twice the speed. Rockets? Talwar can fit Rockets and have enough powergrid left over for a better tank than the corax can manage, and the extra low slot allows for more fitting options. Fact is you won't see rocket fit Talwars because while they are better than rocket fit Corax they will still be inferior to LM Talwars.
In a similar way the Cormorant uses the same weapon system as the Catalyst, and get's similar bonuses so we can draw some direct correlations between them, and yet again the Cormorant is little more than a nerfed version of it's Gallente counterpart. Straight away you can see the Catalyst is faster and has an extra turret slot which equates to an additional 15%dps and Alpha damage, it has more EHP thanks to it's larger structure, with a damage control mod the cormorant has 5486 EHP, the Catalyst has 6033. So it's got 10% more EHP, 15% more DPS, and to top it all off it's faster.
Every race has a unique advantage in some certain aspect of pvp, can you tell me what Caldari built in advantage is? I'm really struggling to identify it.
Minmattar get the best speed, massive Alpha, versatility and cheap ships, and share access with Gallente to most of the best pvp pirate and navy faction ships in the game like the Dramiel, the Vindicator and the Cynabal.
Gallente get swarms of OP Drones on steroids, massive DPS potential in all ship tiers, access to the aforementioned Pirate Faction ships and overall it just feels like the "re balancing" efforts I've seen so far seem to be focused around ensuring Gallente have the best ship in every tier.
Amarr get buffer tanks and decent DPS potential but they are another race of ships that could use some attention to be honest, but even they have quite a few stellar performers in certain roles.
Caldari have the slowest ships, and that is a terrible handicap for a race that supposedly reliant on controlling range because it is woefully inadequate in close range engagements due to bad tank and terrible dps. We have by far the lowest potential DPS, both on paper and applied, and now we have yet another tier of ships that are utterly useless in PVP because they are vastly inferior to their Gallente and Minmattar counterparts. Man if you hate caldari doctrine so much why are you trying to fly them ?
FYI, caldari currently have the best frigates. Hawk is unbeatable in scram-range fights. Hoolbill is borderline OP whatever the job you ask her to do. Condor is kiting king for T1 frigate. No other destroyer than the Cormoran can shoot at 100km (even cruisers will have a very hard time shooting that far) and have very effective railgun fits. And for cruisers and above, they are by far the best for any shield fleet you would need but the kity ones (well, in fact, even for these I'm sure I can find some very good caldari ship).
If you don't know what caldari have, I'll tell you : caldari have the longest range in game, and the beeffiest shield in game. They don't rely on controling range but on continuous shooting whatever the range the ennemy is, while sustaining enemy fire. Like amarr they are more fleet oriented, hence why they are slow and have long range weapons.
Of course their speed make them less ideal for kity solo jobs, but why should we have all races the same ? If you don't care about range and robustness, look elsewhere. Minmatar have good missiles ship now for exemple.
On a side note, caldari have very effective railgun ships which also work with blasters, but I know a lot of caldari pilots feel dirty when they use these weapons.
PS : it's always a question of the right tool for the right job. If you always need in your face facemelting dps, then fly gallente and don't try to do it with caldari ships. But don't ask gallente ships to shoot too far, because they're clearly not good at that. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
81
|
Posted - 2013.11.22 19:14:00 -
[2018] - Quote
Bouh Revetoile wrote: PS : it's always a question of the right tool for the right job. If you always need in your face facemelting dps, then fly gallente and don't try to do it with caldari ships. But don't ask gallente ships to shoot too far, because they're clearly not good at that.
Err, drones.. |

Bouh Revetoile
TIPIAKS
428
|
Posted - 2013.11.22 19:33:00 -
[2019] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote: PS : it's always a question of the right tool for the right job. If you always need in your face facemelting dps, then fly gallente and don't try to do it with caldari ships. But don't ask gallente ships to shoot too far, because they're clearly not good at that.
Err, drones.. So you'd prefer your launchers to be droped in space, not move and be destroyable ? |

Fourteen Maken
Deep Core Mining Inc. Caldari State
47
|
Posted - 2013.11.22 19:46:00 -
[2020] - Quote
Bouh Revetoile wrote:Man if you hate caldari doctrine so much why are you trying to fly them ?
FYI, caldari currently have the best frigates. Hawk is unbeatable in scram-range fights. Hoolbill is borderline OP whatever the job you ask her to do. Condor is kiting king for T1 frigate. No other destroyer than the Cormoran can shoot at 100km (even cruisers will have a very hard time shooting that far) and have very effective railgun fits. And for cruisers and above, they are by far the best for any shield fleet you would need but the kity ones (well, in fact, even for these I'm sure I can find some very good caldari ship).
If you don't know what caldari have, I'll tell you : caldari have the longest range in game, and the beeffiest shield in game. They don't rely on controling range but on continuous shooting whatever the range the ennemy is, while sustaining enemy fire. Like amarr they are more fleet oriented, hence why they are slow and have long range weapons.
Of course their speed make them less ideal for kity solo jobs, but why should we have all races the same ? If you don't care about range and robustness, look elsewhere. Minmatar have good missiles ship now for exemple.
On a side note, caldari have very effective railgun ships which also work with blasters, but I know a lot of caldari pilots feel dirty when they use these weapons.
PS : it's always a question of the right tool for the right job. If you always need in your face facemelting dps, then fly gallente and don't try to do it with caldari ships. But don't ask gallente ships to shoot too far, because they're clearly not good at that.
This is my first toon, I started training Caldari because that's the skill books I got for free off the blue lady when I started, and I decided to stick with them because when I researched it I listened to idiots like you who said all races are balanced so each of them has it's strengths and weaknesses. I have already said I stopped wasting time on Caldari skills and have my Gallente frigs up to 3 and Destroyers going to 3 now. I also need to train up my turret/drone skills, so basically half of my skills except the fitting and armor skills are wasted now. How easy it is for you to say I shouldn't be annoyed about that, but I am, and I am more annoyed for people who have spent months of game time and millions of skill points on ships they can't use anymore because an idiot in CCP towers just made them redundant over night to please plebs like you.
I just gave you two specific examples of ships that have neither "beefier shields" nor "longer range" and your still coming back with that tripe? Your telling me that the Corax has beefier shields than the Talwar? Show me a Corax fit, I'll show you a Talwar fit that is better. Same goes for the bloody Cormorant, give me a Corm fit and I'll give you a better Catalyst. Because the Gallente and Minmattar variants both have built in race specific advantages, where as the only built in race specific thing Caldari brings to the table is being slow as treacle. Minmattar get a REAL 18% speed bonus over Caldari, we should get a real 18% dps bonus on our missiles over Minmattar variants, or a real 18% built in tank bonus, then you could back up what your saying about long range dps and beefy tanks because in reality that isn't the case with any Caldari ships and you know it. As for your fairy story about the superiority of Caldari Fleets; in my dreams. I felt like a derp when the fc let me bring my Corax to his Talwar fleet, and I got blapped because I couldn't keep up with the anchor; I was stuck half way between the tacklers and the Talwar's after just a few seconds of burning. I had to use powergrid upgrades just to get the bloody MWD on and I still couldn't keep up with them. The only time i have ever seen a FC ask for Caldari fleet doctrine was when we did it for lol's with drakes, it didn't go as well as you would have us believe. See I have real experience of Caldari ships, and I'm sick of them. This is just another insult to Caldari pilots, it's not acceptable, and there are not many people who would try to argue that Caldari are on par with the other races for pvp.
The Catalyst can theoretically shoot farther than the Cormorant, just nobody would ever bother doing that because it's stupid and pointless unless you have a gang with enough Alpha to one shot things... If you want that your always going to pick the Catalyst over the Corm because it has an extra turret slot hence 15% more Alpha/Dps, and it's faster than the corm as well. There is nothing the Cormorant can do that the Catalyst can't do far better, and the same goes for the Talwar and the Corax.
Why are you still trying to argue this? |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
81
|
Posted - 2013.11.22 19:49:00 -
[2021] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:Bouh Revetoile wrote: PS : it's always a question of the right tool for the right job. If you always need in your face facemelting dps, then fly gallente and don't try to do it with caldari ships. But don't ask gallente ships to shoot too far, because they're clearly not good at that.
Err, drones.. So you'd prefer your launchers to be droped in space, not move and be destroyable ? If you are asking would I prefer Domi over Raven - yes, anytime. |

Bouh Revetoile
TIPIAKS
429
|
Posted - 2013.11.22 20:43:00 -
[2022] - Quote
Fourteen Maken wrote:This is my first toon, I started training Caldari because that's the skill books I got for free off the blue lady when I started, and I decided to stick with them because when I researched it I listened to idiots like you who said all races are balanced so each of them has it's strengths and weaknesses. I have already said I stopped wasting time on Caldari skills and have my Gallente frigs up to 3 and Destroyers going to 3 now. I also need to train up my turret/drone skills, so basically half of my skills except the fitting and armor skills are wasted now. How easy it is for you to say I shouldn't be annoyed about that, but I am, and I am more annoyed for people who have spent months of game time and millions of skill points on ships they can't use anymore because an idiot in CCP towers just made them redundant over night to please plebs like you.
I just gave you two specific examples of ships that have neither "beefier shields" nor "longer range" and your still coming back with that tripe? Your telling me that the Corax has beefier shields than the Talwar? Show me a Corax fit, I'll show you a Talwar fit that is better. Same goes for the bloody Cormorant, give me a Corm fit and I'll give you a better Catalyst. Because the Gallente and Minmattar variants both have built in race specific advantages, where as the only built in race specific thing Caldari brings to the table is being slow as treacle. Minmattar get a REAL 18% speed bonus over Caldari, we should get a real 18% dps bonus on our missiles over Minmattar variants, or a real 18% built in tank bonus, then you could back up what your saying about long range dps and beefy tanks because in reality that isn't the case with any Caldari ships and you know it. As for your fairy story about the superiority of Caldari Fleets; in my dreams. I felt like a derp when the fc let me bring my Corax to his Talwar fleet, and I got blapped because I couldn't keep up with the anchor; I was stuck half way between the tacklers and the Talwar's after just a few seconds of burning. I had to use powergrid upgrades just to get the bloody MWD on and I still couldn't keep up with them. The only time i have ever seen a FC ask for Caldari fleet doctrine was when we did it for lol's with drakes, it didn't go as well as you would have us believe. See I have real experience of Caldari ships, and I'm sick of them. This is just another insult to Caldari pilots, it's not acceptable, and there are not many people who would try to argue that Caldari are on par with the other races for pvp.
The Catalyst can theoretically shoot farther than the Cormorant, just nobody would ever bother doing that because it's stupid and pointless unless you have a gang with enough Alpha to one shot things... If you want that your always going to pick the Catalyst over the Corm because it has an extra turret slot hence 15% more Alpha/Dps, and it's faster than the corm as well. There is nothing the Cormorant can do that the Catalyst can't do far better, and the same goes for the Talwar and the Corax.
Why are you still trying to argue this? [Cormorant, snipe]
Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Sensor Booster II Sensor Booster II Tracking Computer II, Optimal Range Script
150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S [Empty High slot]
Small Hybrid Collision Accelerator I Small Algid Hybrid Administrations Unit I Small Hybrid Locus Coordinator I
Good luck doing anything close to that with any other destroyer. And if you think this is not useful, you are not creative enough.
Then, you are talking about destroyer : a class of ship which gave up tank for gank, and where the minmatar one is the only one to be fast enough to outrun a cruiser. |

Bouh Revetoile
TIPIAKS
429
|
Posted - 2013.11.22 20:44:00 -
[2023] - Quote
But anyway, good luck making a Talwar like this : [Corax, std]
Ballistic Control System II Power Diagnostic System II
Medium F-S9 Regolith Shield Induction 1MN Afterburner II Adaptive Invulnerability Field II Faint Epsilon Warp Scrambler I
Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket
Small Anti-EM Screen Reinforcer I Small Core Defense Field Extender I Small Core Defense Field Extender I
Now, if you like personal stories, I'll tell you mine : I started the game three years ago as a gallente pilot, because I liked the lore and the general phylosophy of their ships (I hesitated a lot with caldari ship BTW). When I started the game, it was the days of winmatar. It was the glorious days of the almighty Drake. Fleets were shield only, and blasters didn't have the range they have now (which is a nonsense IMO, null ammo should be nerfed, and neutron blasters too). Medium railguns were not as good as they are now. At this time, there was two medium weapon systems : HML and autocanon. Yet I keep gallente, and used my ships as much as I could. I often ended as a scout in Ares or Taranis, because they were almost the only two gallente ship a noob could fly and be recognized as no in a flying garbage. I also flought with my brave Brutix who served me very well against all ods (I were often primaried because I were less resilient than even a shield Hurricane). For BS, I relyed on the good old Dominix who can do everything. But I was a lot loughed at I must admit. Nevermind. In EVE, patience is a virtue.
Caldari have one thing above all else which make them useful anywhere, anytime, and will not change until this thing is completely removed from the game : ECM. ECM ships are a good addition to any fleet. Then, you have the interceptors. They are *always* a nice addition to a fleet. Always.
And if you prefer to fade in the mass of the fleet, just learn to fit your ships. Granted, caldari ships are too specialized in shield to make them really good in armor fleets, but otherwise morphing a ship to fit other races standards is a good fiting exercise. |

Habris
Wildly Inappropriate Goonswarm Federation
22
|
Posted - 2013.11.22 21:12:00 -
[2024] - Quote
@Bouh Revetoile
I believe you are completely over looking the fact that ranged combat is part of the Caldari gimmick. I believe you are upset that you cannot take a frigate class hull and welp a destroyer/cruiser class hull. You are also not taking into the disadvantage of flight time. Light missiles may be hard to out run in a frigate hull, but seriously you're in a frigate burn outside of range it will take you only a few seconds. Will you be able to apply your damage? No. Will the guy shooting at you from his Caracal? Not once out of range. Stop trying to debuff a weapon system because RLML's made it so Caracal and other missile based cruisers cant be just annihilated by two interceptors.
Further more your fitting examples are quite poor, let me explain. That Cormorant fit is long range glass cannon. Note the complete lack of ANY sort of tank, buffer or other wise.The Corax fit is also quite poor as while it has a MSE and a single invul the fact that it has an afterburner and no web makes holding any sort of smaller target a chore and you could easily find your target getting out of scram range. Now take that very same rocket fit and put it against other destroyers and cruisers and it doesnt stand a chance if primaried. They are niche fits; very role/gimmick drive, and as stated before what is one of the major Caldari gimmicks? I'll remind you.
Quote:I believe you are completely over looking the fact that ranged combat is part of the Caldari gimmick.
It was my opening statement. The reload time is unjust. The issue is damage application against smaller targets and the fact it may be too effective in both a dedicated anti frigate cruiser and also against other cruisers (this hypothesis made with the caracal in mind). Frigates are so fast now it's almost like the old nano days. That said there NEEDS to be a way to counter them with ALL weapon types, not just turrets. RLML's and RHML's provide that ability it just needs balancing and nerfing the reload isn't the way. |

Sexy-Milf
Pay up or Die
7
|
Posted - 2013.11.22 21:54:00 -
[2025] - Quote
CCP Rise
Used to really enjoy live streams and solo pvp. So when you joined CCP I thought you would bring in a much needed breath of fresh air, but I was mistaken.
All we see you do is **** up stuff that does'nt need fixing and then trying to put right said **** ups. What you really need to do is sit down with fellow devs and the ceo and try and figure out why new players dont stay playing the game and why veteran players struggle to even log on anymore.
your ship balancing just sucks and those nights listening to you whinning on about ecm drones.....well.....wtf have you done about them?......nothing thats what.
seriously....wtf ? |

Arthur Aihaken
The.VOID
631
|
Posted - 2013.11.22 22:19:00 -
[2026] - Quote
Seriously... I get that players are not happy with the RLML changes. But this incessant whining is getting tiresome, and I sincerely doubt it's going to have the desired effect. So how about we discuss some KISS fixes?
GÇó Reduce the reload time on RLMLs to 20 or 30 seconds GÇó Increase the ammunition capacity on RLMLs by 25-50% GÇó Some combination thereof I am currently away, traveling through time and will be returning last week. |

Habris
Wildly Inappropriate Goonswarm Federation
22
|
Posted - 2013.11.22 22:33:00 -
[2027] - Quote
Arthur Aihaken wrote: GÇó Reduce the reload time on RLMLs to 15 or 20 seconds GÇó Increase the ammunition capacity on RLMLs by 15-25% GÇó Some combination thereof
fixed that for ya.
|

Fourteen Maken
Deep Core Mining Inc. Caldari State
47
|
Posted - 2013.11.22 22:33:00 -
[2028] - Quote
Bouh Revetoile wrote: [Cormorant, snipe]
Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Sensor Booster II Sensor Booster II Tracking Computer II, Optimal Range Script
150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S [Empty High slot]
Small Hybrid Collision Accelerator I Small Algid Hybrid Administrations Unit I Small Hybrid Locus Coordinator I
Good luck doing anything close to that with any other destroyer. And if you think this is not useful, you are not creative enough. And no, no Catalyst will ever shoot farther than 70km. I tried as hard as it possibly can, but it's not possible.
Then, you are talking about destroyer : a class of ship which gave up tank for gank, and where the minmatar one is the only one to be fast enough to outrun a cruiser.
Okay, I thought the range bonus on the Catalyst was calculated as being Optimal+Falloff +50% +50% to give a total of 101km before any mods were added, but when I tried to fit one to match that range I realised the fall off bonus doesn't apply to total range, so the Cormorant is capable of far greater range. It's also well outside tackle range so it's meaningless for solo pvp because your target will simply warp off long before you can kill him, even small gangs of Cormorants won't have enough alpha to one shot most frigates, and if your putting together a large gang of cormorants just to one shot frigates there are better things that gang could be doing. With no prop mod how do you get that range advantage in the first place except by camping gates and stations, there are many better options for these jobs. I have seen solo Corm pilots and all they do is sit 80km away inside plexes taking pot shots at people who come in until they warp off, then calling them names in local, and the names hurt more than the cormorant tbh. You won't get any kills with that set up, but yes it does have something the Catalyst doesn't have, not sure it proves anything since it's pretty much useless trolling is your thing. |

Arthur Aihaken
The.VOID
631
|
Posted - 2013.11.22 22:37:00 -
[2029] - Quote
Habris wrote:Arthur Aihaken wrote: GÇó Reduce the reload time on RLMLs to 15 or 20 seconds GÇó Increase the ammunition capacity on RLMLs by 15-25% GÇó Some combination thereof
fixed that for ya. At least it's in the right direction, although I think 15 seconds is going to be a tad to OP.  I am currently away, traveling through time and will be returning last week. |

Seranova Farreach
Caldari Provisions Caldari State
449
|
Posted - 2013.11.22 22:45:00 -
[2030] - Quote
40 second reload time is stupid for such a low charge yeald. 20 seconds would be more "balanced" i feel. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
951
|
Posted - 2013.11.22 23:03:00 -
[2031] - Quote
Bouh Revetoile wrote: Good luck doing anything close to that with any other destroyer. And if you think this is not useful, you are not creative enough. And no, no Catalyst will ever shoot farther than 70km. I tried as hard as it possibly can, but it's not possible.
[Talwar, New Setup 1] Co-Processor II Ballistic Control System II Ballistic Control System II
Limited 1MN Microwarpdrive I Sensor Booster II, Targeting Range Script Sensor Booster II, Targeting Range Script
Light Missile Launcher II, Caldari Navy Nova Light Missile Light Missile Launcher II, Caldari Navy Nova Light Missile Light Missile Launcher II, Caldari Navy Nova Light Missile Light Missile Launcher II, Caldari Navy Nova Light Missile Light Missile Launcher II, Caldari Navy Nova Light Missile Light Missile Launcher II, Caldari Navy Nova Light Missile Light Missile Launcher II, Caldari Navy Nova Light Missile
Small Rocket Fuel Cache Partition I Small Hydraulic Bay Thrusters I Small Hydraulic Bay Thrusters I
And this actually has a prop mod. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1693
|
Posted - 2013.11.22 23:05:00 -
[2032] - Quote
Talwar is better than the Corax
Fact,
Don't argue ! BYDI recruitment closed-ish |

Michael Harari
Genos Occidere HYDRA RELOADED
952
|
Posted - 2013.11.22 23:08:00 -
[2033] - Quote
Garviel Tarrant wrote:Talwar is better than the Corax
Fact,
Don't argue !
What do you mean? I think the corax going the same speed as a bc is pretty awesome.
Also brawling with rage rockets and no web (like someone suggested higher up this page) definitely works |

Fourteen Maken
Deep Core Mining Inc. Caldari State
47
|
Posted - 2013.11.22 23:10:00 -
[2034] - Quote
Bouh Revetoile wrote:
Now, if you like personal stories, I'll tell you mine : I started the game three years ago as a gallente pilot, because I liked the lore and the general phylosophy of their ships (I hesitated a lot with caldari ship BTW). When I started the game, it was the days of winmatar. It was the glorious days of the almighty Drake. Fleets were shield only, and blasters didn't have the range they have now (which is a nonsense IMO, null ammo should be nerfed, and neutron blasters too). Medium railguns were not as good as they are now. At this time, there was two medium weapon systems : HML and autocanon. Yet I keep gallente, and used my ships as much as I could. I often ended as a scout in Ares or Taranis, because they were almost the only two gallente ship a noob could fly and be recognized as no in a flying garbage. I also flought with my brave Brutix who served me very well against all ods (I were often primaried because I were less resilient than even a shield Hurricane). For BS, I relyed on the good old Dominix who can do everything. But I was a lot loughed at I must admit. Nevermind. In EVE, patience is a virtue.
Caldari have one thing above all else which make them useful anywhere, anytime, and will not change until this thing is completely removed from the game : ECM. ECM ships are a good addition to any fleet. Then, you have the interceptors. They are *always* a nice addition to a fleet. Always.
And if you prefer to fade in the mass of the fleet, just learn to fit your ships. Granted, caldari ships are too specialized in shield to make them really good in armor fleets, but otherwise morphing a ship to fit other races standards is a good fiting exercise.
That doesn't make it right that one race should be way under powered compared the rest just because it used to be good, is this some kind of revenge thing then? Either way I won't be gimping myself anymore by trying to stick with Caldari |

Fourteen Maken
Deep Core Mining Inc. Caldari State
47
|
Posted - 2013.11.22 23:11:00 -
[2035] - Quote
Bouh Revetoile wrote:But anyway, good luck making a Talwar like this : [Corax, std]
Ballistic Control System II Power Diagnostic System II
Medium F-S9 Regolith Shield Induction 1MN Afterburner II Adaptive Invulnerability Field II Faint Epsilon Warp Scrambler I
Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket
Small Anti-EM Screen Reinforcer I Small Core Defense Field Extender I Small Core Defense Field Extender I
Now, if you like personal stories, I'll tell you mine : I started the game three years ago as a gallente pilot, because I liked the lore and the general phylosophy of their ships (I hesitated a lot with caldari ship BTW). When I started the game, it was the days of winmatar. It was the glorious days of the almighty Drake. Fleets were shield only, and blasters didn't have the range they have now (which is a nonsense IMO, null ammo should be nerfed, and neutron blasters too). Medium railguns were not as good as they are now. At this time, there was two medium weapon systems : HML and autocanon. Yet I keep gallente, and used my ships as much as I could. I often ended as a scout in Ares or Taranis, because they were almost the only two gallente ship a noob could fly and be recognized as no in a flying garbage. I also flought with my brave Brutix who served me very well against all ods (I were often primaried because I were less resilient than even a shield Hurricane). For BS, I relyed on the good old Dominix who can do everything. But I was a lot loughed at I must admit. Nevermind. In EVE, patience is a virtue.
Caldari have one thing above all else which make them useful anywhere, anytime, and will not change until this thing is completely removed from the game : ECM. ECM ships are a good addition to any fleet. Then, you have the interceptors. They are *always* a nice addition to a fleet. Always.
And if you prefer to fade in the mass of the fleet, just learn to fit your ships. Granted, caldari ships are too specialized in shield to make them really good in armor fleets, but otherwise morphing a ship to fit other races standards is a good fiting exercise.
Ballistic Control System II Power Diagnostic System II Damage Control II
Medium Shield Extender II 1MN Afterburner II Initiated Harmonic Warp Scrambler I
Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket
Small Anti-EM Screen Reinforcer I Small Core Defense Field Extender I Small Core Defense Field Extender I
It has the same Dps, It's faster (by about 15% but you could easily get an upgraded mwd on by changing to meta 4 Damage Control) It's got more tank 10042 EHP compared to 8826 It has better scan resolution for faster locking time; important if your hoping to catch a frig before it gets outside scram range |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
82
|
Posted - 2013.11.22 23:15:00 -
[2036] - Quote
Seranova Farreach wrote:40 second reload time is stupid for such a low charge yeald. 20 seconds would be more "balanced" i feel. 20 seconds would be great but I'd rather have much larger ammo capacity so I can kill something before reload. Btw, I still think the whole idea is crap and it should be removed until properly implemented. Otherwise there is a danger right there - trying to fix crap you can end up generating even more crap, being unable to turn crap into something good no matter what you do. |

Michael Harari
Genos Occidere HYDRA RELOADED
953
|
Posted - 2013.11.22 23:17:00 -
[2037] - Quote
You can also fit the talwar with 2x bcs like so [Talwar, New Setup 2] Ballistic Control System II Ballistic Control System II Pseudoelectron Containment Field I
1MN Afterburner II Faint Epsilon Warp Scrambler I Medium Shield Extender II
Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket
Small Processor Overclocking Unit I Small Core Defense Field Extender I Small Anti-EM Screen Reinforcer I
This gives up 6% ehp compared to the corax, but gets 20% more dps. (also faster, smaller sig, etc) |

Fourteen Maken
Deep Core Mining Inc. Caldari State
47
|
Posted - 2013.11.22 23:24:00 -
[2038] - Quote
Michael Harari wrote:You can also fit the talwar with 2x bcs like so [Talwar, New Setup 2] Ballistic Control System II Ballistic Control System II Pseudoelectron Containment Field I
1MN Afterburner II Faint Epsilon Warp Scrambler I Medium Shield Extender II
Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket Rocket Launcher II, Nova Rage Rocket
Small Processor Overclocking Unit I Small Core Defense Field Extender I Small Anti-EM Screen Reinforcer I
This gives up 6% ehp compared to the corax, but gets 20% more dps. (also faster, smaller sig, etc)
Or you can swap that shield extender for an ancillary shield booster, put on another processor overclocking unit in place of the field extender rig and you can then use a MWD instead of the AB |

Fourteen Maken
Deep Core Mining Inc. Caldari State
47
|
Posted - 2013.11.22 23:52:00 -
[2039] - Quote
Arthur Aihaken wrote:Seriously... I get that players are not happy with the RLML changes. But this incessant whining is getting tiresome, and I sincerely doubt it's going to have the desired effect. So how about we discuss some KISS fixes?
GÇó Reduce the reload time on RLMLs to 20 or 30 seconds GÇó Increase the ammunition capacity on RLMLs by 25-50% GÇó Some combination thereof
RLML's are never OP, and the new RHML's are deifinitely not OP in any way. There was nothing to fix, they would be good at doing very specific jobs (hunting cruisers with a battleship... im sure someone will find a use for them, but they are very niche imo, and when a weapon system has a role that specialized it should be extremely good at it to make up for it's shortcomings against larger targets)
The fact CCP ever thought they were OP says a lot about how out of touch they are with whats actually happening in game, there's something badly wrong with the process when that was the conclusion they reached, and it's not the first time either... go with the flow if you want but don't be surprised if the next thing on the list is a Light missile nerf or a cruise missile nerf and the only viable weapon system you have left is rail guns, they won't nerf those because it would upset a certain favoured group of players. Too many whiners on the turret side of the debate, and not enough people standing up for missiles is part of what got missiles into this mess, just sayin. |

Bouh Revetoile
TIPIAKS
429
|
Posted - 2013.11.23 00:16:00 -
[2040] - Quote
You're not even able to read a ship description, I give up. |
|

Habris
Wildly Inappropriate Goonswarm Federation
22
|
Posted - 2013.11.23 00:22:00 -
[2041] - Quote
Arthur Aihaken wrote:The fact CCP ever thought they were OP says a lot about how out of touch they are with whats actually happening in game.
I could not agree more. Players who do not like missiles or think they are OP will never be satisfied with any sort of "balancing" because of the relationship launchers have to turrets. No matter how terrible missiles get for players that enjoy and have skilled missiles these people will complain about the fact that it does the same damage no matter the range. They often don't take the time to count the disadvantages like flight time, tranversal, and signature radius. They circle jerk over how OP missiles are and infer that "turrets can't do that" when in fact there is a ship and a fit that will be as effective as a RLML caracal in murdering frigates and destroyers while being effective against cruisers hulls and above. These are some of the reasons that the forty second reload timer is complete BS and CCP Rise should take this thread and his other threads responding to his so called "balancing". CCP Rise stop nerfbatting things and play a little, you might come away with some knowledge backed up by experience. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
107
|
Posted - 2013.11.23 00:55:00 -
[2042] - Quote
Tell you the truth people whinig and bitching about this will have the affected needed. ANY reload time after 10secs is bullshit, for a weapon system. It has already been stated many times what needs to be done to fix these. I say CCP take them to test server and try some well thoughtout ideas some people have put on here and which ever works the best adjust where needed and put it ingame. Rapids need a REAL fix, so get on it and do that. Stop with the quick fixes and adding reload times where it hasn't been needed for over 10 years. FIX things right. Way to do it is sit down and REALLY make a sound plan and then go to sisi and test said plan, if it works adjust as needed, if not throw it away and start over. Fix rapids, fix HMLs, adjust HAMs slightly, fix defnders, etc. Go back to the CCP we all love and want! |

Arthur Aihaken
The.VOID
632
|
Posted - 2013.11.23 01:08:00 -
[2043] - Quote
Habris wrote:I could not agree more. Wasn't me (Fourteen Maken). I am currently away, traveling through time and will be returning last week. |

Michael Harari
Genos Occidere HYDRA RELOADED
955
|
Posted - 2013.11.23 01:29:00 -
[2044] - Quote
Bouh Revetoile wrote:You're not even able to read a ship description, I give up.
Good |

Habris
Wildly Inappropriate Goonswarm Federation
24
|
Posted - 2013.11.23 01:38:00 -
[2045] - Quote
@Arthur
Editted, although you'd be alot cooler if you had said that. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
108
|
Posted - 2013.11.23 01:44:00 -
[2046] - Quote
Arthur Aihaken wrote:Seriously... I get that players are not happy with the RLML changes. But this incessant whining is getting tiresome, and I sincerely doubt it's going to have the desired effect. So how about we discuss some KISS fixes?
GÇó Reduce the reload time on RLMLs to 20 or 30 seconds GÇó Increase the ammunition capacity on RLMLs by 25-50% GÇó Some combination thereof Actually it would need to be both of the above...
According to my own tests between my equally skilled alts. I found the following out: Raven cannot kill a DNI within a single clip. In fact, it failed to kill the ship at all. The drake ended up winning that fight all due to that 40 second reload time.
600+ DPS doesn't matter if you only have 23 charges to fire at a heavily resistance tanked drake. So as I said earlier, the clip size needs to be increased and the Reload timer needs to be reduced to 20 seconds, maximum.
The test results were the same when the scale of the ships was changed for a RLML set.
This is a problem for both RHMLs and RLMLs. One that should have been recognized and fixed prior to the expansion going live. CCP RIse, you fail at your job and your team fails at their jobs and your testing department fails. So CCP your grade for the work on this expansion is:
Ship balancing: A New Modules: A New Structures: B+ *(tractor would be more useful if it either tractor-beamed faster or had two and didn't fight each other over the same wreck when two are deployed at 5km) UI changes: A New Sounds: A Missile launchers: F *(see above and due to your lack of innovation and liberal use of the nerf-nuke) Missiles: F *(didn't address the real reason LMs are OP for their size, which would be the ammo not the launchers. Also missiles were not checked after the Medium Turret buffs, which were substantial)
Average grade: D+
Congrats you did better than Retribution grade...not sure
|

Arthur Aihaken
The.VOID
632
|
Posted - 2013.11.23 02:11:00 -
[2047] - Quote
Habris wrote:Editted, although you'd be alot cooler if you had said that. Have to give credit where credit is due...
I am currently away, traveling through time and will be returning last week. |

Habris
Wildly Inappropriate Goonswarm Federation
25
|
Posted - 2013.11.23 02:19:00 -
[2048] - Quote
After looking at RLML's rate of fire in contrast to LML's and compared it to RHML's and HML's. The RoF for the RLML's is a little fast compared to its heavier counter part. LML's are about the third the speed of RLML's where HML's are half the speed of RHML's. I digress that in the case of RLML's a debuff to the RoF may be prudent but still the reload nerf needs to be removed. |

Arthur Aihaken
The.VOID
632
|
Posted - 2013.11.23 02:21:00 -
[2049] - Quote
Habris wrote:After looking at RLML's rate of fire in contrast to LML's and compared it to RHML's and HML's. The RoF for the RLML's is a little fast compared to its heavier counter part. LML's are about the third the speed of RLML's where HML's are half the speed of RHML's. I digress that in the case of RLML's a debuff to the RoF may be prudent but still the reload nerf needs to be removed. I really need to try out the new RLMLs. I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
108
|
Posted - 2013.11.23 02:43:00 -
[2050] - Quote
The RofF has been pointed out before. Lights fire at 12s, RLMLs fire at 10s. The RofE was a issue always with them. Thank you for having people notice this, even though it has been pointed out in the forum before and other fourms. |
|

Sgt Ocker
State War Academy Caldari State
49
|
Posted - 2013.11.23 04:35:00 -
[2051] - Quote
Arthur Aihaken wrote:Habris wrote:Editted, although you'd be alot cooler if you had said that. Have to give credit where credit is due... Kenshi Hanshin wrote:According to my own tests between my equally skilled alts. I found the following out: Raven cannot kill a DNI within a single clip. In fact, it failed to kill the ship at all. The drake ended up winning that fight all due to that 40 second reload time. 600+ DPS doesn't matter if you only have 23 charges to fire at a heavily resistance tanked drake. So as I said earlier, the clip size needs to be increased and the Reload timer needs to be reduced to 20 seconds, maximum. I assume we're talking about the RHMLs here? It's close to 1000 DPS on my Navy Raven with 26 charges, and I'm pretty sure I'd come close to neutering a Navy Drake. One could always run a mix of cruise and RHMLs. The 40-second reload time isn't overly critical for the RHML; I'm fairly happen with the weapon system as is. This isn't to say I wouldn't gladly take a 20 or 30-second reload time, either.  With rigs, BCU's and implants you can get up around 1100 dps easily, don't know how your getting 26 rounds (unless CCP has already made changes to an aweful idea), I think you better check again, RHML capacity .70 m3, Scourge Fury Missile Volume 0.03. 0.03 X 23 = .70, you have 23 rounds, not 26.
My navy drake (without perfect skills) 114.5k EHP, Defence 157. Navy Raven RHML, 4 X BCU, 982 DPS, 2602 volley X 23 = 59846, then a 40 second reload. Take into account heavy missiles do not apply 100% of damage to anything that is moving.
I don't think you will kill a Navy Drake.
|

Caleb Seremshur
Gladiators of Rage Fidelas Constans
133
|
Posted - 2013.11.23 08:58:00 -
[2052] - Quote
Have you guys tried using cruise missiles against that Drake? I think people have their expectations of these rapid launchers set way too high. Way too high. Click here for LP store weapon cost rebalancing |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.23 11:16:00 -
[2053] - Quote
I like the new Rapid missiles mechanics. 40s of reload time could be ok if there was a bit more missiles in the magazine. Being out of ammo during a fight will happen even with 5 ammo more in the magazine .... |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
133
|
Posted - 2013.11.23 11:22:00 -
[2054] - Quote
1 ammo per second ie 40 per load? Click here for LP store weapon cost rebalancing |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
985
|
Posted - 2013.11.23 16:15:00 -
[2055] - Quote
So I took a RLML Cerb out last night, in a gang of 12-ish. We seemed to be three Cerbs (2 RLML, 1 HAM), two Deimos, two Ishtars, a Cynabal, a dictor, a Scimitar and two interceptors, and stupid OP OGB links, ofc. Unfortunately we never got a "proper" fight with frigates to shoot at, so I won't comment on performance in that respect. Instead we just roamed across Goon space killing everything too stupid to pay attention to intel or local, which turned out to be a bafflingly large number of people, including two carriers, a Golem and a navydomi. The closest thing to a real fight was a ReSeBoed gatecamp with pimped Ashimmu, Lachesis and cyno triage carrier support, from which we killed the Ashimmu after it thought it would be clever to burn out of rep range of the carrier. Summary.
So most of the fights were just ganks of ratters, which the RLML is well suited for, given the burst damage. OTOH, I kept having to reload from kinetic in expectation of a "proper" fight to EM/explosive as we tackled ratters, to avoid the kin/therm hardening in Guristas space, which was a real pain. The only prolonged shoot was against carriers; the reload time was deeply frustrating but the Cerb's position on the killmails seemed reasonable.
So nothing really surprising there, really. Great burst damage, deeply frustrating when reloading. (This message was brought to you by Captain Obvious.) Having to reload while moving between systems rapidly didn't seem to be as much of a problem as I'd feared - I wasn't really paying attention but does the reload still get cancelled by a gatejump? I thought I saw some odd clashes between UI display and the reload cycles.
So in conclusion, meh. I like the idea of burst damage and it is an interesting new mechanic, but 40 s... 30 would be nicer, even at the inevitable cost of lower burst DPS. And there needs to be a difference between "reloading" and "changing damage type".  |

Morrigan LeSante
The Lost and Forgotten Troopers
470
|
Posted - 2013.11.23 16:29:00 -
[2056] - Quote
Caleb Seremshur wrote:Have you guys tried using cruise missiles against that Drake? I think people have their expectations of these rapid launchers set way too high. Way too high.
Expectations may be too high in some cases (shooting same sizes) but they do seem be a bit hit and miss in their designated role of shooting smaller targets. |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.23 16:31:00 -
[2057] - Quote
I tried the rapid light missile on caracal today. 18 missiles is really not enough please up to 25 missiles in this RLML. I ran out of ammo to all my fights before killed anything....
http://eve-kill.net/?a=kill_detail&kll_id=20595487 http://eve-kill.net/?a=kill_detail&kll_id=20595486 http://eve-kill.net/?a=kill_detail&kll_id=20595346 I had to reload after the Vexor while engaged by the two others.
http://eve-kill.net/?a=kill_detail&kll_id=20600057 http://eve-kill.net/?a=kill_detail&kll_id=20598861
I nearly killed the tacklers in these two last fights but they exchange the point and I was out of ammo. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
50
|
Posted - 2013.11.23 17:07:00 -
[2058] - Quote
I worked out the numbers on the RLML Caracal because it's the only one I would be able to use, and the effective DPS with reload time comes in at 215dps. I think that's pretty woeful for max skilled pilot using t2 Ammo in a cruiser, with my skills it translates to 164dps...  |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
109
|
Posted - 2013.11.23 17:11:00 -
[2059] - Quote
Arthur Aihaken wrote:Habris wrote:Editted, although you'd be alot cooler if you had said that. Have to give credit where credit is due... Kenshi Hanshin wrote:According to my own tests between my equally skilled alts. I found the following out: Raven cannot kill a DNI within a single clip. In fact, it failed to kill the ship at all. The drake ended up winning that fight all due to that 40 second reload time. 600+ DPS doesn't matter if you only have 23 charges to fire at a heavily resistance tanked drake. So as I said earlier, the clip size needs to be increased and the Reload timer needs to be reduced to 20 seconds, maximum. I assume we're talking about the RHMLs here? It's close to 1000 DPS on my Navy Raven with 26 charges, and I'm pretty sure I'd come close to neutering a Navy Drake. One could always run a mix of cruise and RHMLs. The 40-second reload time isn't overly critical for the RHML; I'm fairly happen with the weapon system as is. This isn't to say I wouldn't gladly take a 20 or 30-second reload time, either.  You are incorrect, there are 23 charges in the RHML. Not 26...
Now cut that 1000 DPS in half, that is what you will deal on average. Thus you will most likely deal ~500 DPS against a moving target. Might be a bit more than that but won't be more than 750 DPS. Regardless, you will not break a drake navy issue with that ship or fitting. Not against someone with half-decent skills.
40-sec reload is an issue for both RLMLs and RHMLs. I would accept a 20sec reload. But not one that is 4x that of standard missile launchers or projectile turrets. The real issue with missiles as I have said more times than I can count is the damage application equation. It is ******** both with respect to how it is done and the values used as well as compared to motion physics. I am not reposting the entire reworked equation again. You want it it is in the HML and CML balance threads. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
69
|
Posted - 2013.11.23 20:57:00 -
[2060] - Quote
Finally tried out RHMLs and I don't hate them. I do think the reload needs to be shortened though. Spending half your time (or more) reloading is simply not fun. And then there's the inability to switch ammo. That's a problem that isn't going away. |
|

Vihura
Rave Technologies Inc. C0VEN
51
|
Posted - 2013.11.23 21:33:00 -
[2061] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
|

Seranova Farreach
Caldari Provisions Caldari State
451
|
Posted - 2013.11.23 22:13:00 -
[2062] - Quote
Niena Nuamzzar wrote:Seranova Farreach wrote:40 second reload time is stupid for such a low charge yeald. 20 seconds would be more "balanced" i feel. 20 seconds would be great but I'd rather have much larger ammo capacity so I can kill something before reload. Btw, I still think the whole idea is crap and it should be removed until properly implemented. Otherwise there is a danger right there - trying to fix crap you can end up generating even more crap, being unable to turn crap into something good no matter what you do.
how about larger charge for the launcher and a skill to lower the launchers reload time by 1 second per level.. maybe an x3 or x4 skill and then a secondary for an addional 1 second per level.. at x5 or x6 so both skills take you to 30 second reload..
or simply 1 skill for -2 seconds per level to 30 seconds.. and/or ship bonus to lower reload time too? |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
86
|
Posted - 2013.11.23 23:34:00 -
[2063] - Quote
Seranova Farreach wrote: how about larger charge for the launcher and a skill to lower the launchers reload time by 1 second per level.. maybe an x3 or x4 skill and then a secondary for an addional 1 second per level.. at x5 or x6 so both skills take you to 30 second reload..
or simply 1 skill for -2 seconds per level to 30 seconds.. and/or ship bonus to lower reload time too?
How about... Launcher capacity: 23 charges Reload time: 30 seconds Ammo switch: 5 seconds |

Moonaura
The Dead Rabbit Society
343
|
Posted - 2013.11.24 00:07:00 -
[2064] - Quote
Niena Nuamzzar wrote:Seranova Farreach wrote: how about larger charge for the launcher and a skill to lower the launchers reload time by 1 second per level.. maybe an x3 or x4 skill and then a secondary for an addional 1 second per level.. at x5 or x6 so both skills take you to 30 second reload..
or simply 1 skill for -2 seconds per level to 30 seconds.. and/or ship bonus to lower reload time too?
How about... Launcher capacity: 23 charges Reload time: 30 seconds Ammo switch: 5 seconds
How about we just get back the original RLML ? It wasn't really broke to start with. Now we're trying to fix something that the bulk of this thread didn't want, but we got lumped with anyway.
As previously suggested, this new module would have been better introduced as its own module, allowing us to choose between this and the original RLML and the new 'Burst' Module. If people are fine with the 40 second reload, they would use it. If not, they could use a module that worked beautifully for over 10 years without any major complaints. Boldly going forward, still can't find reverse - name that tune kids! |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
86
|
Posted - 2013.11.24 00:22:00 -
[2065] - Quote
Moonaura wrote:Niena Nuamzzar wrote:Seranova Farreach wrote: how about larger charge for the launcher and a skill to lower the launchers reload time by 1 second per level.. maybe an x3 or x4 skill and then a secondary for an addional 1 second per level.. at x5 or x6 so both skills take you to 30 second reload..
or simply 1 skill for -2 seconds per level to 30 seconds.. and/or ship bonus to lower reload time too?
How about... Launcher capacity: 23 charges Reload time: 30 seconds Ammo switch: 5 seconds How about we just get back the original RLML  ? It wasn't really broke to start with. Now we're trying to fix something that the bulk of this thread didn't want, but we got lumped with anyway. As previously suggested, this new module would have been better introduced as its own module, allowing us to choose between this and the original RLML and the new 'Burst' Module. If people are fine with the 40 second reload, they would use it. If not, they could use a module that worked beautifully for over 10 years without any major complaints. Yeh, I said that many times but somehow I doubt it will happen. It reminds me of Stratios in a way. After so much talk, so many suggestions, Rise did nothing. |

Moonaura
The Dead Rabbit Society
344
|
Posted - 2013.11.24 02:08:00 -
[2066] - Quote
Niena Nuamzzar wrote:Moonaura wrote:Niena Nuamzzar wrote:Seranova Farreach wrote: how about larger charge for the launcher and a skill to lower the launchers reload time by 1 second per level.. maybe an x3 or x4 skill and then a secondary for an addional 1 second per level.. at x5 or x6 so both skills take you to 30 second reload..
or simply 1 skill for -2 seconds per level to 30 seconds.. and/or ship bonus to lower reload time too?
How about... Launcher capacity: 23 charges Reload time: 30 seconds Ammo switch: 5 seconds How about we just get back the original RLML  ? It wasn't really broke to start with. Now we're trying to fix something that the bulk of this thread didn't want, but we got lumped with anyway. As previously suggested, this new module would have been better introduced as its own module, allowing us to choose between this and the original RLML and the new 'Burst' Module. If people are fine with the 40 second reload, they would use it. If not, they could use a module that worked beautifully for over 10 years without any major complaints. Yeh, I said that many times but somehow I doubt it will happen. It reminds me of Stratios in a way. After so much talk, so many suggestions, Rise did nothing.
Well now... I wouldn't say he didn't do nothing. He wrote to us all. Only to tell us he wasn't going to listen to us, because we suck at telling him his idea sucks. Apparently.
CCP Rise wrote:I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread. In the past when I've gotten negative feedback which is backed with well articulated arguments I don't hesitate to make changes (see industrial rebalance, electronic attack frig rebalance, battleship rebalance), but in this thread the majority of complaint is very disorganized and unhelpful, that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here.
Besides, the Stratios is great if you don't actually fit it with... the lasers it gets a bonus for, or the armor tank it gets a bonus for. Its great with shields HUZZAH! Sadly, you can't fit them with RLML. Now that would be a ship huh? Boldly going forward, still can't find reverse - name that tune kids! |

Moonaura
The Dead Rabbit Society
344
|
Posted - 2013.11.24 02:23:00 -
[2067] - Quote
For the record - here are some of the negative posts that CCP Rise felt were poorly organised. Gosh. The bottom one even uses numbers.
Morwennon wrote:I think that this is a deeply misguided approach to solving what is basically a non-problem. You claim that RLMLs are "almost always the right choice", which I think is a pretty ridiculous assertion. There are two good cruiser-sized missile options at the moment, RLMs and HAMs. They both have their strengths and weaknesses, and they both see a lot of use in pvp. HMLs aren't much good, but that's nothing to do with the strength of RLMs, it's because HMLs are colossal turdpiles that are outperformed by just about every alternative, including the various long-range medium turrets, the other medium missile types, scorch M, and typing bad words in local. Breaking all of the current RLML use cases won't magically make HMLs more attractive, it'll just consign a currently useful weapon system to the scrapheap.
Kaeda Maxwell wrote:A weapon system that I can only use for 2 minutes (like the new RLML's) before a 40 second reload is useless at that point I'm better of sacrificing a rig slot for a T2 rigor and carrying a crash pill on a HAM ship. To many small cruiser engagements last more then 2 minutes and there's other options for clearing tackle. Also with the prevalence of T1 logi in the current meta I'm unlike to kill anything but maybe a tackler in that time window.
Also light and heavy missiles aren't currently a dps weapon (nor are they used that way) they're an alpha weapon as showcased by talwar fleets.
Currently rapid lights are picked because of their *reliable* damage application. The problem isn't that rapid lights are to good the problem is that you nerfed heavies so much that on field damage application is worse then that of rapid lights because they have terrible explosion characteristics.
The reason things like rlml are so good, is because they apply almost all their damage, they are partially e-war resistant (td's are useless and you can load auto-targeting) and they use so little powergrid that you can still massively overtank the ships you put them on.
Rapid Heavies looked a little underwhelming and you should probably change them from the original idea, but all rapid lights really need imho is making them harder to fit so you have to sacrifice some tank in order to fit them.
Chessur wrote:A 40 second reload choice is unplayable. The only reason why RLM's are use don every ship, is because the balance team in its infinite wisdom nerfed HML's into the ground. HAM's have always had horrible DPS application. Those systems are simply unplayable, so people were forced into RLMs.
Currently the RHML you have proposed, is just HML's that shoot slightly faster- with no added velocity / application bonus. This means that RHML's are bad, and will continue to be sub par to cruise missiles due to the inherent weakness built into the ammo, thanks to your previous round of 'balancing.'
RLML's with a 40 second reload time is simply going to be suicide. Small gang or solo pilots will not be able to fly these ships, due to the fact- that in those kind of PvP situations 40 seconds is an eternity. Not being able to shoot anything, and being at a large risk of becoming tackled from light ships with out the inability to shoot back is really poor game design.
Giving RLML's and RHMLs this option is not providing any meaning full alternative to game play/
As it stands now, if this horrible idea goes through- the only way to play with these ships would be this:
Split your weapon stack into two equal groups. Group A starting shooting, and once A is on reload- begin shooting group B. That way you can at least be doing some DPS during your eternity of a reload. The flaws in this game play design are as follows:
1. It is not intuitive to younger players 2. Doesn't open up any additional options, other than making a ship have anemic DPS, with the innability to change missile type or ammo type mid battle 3. Does not provide a realistic alternative to HMLs / HAM's as a usable weapon system
RLM's and cruise are the only missiles systems that are working (kind of) in the current PvP meta. Don't take away more Missiles with a rashly proposed design idea, with little to no community feed back- and force it into a new expansion.
This is a horrible change, and I feel that if you were wanting to make changes to RLML, make HML and HAM missiles usable. Then RHML's might actually have some use in game, and you can have an alternative to RLML's.
Michael Harari wrote:This is a terrible idea.
1) Having a lot of downtime is just bad gameplay design. In a gang, you might stay on the field to provide point and webs, but if you are solo, you basically are going to kill 1-2 targets and warp out. And then nobody gets to do anything for the next 40s while you reload. It promotes non-interactive gameplay.
2) Its not intuitive. Its yet another thing that vets know that noobs dont.
3) Its not that people use rapid lights because they are really good. We use them because the other medium missile systems are utter trash. I would love to be able to use heavy missiles again, but there is just no reason since they are currently the worst weapon system in the entire game for anything but giant blobs.
... I ran out of space. Boldly going forward, still can't find reverse - name that tune kids! |

Fourteen Maken
Deep Core Mining Inc. Caldari State
51
|
Posted - 2013.11.24 05:49:00 -
[2068] - Quote
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 CCP Rise picked up on the forums, or recruited from the federal defense union? |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
70
|
Posted - 2013.11.24 09:44:00 -
[2069] - Quote
After more time spent with my RHMLs I've got to say that they are practically screaming for a skill that reduces reload times. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
649
|
Posted - 2013.11.24 10:05:00 -
[2070] - Quote
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. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |
|

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.
|

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. |
|

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
649
|
Posted - 2013.11.25 05:50:00 -
[2101] - Quote
Sgt Ocker wrote: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. Exactly the problem. They should not have the same sustained DPS of heavies or cruises. They may have a shorter range but it's still a pretty nice range, the travel faster, and most important they can deliver damage effectively to much smaller targets. Consider this: why would I use a beam laser if I could instead use an artillery cannon that has the same DPS, much higher alpha, a bit less range, 7.5x the tracking, and a much lower powergrid cost? No, the RLMLs and RHMLs should have less DPS than HMLs and CMLs, respectively. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
55
|
Posted - 2013.11.25 05:54:00 -
[2102] - Quote
Reaver Glitterstim wrote:Sgt Ocker wrote: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. Exactly the problem. They should not have the same sustained DPS of heavies or cruises. They may have a shorter range but it's still a pretty nice range, the travel faster, and most important they can deliver damage effectively to much smaller targets. Consider this: why would I use a beam laser if I could instead use an artillery cannon that has the same DPS, much higher alpha, a bit less range, 7.5x the tracking, and a much lower powergrid cost? No, the RLMLs and RHMLs should have less DPS than HMLs and CMLs, respectively.
I don't think it's fair to use Heavy missile's as a benchmark for anything... they are broken and that's half the problem with missiles in general. |

Arthur Aihaken
The.VOID
640
|
Posted - 2013.11.25 06:34:00 -
[2103] - Quote
SoGǪ to summarize: GÇó Drakes were killed GÇó We've now killed Caracals GÇó Tengus are next on the chopping block
To balance torpedoes we'll probably nerf cruise missiles. Did I miss anything? I am currently away, traveling through time and will be returning last week. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
649
|
Posted - 2013.11.25 06:46:00 -
[2104] - Quote
You missed a lot. I'm not aware of any drake nerf. I like the new drake and would fly it any day. They didn't nerf the drake, they buffed things that aren't drakes. There's a difference.
Also, giving the Caracal a new distinct combat option without altering its curent capabilities in any way doesn't really count as a nerf.
Nerfing the Tengu is good. Don't quote no price on me, when a 600 mil ISK ship can take on 900 mil worth of tech 2 ships all by itself, it's just a little overpowered.
Finally, you must have very little faith in CCP to think they would nerf cruise missiles to balance torpedoes. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
57
|
Posted - 2013.11.25 06:48:00 -
[2105] - Quote
Arthur Aihaken wrote:SoGǪ to summarize: GÇó Drakes were killed GÇó We've now killed Caracals GÇó Tengus are next on the chopping block
To balance torpedoes we'll probably nerf cruise missiles. Did I miss anything?
Turrets got buffed |

Fourteen Maken
Deep Core Mining Inc. Caldari State
57
|
Posted - 2013.11.25 06:51:00 -
[2106] - Quote
Reaver Glitterstim wrote:You missed a lot. I'm not aware of any drake nerf. I like the new drake and would fly it any day. They didn't nerf the drake, they buffed things that aren't drakes. There's a difference.
Also, giving the Caracal a new distinct combat option without altering its curent capabilities in any way doesn't really count as a nerf.
Nerfing the Tengu is good. Don't quote no price on me, when a 600 mil ISK ship can take on 900 mil worth of tech 2 ships all by itself, it's just a little overpowered.
Finally, you must have very little faith in CCP to think they would nerf cruise missiles to balance torpedoes.
Heavy missile nerf = drake nerf
The new RLML does less dps and, requires more PG... if by distinct combat option you mean taking out solo frigs in a cruiser, that's not very distinct |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
91
|
Posted - 2013.11.25 06:58:00 -
[2107] - Quote
Kenshi Hanshin wrote: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.. No doubt there are things Rise can do quite wonderfully, areas in which his talents could bring many goods but it doesn't seem like balancing is one of them. I'm still hoping someone at CCP is reading this one and similar threads, someone with authority to put Rise away from missiles because
Kenshi Hanshin wrote:... 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. |

Arthur Aihaken
The.VOID
640
|
Posted - 2013.11.25 07:00:00 -
[2108] - Quote
Reaver Glitterstim wrote:You missed a lot. I'm not aware of any drake nerf. I like the new drake and would fly it any day. They didn't nerf the drake, they buffed things that aren't drakes. There's a difference.
Also, giving the Caracal a new distinct combat option without altering its curent capabilities in any way doesn't really count as a nerf.
Nerfing the Tengu is good. Don't quote no price on me, when a 600 mil ISK ship can take on 900 mil worth of tech 2 ships all by itself, it's just a little overpowered.
Finally, you must have very little faith in CCP to think they would nerf cruise missiles to balance torpedoes. Drakes use heavy missiles, heavy missiles got nerved in Retribution. Cerberus HAC is now more effective than Tengus in PvP since Odyssey, but you still want a nerf. Caracals used rapid light missiles, they nerfed RLMLs with Rubicon.
Torpedeos are seldom used since the cruise missile changes, and those that fail to learn from history tend to make the same mistakes - so yeah, I'm expecting a cruise missile nerf in range and damage.
Fourteen Maken wrote:Heavy missile nerf = drake nerf The new RLML does less dps and, requires more PG... if by distinct combat option you mean taking out solo frigs in a cruiser, that's not very distinct Exactly, that's why everyone is out flying Drakes with RLMLsGǪ  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 07:12:00 -
[2109] - Quote
Reaver Glitterstim wrote:You missed a lot. I'm not aware of any drake nerf. I like the new drake and would fly it any day. They didn't nerf the drake, they buffed things that aren't drakes. There's a difference.
Also, giving the Caracal a new distinct combat option without altering its curent capabilities in any way doesn't really count as a nerf.
Nerfing the Tengu is good. Don't quote no price on me, when a 600 mil ISK ship can take on 900 mil worth of tech 2 ships all by itself, it's just a little overpowered.
Finally, you must have very little faith in CCP to think they would nerf cruise missiles to balance torpedoes. No they didn't nerf the drake, they nerfed heavy missiles, which was the primary weapon of choice for drakes. The Drake is still very usable with a HAM nano fit and you might be able to complete most of the lvl 3 missions and a few lvl 4's with HML's, although it is going to take you a long time.
They have very much altered the capabilities of the caracal, it can no longer enter a fight with more than 1, possibly 2 small targets and have any hope of success. Caracal was always an anti frigate ship, it is no longer capable of this.
A 600 mil tengu ? Maybe 800 mil if he is able to take on 2 or 3 T2 hacs and win, he will need to have an offgrid booster there to help him, add 300 mil to the tengu's fleet cost, so now we have close to the same cost for both parties. Why should the tengu not win? I've seen a solo proteus take on 4 battlecruisers and win. I've seen 1 cynabal take on a vindi and 2 hacs and win (I was in 1 of the hacs, got out when the vindi went down the other hack stayed and died). I've also seen a killmail of 2 stilettos and a wolf taking out a tengu.
And yes your right, CCP won't nerf Cruises to balance torps, they'll nerf torps to make them even less able to deliver the paper dps they show. Torp raven with reasonable skills has just over 1000 dps but that it only useful vs a stationary target. For every mps your target is moving you can reduce the applied DPS.
|

Arthur Aihaken
The.VOID
640
|
Posted - 2013.11.25 07:25:00 -
[2110] - Quote
Sgt Ocker wrote:No they didn't nerf the drake, they nerfed heavy missiles, which was the primary weapon of choice for drakes. The Drake is still very usable with a HAM nano fit and you might be able to complete most of the lvl 3 missions and a few lvl 4's with HML's, although it is going to take you a long time.
They have very much altered the capabilities of the caracal, it can no longer enter a fight with more than 1, possibly 2 small targets and have any hope of success. Caracal was always an anti frigate ship, it is no longer capable of this.
A 600 mil tengu ? Maybe 800 mil if he is able to take on 2 or 3 T2 hacs and win, he will need to have an offgrid booster there to help him, add 300 mil to the tengu's fleet cost, so now we have close to the same cost for both parties. Why should the tengu not win? I've seen a solo proteus take on 4 battlecruisers and win. I've seen 1 cynabal take on a vindi and 2 hacs and win (I was in 1 of the hacs, got out when the vindi went down the other hack stayed and died). I've also seen a killmail of 2 stilettos and a wolf taking out a tengu.
And yes your right, CCP won't nerf Cruises to balance torps, they'll nerf torps to make them even less able to deliver the paper dps they show. Torp raven with reasonable skills has just over 1000 dps but that it only useful vs a stationary target. For every mps your target is moving you can reduce the applied DPS. The HML and RLML nerfs have had the same net effect: players stopped using (and will stop using) the Drake and Caracals en masse. When the Tengus get nerfed (and it's almost certain they will), you'll simply see another mass migration from missile-based ships. I am currently away, traveling through time and will be returning last week. |
|

Bouh Revetoile
TIPIAKS
429
|
Posted - 2013.11.25 08:47:00 -
[2111] - Quote
Arthur Aihaken wrote:The HML and RLML nerfs have had the same net effect: players stopped using (and will stop using) the Drake and Caracals en masse. When the Tengus get nerfed (and it's almost certain they will), you'll simply see another mass migration from missile-based ships. People used the Drake in the first place because it was OP. Realize thet *everyone* but the most stubborn people in the game used the Drake ; and this because it was stupidely OP ; and this because HML were stupidely OP.
Now people complain because their Caracal is not able to take on a fleet of frigates alone. That's completely amazing as he had nothing to do to be a frigate fleet killer : just land, sit and press F1. That is retardedly OP. Asking for the same performances as before is not reasonable in any single way.
The new mecanic at least give RLML a role that not obsolete destroyers or other missiles system. And the 40s reload time is mostly psychological as you are doing twice the dps while you shoot. That have been said throughout the thread : there's only a very few cases were this is not the same as half the dps consistently, and this is when the frigate have between 15 and 20 kehp vs missiles. These cases are very rare.
HAM are fine by the way considering their range. They are basicaly pulse laser with selectable damage type and no tracking. |

Daniel Doormant
Federal Navy Academy Gallente Federation
0
|
Posted - 2013.11.25 08:47:00 -
[2112] - Quote
Hey CCP, I would say this more unbalanced than rebalanced. I cant even find a buy order in most regions for the Meta 4 rapid light now. That being said lets go a step further and remove all the useless missile hard points on non bonused ships like the Dragoon, Arbitrator and Celistis since according to ISIS there is no need to train basic missile skills for those ships even at "Mastery". Split gun systems are bad and Nutes are useless in PVE. Nerfing the only fitable backup weapon system for those ships bacicaly killed those ships. Fireing RLML for 80 odd seconds in a mission only to have it take a 40 second break is pretty pointless. The delay in damage is enough of a balance with either firing missiles at already dead targets or stopping cycle and leaving the rat hanging on by a thread. If your team wanted to balance it? Maybe make the reload time extend if overheated and set it at 25 seconds to start. Was there some Reload skill like "HoneyCombing" that got cut from the patch? In closing "guess I should have trained projectiles."
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
75
|
Posted - 2013.11.25 09:21:00 -
[2113] - Quote
Seems that with actual hands on experience people have not been swayed away from their negativity (not that CCP seems to care). Having only actually used RHMLs so far all I can say is that I went from "hate" to "meh". I still think the whole idea is fundamentally flawed and Rise really should've actually listened to the feedback in this thread. As it is now we seem to have yet more missile systems that are more or less usable but that virtually no one truly enjoys. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
841
|
Posted - 2013.11.25 10:00:00 -
[2114] - Quote
Well if HEavy missiles nerf had not been that exagerated.
Instead of 20% damage nerf a 15% would have been enough and the now widely uncovered groudn between rapids and heavy missiles would not be so open.
One way for CCP to reduce these issues is be a bit more extreme on the t2 missiles. Make the rage oens do MORE damage, even if with even worse explosion size, make the precision ones do a bit less raw damage but reasonably more precise.
That woudl help cover the groudn where no missile system is useful. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Lara Feng
University of Caille Gallente Federation
11
|
Posted - 2013.11.25 10:24:00 -
[2115] - Quote
Reaver Glitterstim wrote:
Also, giving the Caracal a new distinct combat option without altering its curent capabilities in any way doesn't really count as a nerf.
Without altering its current capabilities? The Caracal became basically useless. New fitting requirements gimp your fittings. HML are not an option. HAMs can be an option as damage support on targets with a greater signature than a Red Supergiant, but there are always more viable options. All it is good for now is to gank SINGLE T1 frigs while avoiding any form of a real engagement whatsoever.
|

Janeway84
Masters Of Destiny Pride Before Fall
43
|
Posted - 2013.11.25 11:14:00 -
[2116] - Quote
Warde Guildencrantz wrote:Janeway84 wrote: flying a hauler through lowsec with a ecm mod on it to roll the dice and hopefully jam someone so they cant point you  You don't have to roll a dice because you would simply die before even locking the opponent
Awesome!  Well I dont frequent low sec often but half the time i do i end up getting popped  |

Infinity Ziona
Cloakers
828
|
Posted - 2013.11.25 11:28:00 -
[2117] - Quote
Bouh Revetoile wrote:Arthur Aihaken wrote:The HML and RLML nerfs have had the same net effect: players stopped using (and will stop using) the Drake and Caracals en masse. When the Tengus get nerfed (and it's almost certain they will), you'll simply see another mass migration from missile-based ships. People used the Drake in the first place because it was OP. Realize thet *everyone* but the most stubborn people in the game used the Drake ; and this because it was stupidely OP ; and this because HML were stupidely OP. Now people complain because their Caracal is not able to take on a fleet of frigates alone. That's completely amazing as he had nothing to do to be a frigate fleet killer : just land, sit and press F1. That is retardedly OP. Asking for the same performances as before is not reasonable in any single way. The new mecanic at least give RLML a role that not obsolete destroyers or other missiles system. And the 40s reload time is mostly psychological as you are doing twice the dps while you shoot. That have been said throughout the thread : there's only a very few cases were this is not the same as half the dps consistently, and this is when the frigate have between 15 and 20 kehp vs missiles. These cases are very rare. HAM are fine by the way considering their range. They are basicaly pulse laser with selectable damage type and no tracking. You forgot zero cap :)
|

Bouh Revetoile
TIPIAKS
429
|
Posted - 2013.11.25 11:31:00 -
[2118] - Quote
Lara Feng wrote:Without altering its current capabilities? The Caracal became basically useless. New fitting requirements gimp your fittings. HML are not an option. HAMs can be an option as damage support on targets with a greater signature than a Red Supergiant, but there are always more viable options. All it is good for now is to gank SINGLE T1 frigs while avoiding any form of a real engagement whatsoever.
This is a completely uninformed comment. HAM Caracal have the same ehp as any attack cruiser, and that is with web+scram, and about the same speed. HAM Caracal hit farther than any other close range attack cruiser but the Omen, and for more damage than most of them from 10km and beyond. And finaly, HAM Caracal, without any tackle, will apply more than 80% of its dps to a MWDing armor Thorax, 90% when shielded. No combat cruiser will tank more than 10% of HAM dps.
HAM have been buffed when HML have been nerfed. They are perfectly fine now. |

Morwennon
Aliastra Gallente Federation
47
|
Posted - 2013.11.25 11:49:00 -
[2119] - Quote
Bouh Revetoile wrote:Lara Feng wrote:Without altering its current capabilities? The Caracal became basically useless. New fitting requirements gimp your fittings. HML are not an option. HAMs can be an option as damage support on targets with a greater signature than a Red Supergiant, but there are always more viable options. All it is good for now is to gank SINGLE T1 frigs while avoiding any form of a real engagement whatsoever.
This is a completely uninformed comment. HAM Caracal have the same ehp as any attack cruiser, and that is with web+scram, and about the same speed. HAM Caracal hit farther than any other close range attack cruiser but the Omen, and for more damage than most of them from 10km and beyond. And finaly, HAM Caracal, without any tackle, will apply more than 80% of its dps to a MWDing armor Thorax, 90% when shielded. No combat cruiser will tank more than 10% of HAM dps. HAM have been buffed when HML have been nerfed. They are perfectly fine now. A cookie cutter plate/MAAR thorax mititgates 33% of faction HAM damage when MWDing, rising to 54% if it overloads its MWD (which, you know, it would do if it were trying to run something down). If it's linked, it mitigates just under 75% of the incoming HAM dps. Ceterum censeo, the RLML and HML nerfs must be undone. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
93
|
Posted - 2013.11.25 12:01:00 -
[2120] - Quote
Morwennon wrote:Bouh Revetoile wrote:Lara Feng wrote:Without altering its current capabilities? The Caracal became basically useless. New fitting requirements gimp your fittings. HML are not an option. HAMs can be an option as damage support on targets with a greater signature than a Red Supergiant, but there are always more viable options. All it is good for now is to gank SINGLE T1 frigs while avoiding any form of a real engagement whatsoever.
This is a completely uninformed comment. HAM Caracal have the same ehp as any attack cruiser, and that is with web+scram, and about the same speed. HAM Caracal hit farther than any other close range attack cruiser but the Omen, and for more damage than most of them from 10km and beyond. And finaly, HAM Caracal, without any tackle, will apply more than 80% of its dps to a MWDing armor Thorax, 90% when shielded. No combat cruiser will tank more than 10% of HAM dps. HAM have been buffed when HML have been nerfed. They are perfectly fine now. A cookie cutter plate/MAAR thorax mititgates 33% of faction HAM damage when MWDing, rising to 54% if it overloads its MWD (which, you know, it would do if it were trying to run something down). If it's linked, it mitigates just under 75% of the incoming HAM dps. Ahh, but but you're not supposed to use Thorax as an example, come on! Only slowest of cruisers are allowed to be discussed  |
|

Lara Feng
University of Caille Gallente Federation
11
|
Posted - 2013.11.25 12:06:00 -
[2121] - Quote
Bouh Revetoile wrote:Lara Feng wrote:Without altering its current capabilities? The Caracal became basically useless. New fitting requirements gimp your fittings. HML are not an option. HAMs can be an option as damage support on targets with a greater signature than a Red Supergiant, but there are always more viable options. All it is good for now is to gank SINGLE T1 frigs while avoiding any form of a real engagement whatsoever.
This is a completely uninformed comment. HAM Caracal have the same ehp as any attack cruiser, and that is with web+scram, and about the same speed. HAM Caracal hit farther than any other close range attack cruiser but the Omen, and for more damage than most of them from 10km and beyond. And finaly, HAM Caracal, without any tackle, will apply more than 80% of its dps to a MWDing armor Thorax, 90% when shielded. No combat cruiser will tank more than 10% of HAM dps. HAM have been buffed when HML have been nerfed. They are perfectly fine now.
If you read closely you will see that i said just that in my comment. Damage appliance to targets "with a signature greater than a Red Supergiant" aka. MWDing cruisers or shieldtankers. Your point being?
|

Moonaura
The Dead Rabbit Society
355
|
Posted - 2013.11.25 12:19:00 -
[2122] - Quote
Bouh Revetoile wrote:Lara Feng wrote:Without altering its current capabilities? The Caracal became basically useless. New fitting requirements gimp your fittings. HML are not an option. HAMs can be an option as damage support on targets with a greater signature than a Red Supergiant, but there are always more viable options. All it is good for now is to gank SINGLE T1 frigs while avoiding any form of a real engagement whatsoever.
This is a completely uninformed comment. HAM Caracal have the same ehp as any attack cruiser, and that is with web+scram, and about the same speed. HAM Caracal hit farther than any other close range attack cruiser but the Omen, and for more damage than most of them from 10km and beyond. And finaly, HAM Caracal, without any tackle, will apply more than 80% of its dps to a MWDing armor Thorax, 90% when shielded. No combat cruiser will tank more than 10% of HAM dps. HAM have been buffed when HML have been nerfed. They are perfectly fine now.
Please stop and listen to yourself.
First off, you previously said the Drake wasn't nerfed. Hell yeah it was. It might have the same fitting options, but its base shield HP was nerfed by 10%, which when you consider the improvements skills bring, means an overall bigger HP nerf. Both its armor and hull also got nerfed by more than 15%. Its capacitor was nerfed by more than 10%.
It also lost a high utility slot.
Then along with dozens of ships that didn't merit it, it got a 5% reduction in resistances - which is significant. Then the missiles that most people used with them got nerfed badly.
Overall, in realistic buffer fits, it lost over 30,000 EHP.
That is before you get to the missiles it uses.
Hitting a MWD armor fit Thorax? Giving it a signature size of a small moon, and yet it still only does 80% of the damage?
90% when it has an even larger shield signature?
Try turning the MWD off and watch what happens to those lovely numbers compared to gunnery.
Against normal signature ships, with either no MWD on (Most folks don't have the cap to leave them just idly running), or an afterburner - then heavy and heavy assaults hit incredibly poorly. The only way to realistically get close to their potential DPS is to include a dedicated target painting ship in the gang and webs. Given the lack of mid slots after a tank, that isn't always doable on many Caldari ships - Caracal included. There is a reason people stopped using these ships and fits.
The reason people used RLML was because they actually hit ships doing the DPS they were capable of. The reason people stopped using the missiles you think are fine, is because they didn't hit ships for the DPS they were capable of. Which is why RLML increased in use. Not because they were overpowered, but because they worked compared to the alternatives. Boldly going forward, still can't find reverse - name that tune kids! |

Michael Harari
Genos Occidere HYDRA RELOADED
960
|
Posted - 2013.11.25 12:25:00 -
[2123] - Quote
Moonaura wrote:
First off, you previously said the Drake wasn't nerfed. Hell yeah it was. It might have the same fitting options, but its base shield HP was nerfed by 10%, which when you consider the improvements skills bring, means an overall bigger HP nerf. Both its armor and hull also got nerfed by more than 15%. Its capacitor was nerfed by more than 10%.
It also had its non-kinetic dps cut even more. |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 13:20:00 -
[2124] - Quote
Moonaura wrote:First off, you previously said the Drake wasn't nerfed. I never said that. |

Moonaura
The Dead Rabbit Society
356
|
Posted - 2013.11.25 13:28:00 -
[2125] - Quote
Reaver Glitterstim wrote:You missed a lot. I'm not aware of any drake nerf. I like the new drake and would fly it any day. They didn't nerf the drake, they buffed things that aren't drakes. There's a difference.
You are right, it was Reaver. My apologies, however your sentiments about the Caracal and missiles in general are misplaced.
A solo Caracal is rarely able to take down entire fleets of frigates. Unless they are stupid, but I've done the same with a Destroyer, but it was because how they played that meant I killed them.
A solo caracal can't break many T1 Frigates tanks, let alone a fleet of them, and kiting ships can burn away from range. Fitting a Caracal is always one of compromise. Fit a sensor booster, loose a web, fit a scram, only catch stuff close in, fit a disruptor, stuff can burn away, fit a MWD, run out of cap etc etc.
And in addition, roaming around places like Black Rise, you are incredibly vulnerable to ganks and camps, where a frigate or destroyer could escape. Overall, they balance out. I never went around owning everyone in my caracal, it was always just a fun option, that had drawbacks and advantages, just like any other ship. Boldly going forward, still can't find reverse - name that tune kids! |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 13:36:00 -
[2126] - Quote
And the thing you need to understand is that a Caracal with web+scram have the same tank than all attack cruisers with comparable speed.
36kehp for a T1 attack cruiser with 1800m/s is insane. Only combat cruiser get that, and their speed is more in the 1000-1400m/s range. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
841
|
Posted - 2013.11.25 13:42:00 -
[2127] - Quote
Bouh Revetoile wrote:Lara Feng wrote:Without altering its current capabilities? The Caracal became basically useless. New fitting requirements gimp your fittings. HML are not an option. HAMs can be an option as damage support on targets with a greater signature than a Red Supergiant, but there are always more viable options. All it is good for now is to gank SINGLE T1 frigs while avoiding any form of a real engagement whatsoever.
This is a completely uninformed comment. HAM Caracal have the same ehp as any attack cruiser, and that is with web+scram, and about the same speed. HAM Caracal hit farther than any other close range attack cruiser but the Omen, and for more damage than most of them from 10km and beyond. And finaly, HAM Caracal, without any tackle, will apply more than 80% of its dps to a MWDing armor Thorax, 90% when shielded. No combat cruiser will tank more than 10% of HAM dps. HAM have been buffed when HML have been nerfed. They are perfectly fine now.
You continue withs these falacies?
Check how much damage it applies to a Vagabond or to an AB Deimos etc... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 13:44:00 -
[2128] - Quote
Kagura Nikon wrote:You continue withs these falacies?
Check how much damage it applies to a Vagabond or to an AB Deimos etc... And how many damage turrets apply to a frigate orbiting in close ?
Vagabond is one of the fastest ship in game, and a HAC which mean it have a signature bonus to MWD.
And the AB...
But maybe you expect HAM to do full damage to AB cruisers despite the module being made to tank such damages ? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
841
|
Posted - 2013.11.25 13:46:00 -
[2129] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:You continue withs these falacies?
Check how much damage it applies to a Vagabond or to an AB Deimos etc... And how many damage turrets apply to a frigate orbiting in close ? Vagabond is one of the fastest ship in game, and a HAC which mean it have a signature bonus to MWD. And the AB... But maybe you expect HAM to do full damage to AB cruisers despite the module being made to tank such damages ?
Check then a sttaber with MWD... 55% damage reduction
bellicose.. 40% damage reduction with MWD. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 13:50:00 -
[2130] - Quote
Kagura Nikon wrote:Check then a sttaber with MWD... 55% damage reduction
bellicose.. 40% damage reduction with MWD.
All those are non extreme fits.
When i want to avoid Missile damage I can EASILy reduce it to under 10% Those are one of the fastest minmatar ships, you know the ships with the highest speed and the lowest signature.
PS : yes, sig and speed on minmatar ship do matter and compensate for some other stats. PS2 : and I checked the speeds. I wrote the numbers in this thread for all T1 attack and combat cruisers, so I know what these numbers are. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
960
|
Posted - 2013.11.25 14:18:00 -
[2131] - Quote
Bouh Revetoile wrote:And the thing you need to understand is that a Caracal with web+scram have the same tank than all attack cruisers with comparable speed.
36kehp for a T1 attack cruiser with 1800m/s is insane. Only combat cruiser get that, and their speed is more in the 1000-1400m/s range.
Id like to see this 36k ehp caracal with a scram and web. |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 14:20:00 -
[2132] - Quote
Michael Harari wrote:Bouh Revetoile wrote:And the thing you need to understand is that a Caracal with web+scram have the same tank than all attack cruisers with comparable speed.
36kehp for a T1 attack cruiser with 1800m/s is insane. Only combat cruiser get that, and their speed is more in the 1000-1400m/s range. Id like to see this 36k ehp caracal with a scram and web. 36kehp is RLML Caracal with warp disruptor only. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
94
|
Posted - 2013.11.25 14:47:00 -
[2133] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Bouh Revetoile wrote:And the thing you need to understand is that a Caracal with web+scram have the same tank than all attack cruisers with comparable speed.
36kehp for a T1 attack cruiser with 1800m/s is insane. Only combat cruiser get that, and their speed is more in the 1000-1400m/s range. Id like to see this 36k ehp caracal with a scram and web. 36kehp is RLML Caracal with warp disruptor only. Well here is a vid showing what RLML Caracal with warp disruptor only can do. Of course, it would take an eternity to switch to a proper missiles so...
http://www.youtube.com/watch?v=On9RXc-zkzU |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 14:53:00 -
[2134] - Quote
I only saw the comments (can't see the video right now) saying that was scourge fury LM vs a Hawk...
There's nothing to add to this honestly, it says everything about your expectations. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
94
|
Posted - 2013.11.25 15:09:00 -
[2135] - Quote
Bouh Revetoile wrote:I only saw the comments (can't see the video right now) saying that was scourge fury LM vs a Hawk... There's nothing to add to this honestly, it says everything about your expectations. Hawk was the only one in range at first and do you think he would do much better by shooting Raptor or Maller? 40 seconds reload = Bringing Solo Back! |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 15:29:00 -
[2136] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote:I only saw the comments (can't see the video right now) saying that was scourge fury LM vs a Hawk... There's nothing to add to this honestly, it says everything about your expectations. Hawk was the only one in range at first and do you think he would do much better by shooting Raptor or Maller? 40 seconds reload = Bringing Solo Back! Why were you loaded with scourge fury here ? And why did you take a RLML Caracal in the first place ?
You know, the right tool for the right job.
And to put the 40s reload in perspective, a 1 AU warp take 30 seconds to a T1 cruiser. Considering align time and lock time, you're done for a reload. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
94
|
Posted - 2013.11.25 15:42:00 -
[2137] - Quote
Bouh Revetoile wrote:PS : BTW it's rather easy to make a video of an AF tackling and murdering a cruiser. In fact, a turret cruiser tackled by an AF barely have any chance to survive. Gee, I don't know... I see lots of frigates dying like flies, even inties and assault frigs...
http://www.youtube.com/watch?v=8d-4SJALYGI
I'm sure you could make an even better video with HAM Cerb, proving how wrong we all are - it's rather easy for you  |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 15:48:00 -
[2138] - Quote
You know a video don't prove anything right ?
You know a video don't even suggest anything right ? |

Michael Harari
Genos Occidere HYDRA RELOADED
960
|
Posted - 2013.11.25 15:53:00 -
[2139] - Quote
"A turret cruiser that is tackled has no chance to survive" ->Videos are linked where turret cruisers that are tackled shake the tackle and live "Videos dont prove anything" |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
94
|
Posted - 2013.11.25 15:54:00 -
[2140] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:Hawk was the only one in range at first and do you think he would do much better by shooting Raptor or Maller? 40 seconds reload = Bringing Solo Back! Why were you loaded with scourge fury here ? And why did you take a RLML Caracal in the first place ? So when I say he you think I'm referring to myself in 3rd person? Hm... no, that wasn't me. I would never ever EVER take a crappyd light Caracal in a small gang. |
|

Michael Harari
Genos Occidere HYDRA RELOADED
960
|
Posted - 2013.11.25 16:00:00 -
[2141] - Quote
Bouh Revetoile wrote:
And to put the 40s reload in perspective, a 1 AU warp take 30 seconds to a T1 cruiser. Considering align time and lock time, you're done for a reload.
Maybe if you have warp core stabs, but it doesnt take 10s to lock a frigate in a cruiser. |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 16:18:00 -
[2142] - Quote
Michael Harari wrote:"A turret cruiser that is tackled has no chance to survive" ->Videos are linked where turret cruisers that are tackled shake the tackle and live "Videos dont prove anything" There are stories of Velator killing Tornado too. That's why a video, and an example in general, don't prove anything : you can show whatever you want in a video, and it's easy to showcase a cruiser killing a complete moron in an AF.
But seriously don't you already know that ? Will I need to take your hand every time like that for you make connections between ideas and stop considering anyone not agreeing with you all for an idiot ?
You also shifted the goalpost quite badly here, as I was talking about how a RLML Caracal was OP compared to any other T1 cruiser and how HAM are fine. |

Michael Harari
Genos Occidere HYDRA RELOADED
961
|
Posted - 2013.11.25 16:24:00 -
[2143] - Quote
A single data point (and infinite data points actually) cant prove that for all X, Y is true.
A single data point is however enough disprove that for no X, Y is true.
That said, RLMs are awful, and I dont know anyone who actually uses them (ie, not you) who plans on continuing to use them except one person who likes a pair of them on his stabbers.
Their use case on missile ships is basically "use these if you can trick a t1 frigate into 1v1ing your cruiser/hac" |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
985
|
Posted - 2013.11.25 16:37:00 -
[2144] - Quote
I am continuing to use them. |

Moonaura
The Dead Rabbit Society
356
|
Posted - 2013.11.25 16:47:00 -
[2145] - Quote
Gypsio III wrote:I am continuing to use them.
Gypsio, your last post that you used them in 0.0, you talked about a significant gang made up of many other ships in support of yours. This is where a 20% dps nerf and a 40 second reload, don't really matter as much.
But imagine a fight where all your ships stop firing for 40 seconds, and did 20% less DPS than they did the week before?
For PVE, solo and small gangs, where fitting the right missiles, can make or break a fight, its a big deal. For bigger gangs with mixed ships, of course the effects of these changes will be diminished. Boldly going forward, still can't find reverse - name that tune kids! |

Moonaura
The Dead Rabbit Society
356
|
Posted - 2013.11.25 17:01:00 -
[2146] - Quote
And if this mechanic is so freaking awesome, and it suddenly being touted by so many people 'apparently' as the best thing since sliced bread, why don't you petition the CSM and CCP to change this for ALL weapons, including guns to have 40 second reloads, and only 50 seconds of ammo and an overall 20% DPS nerf.
Of yeah... sounds great now doesn't it. Boldly going forward, still can't find reverse - name that tune kids! |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
985
|
Posted - 2013.11.25 17:32:00 -
[2147] - Quote
Moonaura wrote:Gypsio III wrote:I am continuing to use them. Gypsio, your last post that you used them in 0.0, you talked about a significant gang made up of many other ships in support of yours. This is where a 20% dps nerf and a 40 second reload, don't really matter as much.
Oh I agree absolutely. The change is really tough on soloers, but there's more to Eve than soloing. The burst damage is quite well suited to a range-flexible gang skirmisher. Having said all that, while I like the idea of the burst damage in principle, I still think 40 s is too long and too frustrating. About 30 s would be much better, even at the cost of less burst damage, although that would also make life less frustrating for the frigate being shot. |

Dr Sraggles
The Covenant of Blood
15
|
Posted - 2013.11.25 18:02:00 -
[2148] - Quote
Bouh Revetoile wrote:Michael Harari wrote:"A turret cruiser that is tackled has no chance to survive" ->Videos are linked where turret cruisers that are tackled shake the tackle and live "Videos dont prove anything" There are stories of Velator killing Tornado too. That's why a video, and an example in general, don't prove anything : you can show whatever you want in a video, and it's easy to showcase a cruiser killing a complete moron in an AF. But seriously don't you already know that ? Will I need to take your hand every time like that for you make connections between ideas and stop considering anyone not agreeing with you all for an idiot ? You also shifted the goalpost quite badly here, as I was talking about how a RLML Caracal was OP compared to any other T1 cruiser and how HAM are fine.
I know of a 790 dps Thorax that would take significant exception to that.
http://eve.battleclinic.com/loadout/67453-800-DPS-Thorax.html
|

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 18:03:00 -
[2149] - Quote
Exactly what Gypsio said.
I'd add that RLML now have a proper niche role as they were designed instead of the role of HML. |

Moonaura
The Dead Rabbit Society
357
|
Posted - 2013.11.25 19:00:00 -
[2150] - Quote
Dr Sraggles wrote:Bouh Revetoile wrote:
You also shifted the goalpost quite badly here, as I was talking about how a RLML Caracal was OP compared to any other T1 cruiser and how HAM are fine.
I know of a 790 dps Thorax that would take significant exception to that. http://eve.battleclinic.com/loadout/67453-800-DPS-Thorax.html
Or the 900 DPS Shield Vexor... Boldly going forward, still can't find reverse - name that tune kids! |
|

Fourteen Maken
Deep Core Mining Inc. Caldari State
57
|
Posted - 2013.11.25 19:07:00 -
[2151] - Quote
Moonaura wrote:Gypsio III wrote:I am continuing to use them. Gypsio, your last post that you used them in 0.0, you talked about a significant gang made up of many other ships in support of yours. This is where a 20% dps nerf and a 40 second reload, don't really matter as much. But imagine a fight where all your ships stop firing for 40 seconds, and did 20% less DPS than they did the week before? For PVE, solo and small gangs, where fitting the right missiles, can make or break a fight, its a big deal. For bigger gangs with mixed ships, of course the effects of these changes will be diminished.
Triple nerf; less dps, ridiculous reload time, and more pg requirements... can anyone seriously say they were ever that much superior to other medium weapons systems? They already had a lot lower dps to account for their advantage against smaller targets, and it's nowhere near as powerful or flexible as drone boats. Before anyone says it there are very few situations where it makes sense to primary a Vexors drones except sentries if he uses them, 3-4 full flights of buffed drones would have more ehp than a cruiser, and he still has his turrets as well 
Yes Light missiles are good at range and especially effective against small targets, but that's what they are for, this is their area of operation, it's pretty easy for a small fast frigate to disengage and get out of disruptor range if they want to, fact is the only time they would stay in the fight is if they are trying to tackle so the rest of their gang can catch up. On the other hand if a long range ship like RLML Caracal gets webbed and scrammed at a warp in by a blaster boat it's screwed, but nobody in a RLML Caracal should expect to be a match for short range turrets in their area of operation. Who says every fight starts at long range? Blaster ships have an enormous advantage at short range engagements, so why don't they need to be nerfed? Some players just want an i win all the time button and ccp Rise is giving it to them. |

Moonaura
The Dead Rabbit Society
357
|
Posted - 2013.11.25 19:07:00 -
[2152] - Quote
Gypsio III wrote:Moonaura wrote:Gypsio III wrote:I am continuing to use them. Gypsio, your last post that you used them in 0.0, you talked about a significant gang made up of many other ships in support of yours. This is where a 20% dps nerf and a 40 second reload, don't really matter as much. Oh I agree absolutely. The change is really tough on soloers, but there's more to Eve than soloing. The burst damage is quite well suited to a range-flexible gang skirmisher. Having said all that, while I like the idea of the burst damage in principle, I still think 40 s is too long and too frustrating. About 30 s would be much better, even at the cost of less burst damage, although that would also make life less frustrating for the frigate being shot I don't think anyone is saying they're awesome. I certainly haven't been, although analysis that doesn't fit into binary end-members may be confusing you. Your idea about giving all weapons 40 s reloads isn't great. The mechanic is interesting because it's different to other weapons.
Exactly. I really wouldn't mind if it was offered as a separate module, this offers more choice and more fitting options, which always leads to interesting tactics and ideas.
I'm just against effectively losing a system and module that was basically fine, at most, needed a 5% ROF tweak. That, and the asshatted way CCP Rise has gone about dumping this on us and pretended to listen while going 'lalalalala' to anyone that said his idea didn't work.
There is more to EVE than soloing, but for many players this is one of the things they enjoy the most:
http://www.youtube.com/user/Kovorix
Overall though, my point is valid. If this change was applied to all weapon systems, we'd have another Burn Jita on our hands. So if this is an idea that if scaled, would caused outrage and mass unsubs, then surely there is something inherently limiting in its introduction. Boldly going forward, still can't find reverse - name that tune kids! |

Fourteen Maken
Deep Core Mining Inc. Caldari State
57
|
Posted - 2013.11.25 19:17:00 -
[2153] - Quote
Bouh Revetoile wrote:Exactly what Gypsio said.
I'd add that RLML now have a proper niche role as they were designed instead of the role of HML.
No offense Bouh, but your a Gallente role player from a faction war corp I don't think your opinions on this are entirely without bias  |

Fourteen Maken
Deep Core Mining Inc. Caldari State
57
|
Posted - 2013.11.25 19:26:00 -
[2154] - Quote
Moonaura wrote:Dr Sraggles wrote:Bouh Revetoile wrote:
You also shifted the goalpost quite badly here, as I was talking about how a RLML Caracal was OP compared to any other T1 cruiser and how HAM are fine.
I know of a 790 dps Thorax that would take significant exception to that. http://eve.battleclinic.com/loadout/67453-800-DPS-Thorax.html Or the 900 DPS Shield Vexor...
This! In web/scram range the vexor would melt a RLML Caracal no question. In disruptor range it would be a close fight with the old RLML set up, because the vexor would still be doing crazy dps especially if it had rails... step in CCP Rise we are now humped no matter where it starts. |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.25 22:17:00 -
[2155] - Quote
What do you not understand in "damage projection" and "tank" ? This Thorax is basically the reverse of a caldari missile ship and the Vexor is even worse, showcasing the mighty Ogre II.
In fact, if you have any consideration for these ships, you should cheer the new RLML as they are just that : a gank weapon. You only trade tank for reload. Instead of dying after 50 seconds, you only have to reload. Consider too that the mentionned dps is absolutely not even close to the dps these blaster ships will do to frigates, and I don't even talk about damage projection.
Fourteen Maken wrote:This! In web/scram range the vexor would melt a RLML Caracal no question. In disruptor range it would be a close fight with the old RLML set up, because the vexor would still be doing crazy dps especially if it had rails... step in CCP Rise we are now humped no matter where it starts. The vexor either have railguns or blasters, not both. They both have HUGE weaknesses, like tracking for the first which make it unable to hit anything in scram range and range for the second which make it unable to hit anything outside scramrange.
Also, they both have the ehp of a tanky AF, and the Vexor is even slower than an ABC...
In fact, a HAML Caracal could kill these two cruisers. In an hypothetical 1v1, Vexor would be a no match and Thorax would depend on how the fight start. In any other case a HAML Caracal would be better because of more ehp and (a lot lot lot) more damage projection.
All in all it's easy to underline all the drawbacks of a weapon system while hiding all of its strengths and doing the reverse with an other one.
That's basically the main problem with old RLML : they were too good at too many things. They anihilated frigates and they were decently balanced against cruisers. That was too much. |

Dr Sraggles
The Covenant of Blood
16
|
Posted - 2013.11.25 23:26:00 -
[2156] - Quote
Bouh Revetoile wrote:What do you not understand in "damage projection" and "tank" ? This Thorax is basically the reverse of a caldari missile ship and the Vexor is even worse, showcasing the mighty Ogre II. In fact, if you have any consideration for these ships, you should cheer the new RLML as they are just that : a gank weapon. You only trade tank for reload. Instead of dying after 50 seconds, you only have to reload. Consider too that the mentionned dps is absolutely not even close to the dps these blaster ships will do to frigates, and I don't even talk about damage projection. Fourteen Maken wrote:This! In web/scram range the vexor would melt a RLML Caracal no question. In disruptor range it would be a close fight with the old RLML set up, because the vexor would still be doing crazy dps especially if it had rails... step in CCP Rise we are now humped no matter where it starts. The vexor either have railguns or blasters, not both. They both have HUGE weaknesses, like tracking for the first which make it unable to hit anything in scram range and range for the second which make it unable to hit anything outside scramrange. Also, they both have the ehp of a tanky AF, and the Vexor is even slower than an ABC... In fact, a HAML Caracal could kill these two cruisers. In an hypothetical 1v1, Vexor would be a no match and Thorax would depend on how the fight start. In any other case a HAML Caracal would be better because of more ehp and (a lot lot lot) more damage projection. All in all it's easy to underline all the drawbacks of a weapon system while hiding all of its strengths and doing the reverse with an other one. That's basically the main problem with old RLML : they were too good at too many things. They anihilated frigates and they were decently balanced against cruisers. That was too much.
rofl. Try to stay on topic, we are discussing RLML Caracals and how you claimed no t1 cruiser could match them. You have just been presented with 2 examples that a Caracal pilot fears and a good Gallente pilot welcomes. If you want to talk HAM Caracals and their massive 300 dps go make some thread and cry a river.
Any fight that is in point range between these ships is gonna depend on piloting skill, there is no clear "OP" winner.
You are the one cherry picking abilities, not I sir. All you have confirmed to the astonished multitudes is that a Caracal has range but in actual fact it has meh dps....Well, guess what, if you die without a point on you it's your own damn fault. Even CCP Rise cannot help you. If the fight is in point range among T1 cruisers I would rather be in the Gallente ship as would most others in my estimation. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
58
|
Posted - 2013.11.26 00:04:00 -
[2157] - Quote
Bouh Revetoile wrote:What do you not understand in "damage projection" and "tank" ? This Thorax is basically the reverse of a caldari missile ship and the Vexor is even worse, showcasing the mighty Ogre II. In fact, if you have any consideration for these ships, you should cheer the new RLML as they are just that : a gank weapon. You only trade tank for reload. Instead of dying after 50 seconds, you only have to reload. Consider too that the mentionned dps is absolutely not even close to the dps these blaster ships will do to frigates, and I don't even talk about damage projection. Fourteen Maken wrote:This! In web/scram range the vexor would melt a RLML Caracal no question. In disruptor range it would be a close fight with the old RLML set up, because the vexor would still be doing crazy dps especially if it had rails... step in CCP Rise we are now humped no matter where it starts. The vexor either have railguns or blasters, not both. They both have HUGE weaknesses, like tracking for the first which make it unable to hit anything in scram range and range for the second which make it unable to hit anything outside scramrange. Also, they both have the ehp of a tanky AF, and the Vexor is even slower than an ABC... In fact, a HAML Caracal could kill these two cruisers. In an hypothetical 1v1, Vexor would be a no match and Thorax would depend on how the fight start. In any other case a HAML Caracal would be better because of more ehp and (a lot lot lot) more damage projection. All in all it's easy to underline all the drawbacks of a weapon system while hiding all of its strengths and doing the reverse with an other one. That's basically the main problem with old RLML : they were too good at too many things. They anihilated frigates and they were decently balanced against cruisers. That was too much.
You are kidding me if you think a vexor with blasters and medium drones can't hit a dual webbed and scrammed shield tanked MWD caracal. It has a sig radius of a fircken battleship lol. Even if it has railguns it will still melt a a caracal and most other t1 cruisers in close range. because buffed drones.
At disruptor range(within 12-18km) it would be an interesting fight with the old RLML set up. .Turrets are just a secondary weapon on the Vexor, alone even Rails can do about ~140 dps, thats without any damage mods, and the huge sig radius of the caracal ensures a lot of that will be applied... be honest they might struggle against small fast targets but in a cruiser fight they will do just fine at that range. Then the drones, with medium drones and 2 drone dmg mods the vexor will be getting ~350dps just from those, add that to the 140 from the turrets and you have a potential of 500 dps, even with small drones the total dps is still over 350. The old Caracal would have a better tank but the Vexor has at least double the dps with drones, so the Caracal would have to kill all the drones + and the Vexor itself or the fight can only go one way. question is would the Caracal be able to kill 4 or 5 full flights of buffed drones, and the vexor itself all the while taking 4-500 dps? I can't say for sure, but I really don't think it would the combined ehp on the drones alone would probably be well over 20k EHP with a durability rig, not even counting all the wasted shots, and theres still the Vexor it'self to deal with.
If at any time in all this the Caracal get's too close and gets webbed then he's humped. So yeah I think it's pretty safe to say I'd rather be in the vexor in either of those situations. The sickening thing is the Vexor is at least as effective against frigs as the old RLML Caracal, using T2 light drones it can kill any frigate out to 60km, so how is RLML Caracal OP? Vexor is better in just about every situation I can think of. |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.11.26 00:19:00 -
[2158] - Quote
why not just change the light missile specialization to affect missile damage instead would help a bit to keep a better sustained dps then the current giving 2% better rof if you have to split the missiles in to groups. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
58
|
Posted - 2013.11.26 00:50:00 -
[2159] - Quote
Chrom Shakiel wrote:why not just change the light missile specialization to affect missile damage instead would help a bit to keep a better sustained dps then the current giving 2% better rof if you have to split the missiles in to groups.
I see what your getting at, but that would only make a very slight difference, and it won't fix the unnecessary dps nerf, and you'll still have the insane 40 second clock of death to contend with. Why not just put RLML back exactly the way it was before, or nerf every other medium weapon system to bring them all into line with paltry missile DPS... especially drones. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1184
|
Posted - 2013.11.26 00:58:00 -
[2160] - Quote
Fourteen, please stop trying to nerf my Autocannons. Thank you. |
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Chrom Shakiel
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.11.26 01:26:00 -
[2161] - Quote
Fourteen Maken wrote:Chrom Shakiel wrote:why not just change the light missile specialization to affect missile damage instead would help a bit to keep a better sustained dps then the current giving 2% better rof if you have to split the missiles in to groups. I see what your getting at, but that would only make a very slight difference, and it won't fix the unnecessary dps nerf, and you'll still have the insane 40 second clock of death to contend with. Why not just put RLML back exactly the way it was before, or nerf every other medium weapon system to bring them all into line with paltry missile DPS... especially drones.
Well you could change it to 4% per level that would bring the nerf of 20% sustained dps to its former level and at the same time you would have the option of splitting missiles in to groups or firing them in a burst mode.
the light missile launcher could be getting a longer rof to compensate for the increased alpha |

TekGnosis
Rules of Acquisition Acquisition Of Empire
31
|
Posted - 2013.11.26 02:45:00 -
[2162] - Quote
*sells off all Caracal hulls*
Thanks for ruining what was a fun ship. I'm not going to undock with a weapon system that can't engage the 2nd AF, after running out of ammo killing the first one, in a fit designed to kill frigates. Please keep in mind you added frigate sized logis a couple expansions ago...
This is a REALLY REALLY BAD IDEA. Please pick some other mechanism to balance undersized weapon systems as a whole. At some point, we will likely end up with all classes of weapons with undersize group mounts. I'm imagining the quad-150mm rail turret on top of my cruiser right now... The solution should make sound logical head-nodding sense when applied to ANY weapon system or it is not worth considering.
So my HAM 'cassete' of missiles with a volume of .99 takes 10s to rotate in to the weapon from cargo. But my RLML 'cassete' of missiles with a smaller volume takes 40s to rotate in to the weapon from cargo... Please find this engineer and space them. |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
89
|
Posted - 2013.11.26 02:51:00 -
[2163] - Quote
Why the Drake (Edit:) and the Cylcone don't have bonuses for rapid light missiles? |

Arthur Aihaken
The.VOID
645
|
Posted - 2013.11.26 04:07:00 -
[2164] - Quote
I say put the reload on RLMLs and RHMLs back to 10 seconds and leave the other stats. The ammunition capacity was already nerfed by 77.75%, the power grid requirements nearly doubled and most of the hulls don't bonus RLMLs or RHMLs anyway. Let the games begin! I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
76
|
Posted - 2013.11.26 05:50:00 -
[2165] - Quote
Arthur Aihaken wrote:I say put the reload on RLMLs and RHMLs back to 10 seconds and leave the other stats. The ammunition capacity was already nerfed by 77.75%, the power grid requirements nearly doubled and most of the hulls don't bonus RLMLs or RHMLs anyway. Let the games begin!
I'm sure Rise will agree with this as soon as he gets around to reading it.  |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
98
|
Posted - 2013.11.26 07:07:00 -
[2166] - Quote
He's skimming every other page, searching for "constructive feedback" only. I guess Bouh Revetoile is about to get a deluxe edition Caracal with golden ammo. |

Luscius Uta
Unleashed' Fury Forsaken Federation
58
|
Posted - 2013.11.26 08:57:00 -
[2167] - Quote
After trying to see new RLMLs in action on my Gila, I can say that they are utter crap and that I will be fitting my Gila with HAMs from now on. I could live with 40 seconds reload time if clip size wasn't so awfully low that it almost halves your effective DPS (of course, missile DPS on Gila is crap anyway, but it's annoying to see your launchers spending almost half of their time reloading). Their ammo capacity should be at around 3x the current size (and that's still only about 60% of their pre-Rubicon capacity) to fix this problem. |

Luscius Uta
Unleashed' Fury Forsaken Federation
58
|
Posted - 2013.11.26 09:03:00 -
[2168] - Quote
Cardano Firesnake wrote:Why the Drake (Edit:) and the Cylcone don't have bonuses for rapid light missiles?
Those ships are Battlecruisers, RLMLs are designed for Cruisers only (including their T2 variants, like Cerberus and Huginn). Same reason why Damnation also doesn't get the bonus. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
312
|
Posted - 2013.11.26 09:20:00 -
[2169] - Quote
Niena Nuamzzar wrote:He's skimming every other page, searching for "constructive feedback" only. I guess Bouh Revetoile is about to get a deluxe edition Caracal with golden ammo*.
-- * a hybrid of old and new - burst light missile launchers with 80 missiles per clip and 5 seconds reload
Thing is, Bouh Revetoile is one of the only people who is actually talking sense in this thread and not ignoring the fact that there is more than "paper DPS" and tank to a ship fit.
Damage (and damage selection) Damage Projection Damage application Tackle Tank Speed and agility
You need to consider everything when considering ship balance. An old style RLML Caracal had the ability to fit a standard cruiser tank. Deal decent DPS with excellent damage projection and excellent damage application with only "soft tackle" (disruptor only).
Yes. These theoretical Gallente gank cruisers look really amazeballs on paper and they probably can steam roller other ships of their class as long as they start the fight on their terms but they also have their weaknesses that are easily exploitable.
Yes. The new RLML's can be frustrating but also very powerful. The main problem that I see people having with them is that active tanked/heavily tanked, AB'ing frigates are difficult to kill without full tackle. This setup is the hard counter to this weapon system though so you need to find a way to beat them and deal with it.
The magazine size, ROFand reload time have been carefully selected so that your damage per minute isn't bonkers and also gives frigate users a bit of a chance to not just get curb stomped. This also balances the weapon vs cruisers.
The only issue this weapon has right now is the ammo switching problem which is being worked on.In the meantime, try to find the best use of these weapons for you without relying on cookie cutter fits of old. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 09:34:00 -
[2170] - Quote
Spugg Galdon wrote:
You need to consider everything when considering ship balance. An old style RLML Caracal had the ability to fit a standard cruiser tank. Deal decent DPS with excellent damage projection and excellent damage application with only "soft tackle" (disruptor only).
Yes. These theoretical Gallente gank cruisers look really amazeballs on paper and they probably can steam roller other ships of their class as long as they start the fight on their terms but they also have their weaknesses that are easily exploitable.
Yes. The new RLML's can be frustrating but also very powerful. The main problem that I see people having with them is that active tanked/heavily tanked, AB'ing frigates are difficult to kill without full tackle. This setup is the hard counter to this weapon system though so you need to find a way to beat them and deal with it.
The magazine size, ROFand reload time have been carefully selected so that your damage per minute isn't bonkers and also gives frigate users a bit of a chance to not just get curb stomped. This also balances the weapon vs cruisers.
The only issue this weapon has right now is the ammo switching problem which is being worked on.In the meantime, try to find the best use of these weapons for you without relying on cookie cutter fits of old.
There's nothing theoretical about them, they're all over low sec both solo and in fleets. They can comfortably fit 2 webs and a scram while doing the dps I was takling about. Yes you can do omg amazing dps, or have rofltank but I didn't quote those stats in any of my posts and I didn't see anyone else do that either, we were talking about realistic solo pvp fits. Fact is Vexor will melt the Caracal in a close range fight even if it's not blaster fit, and the same vexor should be able to stand it's ground against a RLML Caracal in a long range fight too, definitely now RLML has been handicapped, only thing saving the Caracal in a long range fight is the ability to over heat MWD and GTFO. The point of my posts on this was to show that the Caracal had it's strengths but it was not the god of cruiser pvp people are making it out to be, and there is at least one ship that is better in every way which should have been due for a nerf long before the Caracal was considered if these things were done fairly. |
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
313
|
Posted - 2013.11.26 09:41:00 -
[2171] - Quote
Fourteen Maken wrote:Spugg Galdon wrote:
You need to consider everything when considering ship balance. An old style RLML Caracal had the ability to fit a standard cruiser tank. Deal decent DPS with excellent damage projection and excellent damage application with only "soft tackle" (disruptor only).
Yes. These theoretical Gallente gank cruisers look really amazeballs on paper and they probably can steam roller other ships of their class as long as they start the fight on their terms but they also have their weaknesses that are easily exploitable.
Yes. The new RLML's can be frustrating but also very powerful. The main problem that I see people having with them is that active tanked/heavily tanked, AB'ing frigates are difficult to kill without full tackle. This setup is the hard counter to this weapon system though so you need to find a way to beat them and deal with it.
The magazine size, ROFand reload time have been carefully selected so that your damage per minute isn't bonkers and also gives frigate users a bit of a chance to not just get curb stomped. This also balances the weapon vs cruisers.
The only issue this weapon has right now is the ammo switching problem which is being worked on.In the meantime, try to find the best use of these weapons for you without relying on cookie cutter fits of old.
There's nothing theoretical about them, they're all over low sec both solo and in fleets. They can comfortably fit 2 webs and a scram while doing the dps I was takling about. Yes you can do omg amazing dps, or have rofltank but I didn't quote those stats in any of my posts and I didn't see anyone else do that either, we were talking about realistic solo pvp fits. Fact is Vexor will melt the Caracal in a close range fight even if it's not blaster fit, and the same vexor should be able to stand it's ground against a RLML Caracal in a long range fight too, definitely now RLML has been handicapped, only thing saving the Caracal in a long range fight is the ability to over heat MWD and GTFO. The point of my posts on this was to show that the Caracal had it's strengths but it was not the god of cruiser pvp people are making it out to be, and there is at least one ship that is better in every way which should have been due for a nerf long before the Caracal was considered if these things were done fairly.
You can "defang" a vexor very quickly and easily with RLML's. Remove their DPS, Soften them up and then move in for the kill. Takes time but that's your best option. Yes his reinforcements would be on the way but they always are going to be. Just gotta accept that you can't win them all but being able to engage at long range means you can GTFO when you have to. Being able to survive and fight again like that is very useful. Being a blaster pilot and having to fully commit to fights is a massive wealness. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 09:53:00 -
[2172] - Quote
Spugg Galdon wrote:Fourteen Maken wrote:Spugg Galdon wrote:
You need to consider everything when considering ship balance. An old style RLML Caracal had the ability to fit a standard cruiser tank. Deal decent DPS with excellent damage projection and excellent damage application with only "soft tackle" (disruptor only).
Yes. These theoretical Gallente gank cruisers look really amazeballs on paper and they probably can steam roller other ships of their class as long as they start the fight on their terms but they also have their weaknesses that are easily exploitable.
Yes. The new RLML's can be frustrating but also very powerful. The main problem that I see people having with them is that active tanked/heavily tanked, AB'ing frigates are difficult to kill without full tackle. This setup is the hard counter to this weapon system though so you need to find a way to beat them and deal with it.
The magazine size, ROFand reload time have been carefully selected so that your damage per minute isn't bonkers and also gives frigate users a bit of a chance to not just get curb stomped. This also balances the weapon vs cruisers.
The only issue this weapon has right now is the ammo switching problem which is being worked on.In the meantime, try to find the best use of these weapons for you without relying on cookie cutter fits of old.
There's nothing theoretical about them, they're all over low sec both solo and in fleets. They can comfortably fit 2 webs and a scram while doing the dps I was takling about. Yes you can do omg amazing dps, or have rofltank but I didn't quote those stats in any of my posts and I didn't see anyone else do that either, we were talking about realistic solo pvp fits. Fact is Vexor will melt the Caracal in a close range fight even if it's not blaster fit, and the same vexor should be able to stand it's ground against a RLML Caracal in a long range fight too, definitely now RLML has been handicapped, only thing saving the Caracal in a long range fight is the ability to over heat MWD and GTFO. The point of my posts on this was to show that the Caracal had it's strengths but it was not the god of cruiser pvp people are making it out to be, and there is at least one ship that is better in every way which should have been due for a nerf long before the Caracal was considered if these things were done fairly. You can "defang" a vexor very quickly and easily with RLML's. Remove their DPS, Soften them up and then move in for the kill. Takes time but that's your best option. Yes his reinforcements would be on the way but they always are going to be. Just gotta accept that you can't win them all but being able to engage at long range means you can GTFO when you have to. Being able to survive and fight again like that is very useful. Being a blaster pilot and having to fully commit to fights is a massive wealness.
4 full flights of buffed drones is not easy nor quick to dispatch, and as I said while your dps is shooting his drones he is shooting you. If you do the maths on it you'll see that all those drones would have about 20k EHP, add that to the Vexor itself and the fact he is doing more dps for most of the time and your not going to be in good shape when it comes to move in for the kill time, if you even get that far. Also don't discredit the 5 Turrets he has doing steady dps either.
Either way, Vexor Thorax Maller etc are all superior brawlers because that's what they do, the Caracal stronger when it can stay at range, that was working fine, I have yet to see a single person explain how the RLML Caracal was OP compared to other races cruisers. All I have seen are people saying it was superior to HML Caracal, which sets a dangerous precedent for the Caldari line up if all of our weapons need to be as broken as heavy missiles or they'll be considered OP. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 09:59:00 -
[2173] - Quote
I have no use for this weapon, I really don't give a toss about nulsec fleets or whatever peculiar niche it might be slightly better at. I have 6million skill points total and the Caracal was one of the only ships I could use, this is what people don't seem to understand... people like me are left with no option than to be forced out of our chosen race of ships. So far it's happened at frigate level and destroyer level and now cruiser level i may as well just give up on Caldari but I'd rather I didn't have to. |

Bouh Revetoile
TIPIAKS
430
|
Posted - 2013.11.26 10:01:00 -
[2174] - Quote
Fourteen Maken wrote:There's nothing theoretical about them, they're all over low sec both solo and in fleets. They can comfortably fit 2 webs and a scram while doing the dps I was takling about. Yes you can do omg amazing dps, or have rofltank but I didn't quote those stats in any of my posts and I didn't see anyone else do that either, we were talking about realistic solo pvp fits. Fact is Vexor will melt the Caracal in a close range fight even if it's not blaster fit, and the same vexor should be able to stand it's ground against a RLML Caracal in a long range fight too, definitely now RLML has been handicapped, only thing saving the Caracal in a long range fight is the ability to over heat MWD and GTFO. The point of my posts on this was to show that the Caracal had it's strengths but it was not the god of cruiser pvp people are making it out to be, and there is at least one ship that is better in every way which should have been due for a nerf long before the Caracal was considered if these things were done fairly. What are you smoking to write such a nonsense ?!
Your gank fits are nothing but purely theoretical fits and certainly don't roam lowsec, or at least FW lowsec, because two frigates would eat them ! Even the new RLML would melt them in one load ! And you certainly never used blasters nor drones if you believe you will ever apply all the paper dps you mentioned.
Dps is not everything, and the comedy Thorax and Vexor fit showed have just that : dps ; and any Condor roaming around will kill them. Hell even a duel Incursus might be able to kill those cruisers !
And if you are only saying that a long range weapon is not well suited for brawling, well, congratulation, you just learn your first pvp lesson...
Now I never said RLML was OP against cruisers, I said that they were obsoleting all other medium missiles because of their versatility : they had a good applyed dps over range for a cruiser weapon and an insane ability to melt frigates. This completely obsolete both HML and Destroyers, and hjave none of the drawbacks of these two things : HM are bad against smaller targets and destroyers are slower and have a third of the ehp of a Caracal, which make them not immune to frigates.
And that is the reason people here are crying about the old RLML : this weapon just melted frigates, which make it ideal to play around in the middle of a blob, kill all frigates tackling you, and even kill the bad cruisers you manage to fool, with a forgiving tank on top of that ! But by making the cruiser immune to frigates (tank + damage application) RLML were completely OP.
Consider the whole picture when you make a comparison, and don't only look at the drawbacks of your beloved weapons and the strengths of the others. That's only what I'm doing here : showing you the qualities of caldari ships. And consider too that fights are not always 1v1. When numbers arise, damage projection and tank become more and more important that dps and brawling ability. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 10:39:00 -
[2175] - Quote
Bouh Revetoile wrote:]You have caldari ships and missiles skills, and it just happen that frigates like the Hookbill or the Hawk are the best for almost anything in frigate warfare. Ask what you want to do with a frigate, and the Hookbill will be among the best for the job. And other caldari frigates fare very well too.
And if you are looking for a brawling caldari cruiser, the Moa await you : blasters and huge tank.
Yes I like the Caldari frigates, having seen videos of other people using them, but they are not noob friendly and I can't even fit a hookbill withot perfect fitting skills, so I will come back to Caldari frigates when I'm a bit better at pvp, but for now I'm using Gallente and Amarr.
Also there are vexor fleets, in low sec and solo Vexors too... every day I come across them and have to turn around and go the other way. You might not notice them because they are mostly blue to you, but lol they are out there trust me, Caracals too but I see a lot more Vexors than i've seen Caracals or any other t1 cruiser. There was a fleet of Vexors and Thoraxes defending plexes in Aldranette the last fleet I was in, you know it makes sense putting them on the warp in to melt anything that comes through. As for my gank fits, I was referencing a fit with 2 drone damage amplifiers and a dmg rig, hardly gank fits with 25k ehp and 3 tackle mods on.
[Vexor, **** fit vexor] Damage Control II Drone Damage Amplifier II Drone Damage Amplifier II 800mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II
10MN Afterburner II X5 Prototype Engine Enervator X5 Prototype Engine Enervator J5b Phased Prototype Warp Scrambler I
200mm Railgun II, Spike M 200mm Railgun II, Spike M 200mm Railgun II, Spike M 200mm Railgun II, Spike M
Medium Hybrid Burst Aerator I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Warrior II x5 Hobgoblin II x5 Hammerhead II x5 Hobgoblin II x5
That's just what I made, and I'm not good at fitting but it can do all the things I said it could do and in fleets they are even worse to go up against when the whole screen goes red with a blob of drones. light Drones are good against any frigate except the very fastest, and if hobgoblins are not working there are not many that could speed tank warrirors for long. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
137
|
Posted - 2013.11.26 11:02:00 -
[2176] - Quote
blaster moa? is dis guy srs? moa is terrible and always has been Click here for LP store weapon cost rebalancing |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1190
|
Posted - 2013.11.26 11:05:00 -
[2177] - Quote
Confirming I just sold my T2 RLMLs and replaced them with T2 LMLs. They fire 2s slower and cost 4x more but I'm looking forward to the improved performance just the same.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
100
|
Posted - 2013.11.26 11:18:00 -
[2178] - Quote
Alvatore DiMarco wrote:Confirming I just sold my T2 RLMLs and replaced them with T2 LMLs. They fire 2s slower and cost 4x more but I'm looking forward to the improved performance just the same.
In b4 LML nerf  |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
987
|
Posted - 2013.11.26 11:41:00 -
[2179] - Quote
Arthur Aihaken wrote:I say put the reload on RLMLs and RHMLs back to 10 seconds and leave the other stats. The ammunition capacity was already nerfed by 77.75%, the power grid requirements nearly doubled and most of the hulls don't bonus RLMLs or RHMLs anyway. Let the games begin!
For a triple BCS Caracal with CN ammo, this would result in burst DPS remaining the same at 335 DPS, but sustained DPS increasing from 176 DPS to 273 DPS. For comparison, old RLML Caracal had sustained DPS of 218.
Your idea involves a 25% increase in RLML Caracal sustained DPS, relative to the old RLMLs. 
Why did you propose this? |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 11:57:00 -
[2180] - Quote
Gypsio III wrote:Arthur Aihaken wrote:I say put the reload on RLMLs and RHMLs back to 10 seconds and leave the other stats. The ammunition capacity was already nerfed by 77.75%, the power grid requirements nearly doubled and most of the hulls don't bonus RLMLs or RHMLs anyway. Let the games begin! For a triple BCS Caracal with CN ammo, this would result in burst DPS remaining the same at 335 DPS, but sustained DPS increasing from 176 DPS to 273 DPS. For comparison, old RLML Caracal had sustained DPS of 218. Your idea involves a 25% increase in RLML Caracal sustained DPS, relative to the old RLMLs.  Why did you propose this?
It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out?
Besides the dps is not the problem, it's the tactic they are used in that made people think they were op... ie screening fleets from frigates changing dps will not have much effect on that, the condor is good at what it does and it has nothing to do with it's dps. As far as I'm aware they are still meant to be able to screen fleets against frigs, but now they are useless for everything else which is why people who want to use them outside of big fleets are not happy. |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
987
|
Posted - 2013.11.26 12:13:00 -
[2181] - Quote
Fourteen Maken wrote:Gypsio III wrote:Arthur Aihaken wrote:I say put the reload on RLMLs and RHMLs back to 10 seconds and leave the other stats. The ammunition capacity was already nerfed by 77.75%, the power grid requirements nearly doubled and most of the hulls don't bonus RLMLs or RHMLs anyway. Let the games begin! For a triple BCS Caracal with CN ammo, this would result in burst DPS remaining the same at 335 DPS, but sustained DPS increasing from 176 DPS to 273 DPS. For comparison, old RLML Caracal had sustained DPS of 218. Your idea involves a 25% increase in RLML Caracal sustained DPS, relative to the old RLMLs.  Why did you propose this? It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out?
It wasn't clear that it was tongue in cheek to me. It looked like just another case of people proposing ideas without having thought about the consequences. The idea of tripling capacity seemed to be serious also, but was just as absurd. |

Morrigan LeSante
The Lost and Forgotten Troopers
471
|
Posted - 2013.11.26 12:33:00 -
[2182] - Quote
Bouh Revetoile wrote:Now I never said RLML was OP against cruisers, I said that they were obsoleting all other medium missiles because of their versatility
That's because other medium missiles have issues since HML were spanked and HAMs are well, HAMs.
Bouh Revetoile wrote: This completely obsolete both HML and Destroyers, and hjave none of the drawbacks of these two things : HM are bad against smaller targets and destroyers are slower and have a third of the ehp of a Caracal, which make them not immune to frigates.
This is where you are mistaken - HML being crap, are why HML are obsolete. HML are just bad in general. Furthermore those caracals that are "immune" to frigates are eaten alive by other cruisers with cruiser weapons. It's a fair trade, one of the key points of eve is a trade off. That trade off was broken when HML were left in the dirt - there's just no point in using them next to the alternates at this stage and that has nothing to do with the relative power of RLML and everything to do with HML sucking. |

Bouh Revetoile
TIPIAKS
431
|
Posted - 2013.11.26 13:06:00 -
[2183] - Quote
Fourteen Maken wrote:Blabla gallente are so good and caldari sucks. Fleet is a very different subject, and yes there are Vexors out there because after the Caracal the Vexor is the second best anti-frigate cruiser, because of drones. But fleet Vexor, solo Vexor and anti-frigate Vexor are three very different ship, and you can't just talk as if each one of them had the abilities of all three in one. And anyway the Vexor is a combat cruiser, not an attack cruiser, and because of this the Caracal is way faster the Vexor.
Anti-frigate Vexor is the second best anti-frigate cruiser, behind the Caracal, at least it was before the RLML change. I think new RLML will still be an excellent frigate interdiction weapon, but for the Vexor, it's only because of drones and tank : it sport the same tank as an RLML Caracal and have drones to kill frigates. Yet drones are way less effective than missiles, because they are destructible. Be it in a fleet or in duel, you better have a lot of light drones if they start dying.
Then there are the differences between armor and shield, but as always you need to work on the strengths of your ships and compensate for their drawbacks.
And if you can't find any use for high projection, high resilience shield ships, you need to learn more.
And yes, gallenteans like to fly in gallente themed fleets, and with the rebalance they are better than ever, but saying caldari ships are worthless is uninformed. They only tend to not work so well in solo (with exceptions like navy frigates and cruisers), but largely compensate by scaling very well when numbers increase. Also keep in mind that gallente just come back from uselessness. A lot of the gallente current fame is due to this come back to business. But shield fleets can still be very effective, and caldari ships survive infinitely better in these than gallente ones. |

Bouh Revetoile
TIPIAKS
431
|
Posted - 2013.11.26 13:09:00 -
[2184] - Quote
Morrigan LeSante wrote:This is where you are mistaken - HML being crap, are why HML are obsolete. HML are just bad in general. Furthermore those caracals that are "immune" to frigates are eaten alive by other cruisers with cruiser weapons. It's a fair trade, one of the key points of eve is a trade off. That trade off was broken when HML were left in the dirt - there's just no point in using them next to the alternates at this stage and that has nothing to do with the relative power of RLML and everything to do with HML sucking. Granted HML could need some love, but they are not that bad, they only are a long range weapon with no tracking.
As for HAM I'd be gald if you could elaborate on them, because numbers shows they are not bad at all considering they are not blasters. :-) |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 13:15:00 -
[2185] - Quote
Gypsio III wrote:Fourteen Maken wrote:Gypsio III wrote:Arthur Aihaken wrote:I say put the reload on RLMLs and RHMLs back to 10 seconds and leave the other stats. The ammunition capacity was already nerfed by 77.75%, the power grid requirements nearly doubled and most of the hulls don't bonus RLMLs or RHMLs anyway. Let the games begin! For a triple BCS Caracal with CN ammo, this would result in burst DPS remaining the same at 335 DPS, but sustained DPS increasing from 176 DPS to 273 DPS. For comparison, old RLML Caracal had sustained DPS of 218. Your idea involves a 25% increase in RLML Caracal sustained DPS, relative to the old RLMLs.  Why did you propose this? It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out? It wasn't clear that it was tongue in cheek to me. It looked like just another case of people proposing ideas without having thought about the consequences. The idea of tripling capacity seemed to be serious also, but was just as absurd.
Fair enough, but the idea that a cruiser weapon system that did 266 dps with 3 dmg mods needed a dps nerf, a fitting nerf, and a 40 second reload time is equally absurd to me. Where does it say dps needs to be exactly this or that or the weapon system is OP? There is just no way to know where that line is, it's all conjecture no matter how much you think you understand about the game and it's mechanics it will only ever be a matter of opinion and yours is no more or less valid than anyone elses, and that goes for CCP Rise and his arbitrary nerfs as well. |

Bouh Revetoile
TIPIAKS
431
|
Posted - 2013.11.26 13:27:00 -
[2186] - Quote
Fourteen Maken wrote:Fair enough, but the idea that a cruiser weapon system that did 266 dps with 3 dmg mods needed a dps nerf, a fitting nerf, and a 40 second reload time is equally absurd to me. Where does it say dps needs to be exactly this or that or the weapon system is OP? There is just no way to know where that line is, it's all conjecture no matter how much you think you understand about the game and it's mechanics it will only ever be a matter of opinion and yours is no more or less valid than anyone elses, and that goes for CCP Rise and his arbitrary nerfs as well. See what other weapons can do. The best dps*projection figures are for pulse laser on turrets, and LR turrets then. LR turret dps drop sharply as distance increase. LM hit up to 60km on a bonused ship, 40km otherwise. 5*200mm railguns do 230dps @40km (2MFS+1TE+5%dmg bonus), but they won't hit a frigate for that much, even at this distance, and if you load spike, don't even bother firing at a frigate.
Dps fall sharply on turrets as range increase. That is the major advantage of missiles, and why they should not have too much dps. |

Arthur Aihaken
The.VOID
646
|
Posted - 2013.11.26 13:29:00 -
[2187] - Quote
Gypsio III wrote:Fourteen Maken wrote:It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out? It wasn't clear that it was tongue in cheek to me. It looked like just another case of people proposing ideas without having thought about the consequences. The idea of tripling capacity seemed to be serious also, but was just as absurd. Yes, sorry - that was a poor attempt at humor on my partGǪ I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts? I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
361
|
Posted - 2013.11.26 13:51:00 -
[2188] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:Fair enough, but the idea that a cruiser weapon system that did 266 dps with 3 dmg mods needed a dps nerf, a fitting nerf, and a 40 second reload time is equally absurd to me. Where does it say dps needs to be exactly this or that or the weapon system is OP? There is just no way to know where that line is, it's all conjecture no matter how much you think you understand about the game and it's mechanics it will only ever be a matter of opinion and yours is no more or less valid than anyone elses, and that goes for CCP Rise and his arbitrary nerfs as well. See what other weapons can do. The best dps*projection figures are for pulse laser on turrets, and LR turrets then. LR turret dps drop sharply as distance increase. LM hit up to 60km on a bonused ship, 40km otherwise. 5*200mm railguns do 230dps @40km (2MFS+1TE+5%dmg bonus), but they won't hit a frigate for that much, even at this distance, and if you load spike, don't even bother firing at a frigate. Dps fall sharply on turrets as range increase. That is the major advantage of missiles, and why they should not have too much dps.
Well... there is this tendency to forget that there are a whole set of guns offered that have dramatically improved tracking. They fit easier too, just like the RLML. They do less DPS, but they hit faster, smaller targets better. Tie that to tracking computers, scripts, target painters etc, and the mid slots free to do just that, then I'd imagine you can make guns work pretty well against even fast frigates. You also have to account for the fact, that at longer ranges, the effect of transversal mechanics is dramatically reduced. Which is why a Rokh sitting with rails 240km can instapop a frigate. Boldly going forward, still can't find reverse - name that tune kids! |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
102
|
Posted - 2013.11.26 13:54:00 -
[2189] - Quote
Arthur Aihaken wrote:I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts? BLML: 30 clip, 40 reload, 5 swap RLML: 5% RoF nerf, giev back
CHOICE  |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
313
|
Posted - 2013.11.26 14:30:00 -
[2190] - Quote
Arthur Aihaken wrote:Gypsio III wrote:Fourteen Maken wrote:It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out? It wasn't clear that it was tongue in cheek to me. It looked like just another case of people proposing ideas without having thought about the consequences. The idea of tripling capacity seemed to be serious also, but was just as absurd. Yes, sorry - that was a poor attempt at humor on my partGǪ I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts?
What would the damage per minute be here. This is an important figure you need to work out when considering magazine size and reload time. |
|

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 14:38:00 -
[2191] - Quote
Niena Nuamzzar wrote:Arthur Aihaken wrote:
EDIT: [quote=CCP Rise]... keep in mind that numbers may be adjusted slightly as we continue to test.
*cough* When? How many more wee... *cough* months are we supposed to wait for the heavenly sign, sitting in total darkness and looking at the sky?
That's his get out of jail free card, he won't play that unless he's forced to by some kind of player backlash. All he's doing is seeing how much he can get away with and when he pushes it too far he can just throw his hands up and back track a little, but he has nothing to worry about. Too many people would rather crawl up his arse to live in his intestines than ever disagree with him on anything important, it's much easier to just dump missiles and move into a different doctrine for most, so that's what they'll do. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
847
|
Posted - 2013.11.26 14:46:00 -
[2192] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:Check then a sttaber with MWD... 55% damage reduction
bellicose.. 40% damage reduction with MWD.
All those are non extreme fits.
When i want to avoid Missile damage I can EASILy reduce it to under 10% Those are one of the fastest minmatar ships, you know the ships with the highest speed and the lowest signature. PS : yes, sig and speed on minmatar ship do matter and compensate for some other stats. PS2 : and I checked the speeds. I wrote the numbers in this thread for all T1 attack and combat cruisers, so I know what these numbers are.
You said "No combat cruiser will tank more than 10% of HAM dps.". That is not true. Simple as that.. Rupture and Thorax will avoid more than 10%. Yous tatement is false. Just stop tryign to twist what you write because you jsut proved every single post you have no idea how people really fly their ships! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
103
|
Posted - 2013.11.26 14:58:00 -
[2193] - Quote
Fourteen Maken wrote:That's his get out of jail free card, he won't play that unless he's forced to by some kind of player backlash. All he's doing is seeing how much he can get away with and when he pushes it too far he can just throw his hands up and back track a little, but he has nothing to worry about. Too many people would rather crawl up his arse to live in his intestines than ever disagree with him on anything important, it's much easier to just dump missiles and move into a different doctrine for most, so that's what they'll do. The question here is not whether it will be adjusted, but when? There's absolutely zero chance he can get away with these numbers - only 18 missiles clip with 40 sec reload is ridiculous. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 14:59:00 -
[2194] - Quote
Fourteen Maken wrote:
That's his get out of jail free card, he won't play that unless he's forced to by some kind of player backlash. All he's doing is seeing how much he can get away with and when he pushes it too far he can just throw his hands up and back track a little, but he has nothing to worry about. Too many people would rather crawl up his arse to live in his intestines than ever disagree with him on anything important, it's much easier to just dump missiles and move into a different doctrine for most, so that's what they'll do.
But if your reading this Rise, please feel free to prove me wrong, and I'll happily eat my words. |

Bouh Revetoile
TIPIAKS
431
|
Posted - 2013.11.26 15:05:00 -
[2195] - Quote
Kagura Nikon wrote:You said "No combat cruiser will tank more than 10% of HAM dps.". That is not true. Simple as that.. Rupture and Thorax will avoid more than 10%. Yous tatement is false. Just stop tryign to twist what you write because you jsut proved every single post you have no idea how people really fly their ships! Thorax is an attack cruiser, and buffer armor Rupture won't tank a lot more than 10% of HAM dps.
By "combat", I meant the new ships designations.
But please show us numbers with fits, and try not to add links, implants and AB this time.
As you said, when you work for it, you can easily decrease missile dps. But you can a lot more easily decrease turret dps to nothing with TD.
And please, stop arguing that missiles should not have any counter because it's ridiculous.
Moonaura wrote:Well... there is this tendency to forget that there are a whole set of guns offered that have dramatically improved tracking. They fit easier too, just like the RLML. They do less DPS, but they hit faster, smaller targets better. Tie that to tracking computers, scripts, target painters etc, and the mid slots free to do just that, then I'd imagine you can make guns work pretty well against even fast frigates. You also have to account for the fact, that at longer ranges, the effect of transversal mechanics is dramatically reduced. Which is why a Rokh sitting with rails 240km can instapop a frigate. Lower grade guns indeed have higher tracking, but it's far from enough to hit frigate, and that is to the price of range and dps. Dual 150mm Railgun base range is 15km for example...
And if you dedicate all your ship to hiting smaller targets, HML would be far better than low grade LR guns. To be an effective anti-frigate platform, range is very important.
Also, the only frigates you will blap with railguns are NPC ones. At 240km a Rokh have something like 2000 of alpha... |

Moonaura
The Dead Rabbit Society
361
|
Posted - 2013.11.26 15:08:00 -
[2196] - Quote
So Bouh, your argument is buff guns nerf missiles then? Boldly going forward, still can't find reverse - name that tune kids! |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
987
|
Posted - 2013.11.26 15:15:00 -
[2197] - Quote
Arthur Aihaken wrote: Yes, sorry - that was a poor attempt at humor on my partGǪ I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts?
With RLML capacity of 30 and reload of 40 s, my spreadsheet say a Caracal has 74 s firing time during which it does 335 DPS. Adding in 40 s reload gives a sustained DPS of 217, which is basically identical to old RLML Caracal DPS of 218.
So, essentially this is the DPS of an old Caracal, frontloaded and with a long reload. It exchanges flexibility of freedom of firing for frontloaded damage.
I think the problem with this is that Rise had decided that RLMLs were too good and needed to be changed to become less flexible. I don't really agree with that - they were powerful but not excessively so, and I think fiddling with fitting requirements would have worked. But I spent a long time disagreeing with his Nos mechanic change on the basis that it would change nothing in practice and would serve as a nerf to the heavy Nos that most needed fixing, and I got precisely nowhere with that - the changes were made unaltered, and to no detectable change in Nos usage or popularity. 
So I'm working on the assumption that Rise is not going make any alterations that don't involve a nerf to sustained RLML DPS. It doesn't matter whether we disagree with this, it's going to happen. Realistically, my opinion is that the best to hoped for is a decrease in reload time to 30 s, giving 195 sustained DPS, a drop of 10% from old RLMLs, relative to the present 20% drop, which also takes away some of the immense frustration of the excessively long reload time. |

Moonaura
The Dead Rabbit Society
361
|
Posted - 2013.11.26 15:22:00 -
[2198] - Quote
http://www.reddit.com/r/IAmA/comments/1rhv8y/iama_ccp_rise_game_designer_for_eve_online_ama/
AMA with CCP Rise. I don't use reddit as I'm not a hipster, but sure some folks in this thread have some questions! Boldly going forward, still can't find reverse - name that tune kids! |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 15:25:00 -
[2199] - Quote
Bouh Revetoile wrote: But please show us numbers with fits, and try not to add links, implants and AB this time.
It's perfectly okay to use an AB on a blaster fit Thorax, it's not like you'll be able to burn after many ships to tackle them even with a mwd, and an AB is usually better in Scram range which is where you'll be fighting, more so if the other guy is ab fit with a scram, so that's just nitt picking. |

Arthur Aihaken
The.VOID
646
|
Posted - 2013.11.26 15:29:00 -
[2200] - Quote
Gypsio III wrote:With RLML capacity of 30 and reload of 40 s, my spreadsheet say a Caracal has 74 s firing time during which it does 335 DPS. Adding in 40 s reload gives a sustained DPS of 217, which is basically identical to old RLML Caracal DPS of 218. So, essentially this is the DPS of an old Caracal, frontloaded and with a long reload. It exchanges flexibility of freedom of firing for frontloaded damage. I think the problem with this is that Rise had decided that RLMLs were too good and needed to be changed to become less flexible. I don't really agree with that - they were powerful but not excessively so, and I think fiddling with fitting requirements would have worked. But I spent a long time disagreeing with his Nos mechanic change on the basis that it would change nothing in practice and would serve as a nerf to the heavy Nos that most needed fixing, and I got precisely nowhere with that - the changes were made unaltered, and to no detectable change in Nos usage or popularity.  So I'm working on the assumption that Rise is not going make any alterations that don't involve a nerf to sustained RLML DPS. It doesn't matter whether we disagree with this, it's going to happen. Realistically, my opinion is that the best to hoped for is a decrease in reload time to 30 s, giving 195 sustained DPS, a drop of 10% from old RLMLs, relative to the present 20% drop, which also takes away some of the immense frustration of the excessively long reload time. I was bang-on with my "guestimate" then (thanks for crunching the numbers). That 40-second reload is still a huge tactical disadvantage as it precludes swapping ammunition, but at least with greater capacity you can "stay in the fight" a bit longer. I mean, we're talking about maybe another 25-30 seconds total.
And the RLMLs did get nerfed with the power grid effectively doubling. This now precludes their use on frigates and destroyers, which I have to assume was the aim with the last-minute/unannounced change (since it was never mentioned here and only showed up on the patch list just prior to Rubicon being released).
Basically they need to: a) Drop the reload time to 20 seconds -or- b) Increase the ammunition capacity by approximately 1/3
The problem with RLMLs is that it was introduced as a cruiser-class missile system which utilized frigate-class ammunition. An easy enough adjustment would be to change the explosion radius on light missiles from 30m to 45m. I am currently away, traveling through time and will be returning last week. |
|

Moonaura
The Dead Rabbit Society
361
|
Posted - 2013.11.26 15:45:00 -
[2201] - Quote
Arthur Aihaken wrote:Moonaura wrote:AMA with CCP Rise. I don't use reddit as I'm not a hipster, but sure some folks in this thread have some questions! Didn't see a single missile-related one...
Maybe it is just as well. It all looks like a bit of a love in over there, and thats fine. Whether I agree with these changes or not (its pretty clear I don't lol), CCP Rise is still just a dude trying to make his way in the world. Boldly going forward, still can't find reverse - name that tune kids! |

Arthur Aihaken
The.VOID
646
|
Posted - 2013.11.26 16:00:00 -
[2202] - Quote
Moonaura wrote:Maybe it is just as well. It all looks like a bit of a love in over there, and thats fine. Whether I agree with these changes or not (its pretty clear I don't lol), CCP Rise is still just a dude trying to make his way in the world. Does this beg the question as to why CCP Rise can find 2.5 hours on Reddit to respond to questions but -zero- in CCP's own official forums? I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
431
|
Posted - 2013.11.26 16:36:00 -
[2203] - Quote
Moonaura wrote:So Bouh, your argument is buff guns nerf missiles then? Absolutely not.
RLML got their tweak, and they might need further tweaking, reasonable ones, like Gypsio is saying.
My arguments are that HAML are far better than people here are saying (I'm not saying they are OP, I'm saying they are fine), and that HML don't need too much if they need any love.
Also, I'm affraid that neutron blaster have too low fitting, or null too much range, and that cruise missiles obsolete torps, but these are whole different subjects. I'm more of a nerf guy.
Fourteen Maken wrote:Bouh Revetoile wrote:But please show us numbers with fits, and try not to add links, implants and AB this time. It's perfectly okay to use an AB on a blaster fit Thorax, it's not like you'll be able to burn after many ships to tackle them even with a mwd, and an AB is usually better in Scram range which is where you'll be fighting, more so if the other guy is ab fit with a scram, so that's just nitt picking. It's perfectly ok to use an AB on a cruiser ; it's perfectly dishonnest when you use the AB to "demonstrate" that missiles have crap damage application.
AB is a tanking module allowing a ship to avoid damage by increasing speed without increasing signature. Saying that the AB decrease missile damage is obvious as it work as intended ; saying that missiles should do more damage to AB cruiser is stupid as it's one of the rare ways to tank missiles damage and that's as stupid as asking for TD to not affect turrets.
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
13
|
Posted - 2013.11.26 16:55:00 -
[2204] - Quote
In case anyone still thought there was actual testing of development stuff going on by Rise, I pulled this from the Reddit festivites wherein he found the time to respond to their asinine questions. Welcome to the gulag guys, we are forgotten...
"Me and Fozzie are definitely pyfa/eft addicts and we prefer those tools to anything internal because of our backgrounds."
Edit: Another interesting Rise quote "There's a lot of times the metrics contradict feedback, but it's hard to tell when. Just because people are using something a lot for instance, doesn't mean they like using it or like playing against it. Trying to figure out how to balance feedback against metrics is something I'm constantly thinking about. I guess they should know that we listen and care a lot about feedback, all of it (unless its super mean). They should know if we don't do what they want it's for a specific reason, not just because we are ignorant or lazy or didn't care what they said." |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
103
|
Posted - 2013.11.26 17:28:00 -
[2205] - Quote
CCP Rise - I haven't flown one yet because I'm super cheap and scared to lose money. I actually almost bought a Golem to try RHML the other day but then I saw 1.3b and decided to wait =P
http://www.reddit.com/r/IAmA/comments/1rhv8y/iama_ccp_rise_game_designer_for_eve_online_ama/
Ohh, so poor are we? I will gladly give you a Caracal so you can try those brand new RLML and see whether they meet your expectations Actually I will sponsor Caracals if you wish to pvp and make 'Bringing solo back' vids like in good old days. I'm certain people will buyback all those RLML if you first show us how to use them  |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 17:39:00 -
[2206] - Quote
scorchlikeshiswhiskey wrote:In case anyone still thought there was actual testing of development stuff going on by Rise, I pulled this from the Reddit festivites wherein he found the time to respond to their asinine questions. Welcome to the gulag guys, we are forgotten...
"Me and Fozzie are definitely pyfa/eft addicts and we prefer those tools to anything internal because of our backgrounds."
Edit: Another interesting Rise quote "There's a lot of times the metrics contradict feedback, but it's hard to tell when. Just because people are using something a lot for instance, doesn't mean they like using it or like playing against it. Trying to figure out how to balance feedback against metrics is something I'm constantly thinking about. I guess they should know that we listen and care a lot about feedback, all of it (unless its super mean). They should know if we don't do what they want it's for a specific reason, not just because we are ignorant or lazy or didn't care what they said."
That's interesting. I think that last part might actually be about heavy missiles, fact is they are still used for grinding mission's etc by a lot of players. Maybe he see's heavy missile ammo is still being sold and burned up and wondering what the problem is? |

Moonaura
The Dead Rabbit Society
361
|
Posted - 2013.11.26 17:49:00 -
[2207] - Quote
Bouh Revetoile wrote:Moonaura wrote:So Bouh, your argument is buff guns nerf missiles then? Absolutely not. RLML got their tweak, and they might need further tweaking, reasonable ones, like Gypsio is saying. My arguments are that HAML are far better than people here are saying (I'm not saying they are OP, I'm saying they are fine), and that HML don't need too much if they need any love. Also, I'm affraid that neutron blaster have too low fitting, or null too much range, and that cruise missiles obsolete torps, but these are whole different subjects. I'm more of a nerf guy. Fourteen Maken wrote:Bouh Revetoile wrote:But please show us numbers with fits, and try not to add links, implants and AB this time. It's perfectly okay to use an AB on a blaster fit Thorax, it's not like you'll be able to burn after many ships to tackle them even with a mwd, and an AB is usually better in Scram range which is where you'll be fighting, more so if the other guy is ab fit with a scram, so that's just nitt picking. It's perfectly ok to use an AB on a cruiser ; it's perfectly dishonnest when you use the AB to "demonstrate" that missiles have crap damage application. AB is a tanking module allowing a ship to avoid damage by increasing speed without increasing signature. Saying that the AB decrease missile damage is obvious as it work as intended ; saying that missiles should do more damage to AB cruiser is stupid as it's one of the rare ways to tank missiles damage and that's as stupid as asking for TD to not affect turrets.
Bouh, you are perfectly entitled to your opinions about RLML and HAML, but looking through your kill mails, all you ever seem to fly are Gallente ships.
This begs the question, how do you know these missiles work so well, given you've never used them? It's a bit unfair I know, given you might have alts, but your character paints a very distinctly bias picture. Boldly going forward, still can't find reverse - name that tune kids! |

Onictus
Silver Snake Enterprise Fatal Ascension
603
|
Posted - 2013.11.26 17:53:00 -
[2208] - Quote
Fourteen Maken wrote:
That's interesting. I think that last part might actually be about heavy missiles, fact is they are still used for grinding mission's etc by a lot of players. Maybe he see's heavy missile ammo is still being sold and burned up and wondering what the problem is?
Could you imagine a HAM drake without badass missile skills ~shudder~ you would need hours to do a level 3 |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 18:27:00 -
[2209] - Quote
Onictus wrote:Fourteen Maken wrote:
That's interesting. I think that last part might actually be about heavy missiles, fact is they are still used for grinding mission's etc by a lot of players. Maybe he see's heavy missile ammo is still being sold and burned up and wondering what the problem is?
Could you imagine a HAM drake without badass missile skills ~shudder~ you would need hours to do a level 3
I'm going to admit right now that I used HML's on my Navy Drake to grind 3's so I'm one of the people that's been distorting the metrics They work fine if you send the drones after the small stuff and focus your missiles on the big stuff, also you don't need much tank for most 3's, so I had 3 Target Painter's on without a prop mod, along with the navy drake bonus I did get through most of them even with half trained skills. I needed some to help with the ones that had lots of little laser ships (I nearly died in one), I think they were blood raiders and it was just an EM frig orgy. Against HML or HAM didn't seem to matter even with the TP's they just refused to die, looking back I should have put on RLML for those and kept my tank instead of trying to target paint them, but I digress.
Having said that PVE is a lot more forgiving than PVP, and that's where heavy missiles are really not fit for purpose at the minute. |

IIshira
School of Applied Knowledge Caldari State
255
|
Posted - 2013.11.26 18:38:00 -
[2210] - Quote
Wait let me get this right he made this module but hasn't used it yet?... I know I'm misunderstanding this!
|
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scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
13
|
Posted - 2013.11.26 18:39:00 -
[2211] - Quote
IIshira wrote:Wait let me get this right he made this module but hasn't used it yet?... I know I'm misunderstanding this! See my slightly earlier post were he said he doesn't test on the servers, he uses EFT/Pyfa with Fozzie. (He also likes to drop the soap) |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 18:44:00 -
[2212] - Quote
I don't fully understand how the missile formula works yet to be honest so it's very hard for me to make any kind of suggestions, all I know is what I've seen in pve and frigates might as well be battleships regardless of range because of the way HML applies it's damage. Imagine trying to kill an ab fit dual rep Incursus with a HML Drake, it really wouldn't matter what range he's at you couldn't kill him until he runs out of cap charges, and even then could he carry on tanking by cycling just one armor rep? |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
103
|
Posted - 2013.11.26 18:44:00 -
[2213] - Quote
Onictus wrote:Fourteen Maken wrote: That's interesting. I think that last part might actually be about heavy missiles, fact is they are still used for grinding mission's etc by a lot of players. Maybe he see's heavy missile ammo is still being sold and burned up and wondering what the problem is?
Could you imagine a HAM drake without badass missile skills ~shudder~ you would need hours to do a level 3 Even with badass skills, implants, range rigs and long range kinetic ammo poor mwd Drake can barely reach 440dps at 48 km. No wonder I rarely Drakes flying around. HML is almost equally pathetic though slightly better cause of longer range and greater damage application. My alt remembers having 600dps or more with heavies not so long ago  |

IIshira
School of Applied Knowledge Caldari State
258
|
Posted - 2013.11.26 19:07:00 -
[2214] - Quote
Bouh Revetoile wrote:RLML got their tweak, and they might need further tweaking
That "tweak" reminds me of the tweak my back got after falling down a flight of stairs. Further tweaking scares me because I think falling down a second flight would be the end of me  |

IIshira
School of Applied Knowledge Caldari State
258
|
Posted - 2013.11.26 19:11:00 -
[2215] - Quote
scorchlikeshiswhiskey wrote:IIshira wrote:Wait let me get this right he made this module but hasn't used it yet?... I know I'm misunderstanding this! See my slightly earlier post were he said he doesn't test on the servers, he uses EFT/Pyfa with Fozzie. (He also likes to drop the soap)
Maybe he just has slippery hands lol
He must have been joking? There's no way someone would change one module so drastically and release another similar module without at least some serious testing.
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
16
|
Posted - 2013.11.26 19:19:00 -
[2216] - Quote
IIshira wrote:scorchlikeshiswhiskey wrote:IIshira wrote:Wait let me get this right he made this module but hasn't used it yet?... I know I'm misunderstanding this! See my slightly earlier post were he said he doesn't test on the servers, he uses EFT/Pyfa with Fozzie. (He also likes to drop the soap) Maybe he just has slippery hands lol He must have been joking? There's no way someone would change one module so drastically and release another similar module without at least some serious testing. And there's also no way that person would post the changes, ask for feedback and then insult everyone that doesn't agree and ignore it. Right? |

Bouh Revetoile
TIPIAKS
431
|
Posted - 2013.11.26 19:20:00 -
[2217] - Quote
Moonaura wrote:Bouh, you are perfectly entitled to your opinions about RLML and HAML, but looking through your kill mails, all you ever seem to fly are Gallente ships.
This begs the question, how do you know these missiles work so well, given you've never used them? It's a bit unfair I know, given you might have alts, but your character paints a very distinctly bias picture. How do you know Earth is not flat ? How do you know it's not the Sun who orbit around the Earth ? How do you know malaria is not another country ?
If you had to have first hand experience to know or talk about anything, we would still be in the stone age.
So how do I know about missiles ? Maybe I saw them in action ? Maybe I used them ? Maybe I'm good at math and actually understand the missile damage equation ? Maybe I can elaborate hypothesis and verify them ?
I'll ask you a better question : How someone invent a new fit or tactic when it have never been done before ?
Also, there are facts, and how people see them.
Oh, and it's a computer game. A computer is a giant calculating machine. If you understand math, you should understand the game as far as numbers go.
Then add a layer of tactic and strategy and you're done.
How does a strategist know that his strategy will work by the way ? |

Fourteen Maken
Deep Core Mining Inc. Caldari State
59
|
Posted - 2013.11.26 19:39:00 -
[2218] - Quote
Bouh Revetoile wrote:Absolutely not.
RLML got their tweak, and they might need further tweaking, reasonable ones, like Gypsio is saying.
My arguments are that HAML are far better than people here are saying (I'm not saying they are OP, I'm saying they are fine), and that HML don't need too much if they need any love.
Also, I'm affraid that neutron blaster have too low fitting, or null too much range, and that cruise missiles obsolete torps, but these are whole different subjects. I'm more of a nerf guy.
HML are terrible, and HAM's are not much better. They are practically impotent against small ships, where as drones don't have this problem, and turrets can at least do a large part of their dps under the right circumstances. This makes heavy missiles redundant for everything but lazy pve where people would rather not have to bother with managing things like transversal and optimals to max their dps potential. In pvp they need the ability to maximize their chances as much as possible and the current heavy missile stats do not allow that.
Also Cruise missiles don't obsolete torps... torps obsolete torps. If the dps of Torpedo's applied as well in game as they look on paper lot's of people would drop Cruises and use Torps instead. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
16
|
Posted - 2013.11.26 19:53:00 -
[2219] - Quote
Fourteen Maken wrote:Bouh Revetoile wrote:Absolutely not.
RLML got their tweak, and they might need further tweaking, reasonable ones, like Gypsio is saying.
My arguments are that HAML are far better than people here are saying (I'm not saying they are OP, I'm saying they are fine), and that HML don't need too much if they need any love.
Also, I'm affraid that neutron blaster have too low fitting, or null too much range, and that cruise missiles obsolete torps, but these are whole different subjects. I'm more of a nerf guy.
HML are terrible, and HAM's are not much better. They are practically impotent against small ships, where as drones don't have this problem, and turrets can at least do a large part of their dps under the right circumstances. This makes heavy missiles redundant for everything but lazy pve where people would rather not have to bother with managing things like transversal and optimals to max their dps potential. In pvp they need the ability to maximize their chances as much as possible and the current heavy missile stats do not allow that. Also Cruise missiles don't obsolete torps... torps obsolete torps. If the dps of Torpedo's applied as well in game as they look on paper lot's of people would drop Cruises and use Torps instead. Torps have bigger problems than the damage application, although that is probably the biggest problem and pervades the entire system of missiles beyond the light/rocket level. Torps either need 20-25% more range, or they need about 10% higher damage output (via a damage increase or a RoF increase or what have you). The word torpedo conjurs an image of a slow moving vessel packed to the limit with explosives that hit harder than a freight train loaded with Mack trucks. Instead what we have is a slow moving vessel packed to the brim with Rise's discarded ideas that is slightly more maueverable than a freight train. This is all off-topic though...
What I would love to see right now though, is CCP start working on some continuous acceleration for missiles since it doesn't make a whole lot of sense to have a maxV in space, even Eve space. You can backup the logic for ships having a maxV with some mumbo-jumbo about inertial dampeners or whatever, but missiles don't have squishie, fleshy things inside. Missiles are the only weapon that doesn't leave the weapon platform at it's maxV, and as such they should continuously accelerate until they impact their target while having an increasing chance to hit for reduced damage as the closing V increases. This would make long range cruise missile platforms more useful and would also benefit the range bonuses on Caldari boats in a reasonable way.
Again, all off-topic though and most likely will never even be a thought in the hive-mind of CCP. |

Herzog Wolfhammer
Sigma Special Tactics Group
3701
|
Posted - 2013.11.26 19:59:00 -
[2220] - Quote
40 second reload time? Really?
I like the rapid launchers. They enable cruisers and battle cruisers to become "frigate killers". I can see them being a balance against the new interceptors - sure, let the inty jump ahead of its team and tackle you and give the pilot a neat surprise.
Kind of like the Q-ships of WWII.
But is the 40 second reload time meant to keep these things out of extended combat and relegate them to "travel fits"?
I have worked with the rapid launchers a bit and their use and can see crossover fittings for ship size and their damage/tracking/speed envelope allow an opportunity to break paradigms in fittings and situations.
But the 40 second reload time means that all other ancillary missile skills that one would depend on are thrown out the window. Somone with only fundamental missile skills is not going to get far with rapid launchers. Someone with elite missile skills is going to raise a few eyebrows.
Someone with launchers that can last 10 seconds and take 40 seconds to reload them might at well have bare minimum skills if the launchers are not launching most of the time.
I think the 40 second reload time is a bad idea unless there is a new skill added for getting these things reloaded faster. Everything about rapid launchers was wonderful up until Rubicon, even the sound effects were great.
But logically with a 40 second reload time, it's going to be hard to find a use for them beyond using them on disposable cruisers just to kill one frigate. |
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
79
|
Posted - 2013.11.26 20:15:00 -
[2221] - Quote
Arthur Aihaken wrote:Gypsio III wrote:Fourteen Maken wrote:It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out? It wasn't clear that it was tongue in cheek to me. It looked like just another case of people proposing ideas without having thought about the consequences. The idea of tripling capacity seemed to be serious also, but was just as absurd. Yes, sorry - that was a poor attempt at humor on my partGǪ I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts?
Sounds good. I also think range and explosion hull bonuses should apply to them, and there needs to be a skill that reduces reloads to 30 seconds at max rank (5% per level). They also need to make swapping ammo take 10 seconds rather than the full reload time. If they do those things and they might be genuinely decent while remaining true to the original concept. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
989
|
Posted - 2013.11.26 20:21:00 -
[2222] - Quote
Zvaarian the Red wrote:Sounds good. I also think range and explosion hull bonuses should apply to them, and there needs to be a skill that reduces reloads to 30 seconds at max rank (5% per level). They also need to make swapping ammo take 10 seconds rather than the full reload time. If they do those things and they might be genuinely decent while remaining true to the original concept.
With a clip size of 30 and 30 s reload, sustained DPS will be 9% greater than old RLMLs. This is not going to happen. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
104
|
Posted - 2013.11.26 20:23:00 -
[2223] - Quote
scorchlikeshiswhiskey wrote: Torps have bigger problems than the damage application, although that is probably the biggest problem and pervades the entire system of missiles beyond the light/rocket level. Torps either need 20-25% more range, or they need about 10% higher damage output...
Exactly, 25% range AND 10% RoF buff would be nice. Faction and Javelin torps can hit other slow BS's (mostly NPC's) with full damage but Rage is practically useless for anything smaller than a (po)CO. I don't understand what those dev guys are waiting for, why are they slower than slow? It's so easy to make torps better that one could do it in his spare time while doing other things. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
16
|
Posted - 2013.11.26 20:33:00 -
[2224] - Quote
Niena Nuamzzar wrote:scorchlikeshiswhiskey wrote: Torps have bigger problems than the damage application, although that is probably the biggest problem and pervades the entire system of missiles beyond the light/rocket level. Torps either need 20-25% more range, or they need about 10% higher damage output...
Exactly, 25% range AND 10% RoF buff would be nice. Faction and Javelin torps can hit other slow BS's (mostly NPC's) with full damage but Rage is practically useless for anything smaller than a (po)CO. I don't understand what those dev guys are waiting for, why are they slower than slow? It's so easy to make torps better that one could do it in his spare time while doing other things. I'd rather see continuous accel for missiles than a torp rework. Maybe if they hired on a couple programmers for a mid-length project to code missiles mechanics to use multiple cores then it wouldn't even bog down the servers with the increased computing. Let us play with the new dynamics for a month or so and take feedback before seeing what needs to be reworked. Of course I would also like for every weapon, except lasers, to have a velocity/accel value. i.e. 1400mm Arty would have a base velocity of (just a random number) 50km/s. The idea being that at the extreme range of cruise missiles, not only do they hit harder but they get there slightly before arty, but at 200+km they are likely to hit for less than full damage. If weapon mechanics were programmed to run on 2 cores it could work out.
But this is off topic so... LOUD NOISES CRITICIZING RISE |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
79
|
Posted - 2013.11.26 20:47:00 -
[2225] - Quote
scorchlikeshiswhiskey wrote: "Me and Fozzie are definitely pyfa/eft addicts and we prefer those tools to anything internal because of our backgrounds."
The mind boggles... |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
79
|
Posted - 2013.11.26 20:50:00 -
[2226] - Quote
Gypsio III wrote:Zvaarian the Red wrote:Sounds good. I also think range and explosion hull bonuses should apply to them, and there needs to be a skill that reduces reloads to 30 seconds at max rank (5% per level). They also need to make swapping ammo take 10 seconds rather than the full reload time. If they do those things and they might be genuinely decent while remaining true to the original concept. With a clip size of 30 and 30 s reload, sustained DPS will be 9% greater than old RLMLs. This is not going to happen.
There's lots of room between the piddly 18 they have now and 30. If we split the difference and arrive at 24 what does the sustained DPS look like? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
989
|
Posted - 2013.11.26 20:56:00 -
[2227] - Quote
Reload of 30 s and clip size of 24 gives an increase on old RLML sustained damage of 2%.
I don't think that'll happen either. With the burst damage being 58% greater than old RLML, I don't think we can expect anything but a decrease in sustained DPS. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
79
|
Posted - 2013.11.26 21:07:00 -
[2228] - Quote
Gypsio III wrote:Reload of 30 s and clip size of 24 gives an increase on old RLML sustained damage of 2%.  I don't think that'll happen either. With the burst damage being 58% greater than old RLML, I don't think we can expect anything but a decrease in sustained DPS. For example, to get a decrease in sustained DPS of 4%, you'd need clip 20 and 30 s reload.
Keep in mind that this factors in a new skill that would need a couple weeks of training to max out. They could also adjust the burst DPS down a tad bit to get to the sweet spot. Anything greater than a 10% nerf to sustained DPS from the old RLMLs is overkill in my opinion especially with the huge PWG nerf being factored in. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
104
|
Posted - 2013.11.26 21:42:00 -
[2229] - Quote
Gypsio III wrote:Reload of 30 s and clip size of 24 gives an increase on old RLML sustained damage of 2%.  I don't think that'll happen either. With the burst damage being 58% greater than old RLML, I don't think we can expect anything but a decrease in sustained DPS. For example, to get a decrease in sustained DPS of 4%, you'd need clip 20 and 30 s reload. Comparing different Cerb fittings I get roughly 5% decrease with clip 22 / 30 sec reload and clip 26 / 40 sec reload. I think that would be fair keeping in mind that nasty unannounced PWG nerf made some good old fits unusable. |

Arthur Aihaken
The.VOID
648
|
Posted - 2013.11.26 21:56:00 -
[2230] - Quote
Zvaarian the Red wrote:The mind boggles... You ain't seen nothin' yet. Just wait until they nerf the Serpentis stasis web bonus on the Vindicator that Rise hinted at. If you thought Caracal owners got screwed over, just wait until all the post-Kronos folks that got screwed with the Marauder rebalance in Rubicon get screwed again after switching over to Vindicators... I am currently away, traveling through time and will be returning last week. |
|

Warmistress Severine
Blue Republic RvB - BLUE Republic
43
|
Posted - 2013.11.26 22:39:00 -
[2231] - Quote
Wow...
40 seconds reload time, when you have just 18 shots.... who envisioned this crap? If CCP wants to kill a viable cruiser option to hit small targets with missiles, then go ahead. But this Rapid Light missile change is crap. Just crap.
If you want to f.u.c.k up this weapon system, fine. But then please check with the ships that can use it and add the corresponding damage bonus so i can use normal standard launchers on it as well.
Because that's what Caldari should be all about. Range and choosable damage type. Can't choose damage type, if it takes 40 secs to reload. After 30 seconds, your f.u.c.king ship might not be there anymore. |

Moonaura
The Dead Rabbit Society
362
|
Posted - 2013.11.26 22:43:00 -
[2232] - Quote
Warmistress Severine wrote:Wow...
40 seconds reload time, when you have just 18 shots.... who envisioned this crap?
Welcome to the thread lol
Boldly going forward, still can't find reverse - name that tune kids! |

Fourteen Maken
Deep Core Mining Inc. Caldari State
61
|
Posted - 2013.11.26 23:00:00 -
[2233] - Quote
I've been thinking about this and decided the best way to fix RLML's is to just fix HAM's and HML's instead and let the RLML fill whatever niche it was meant for. I wouldn't expect a huge buff for HAM's or HML either, although a dps buff would be nice there is no chance of that coming so I would settle for something that makes the dps they do have apply to more than just asteroids and space stations. Everything should have a niche in pvp, and here's what I believe those niche's should be without much buffing required, only tweaking of the damage formula and adding a new module:
0-10km - Blasters, Pulse Lasers, Auto Cannons
10-25km - HAM's, HML's
25- 60km - Drones
60km and out - Long Range Turrets
It's very difficult to balance Missiles against turrets because they are not supposed to do the same things, and I understand the situation to an extent. It just seems we are trying to bring long range turrets into line with long range missiles, without making short range missiles into line with short range turrets, while drones are just allowed to step on everyone's toes. None of these things make sense. Turrets should be superior in scram range, that's where most solo and small gang pvp as I know it takes place anyway. If you know what your doing it's not hard to ensure the majority of your pvp will take place there if your flying with blasters or pulse lasers.
0-10km - Short range turrets like blasters and pulse lasers are the best in this area, they can hit any size of target and no scrammed and webbed frig will stand a chance, exactly as it should be.
In 10-25km disruptor range missiles should be best, turret players can complain about hitting frigates with large guns in disruptor range because it does suck with turrets, but if your in a ship and you can't track the target because it's too close or too far away your doing it wrong, don't get too close with rails and don't get too far with blasters and you'll be fine. This is the range a good missile pilot should be at. Blasters have little difficulty dealing with frigs if they're fit right, all it takes is 1xWeb and 1xScram and you will be able to apply dps to frigs. So 1xdisruptor and 1xtarget painter should be enough to do the same thing for missiles, not full dps but enough so that an active tanking t1 frig like the incursus can't tank Heavy Missiles for any extended period of time. This could be done with a combination of a change to Explosion Velocity, Explosion Radius and the introduction of a new heavy target painter that only works within 25km, or a script for the existing target painters that will either extend range or increase effectiveness within this range. Either way it should be calculated so that a fully skilled HML pilot can quickly kill a dual rep incursus in the envelope where the buffed TP is active but struggle outside it. If this was done right, frigs would continue to enjoy similar immunity to Heavy missiles outside the disruptor range as they do now, but inside that range no frig is safe. The TP module will be seen as just as important for Heavy Missile Users as a Web is for Blasters.
Next would be the area from 24km out to 60km and this should be where drones are superior... but how to make drones inferior to missiles within 24km but superior outside that range? They are already inferior to Blasters in scram range due to DPS, and In a way by buffing Heavy missiles with the new target painter you are automatically giving missiles a buff over drones in that 25km zone without actually making any changes to drones at all. Drone boats would still still have more dps and flexibility, but this way they shouldn't be better against both frigs and vessels the same size at all ranges, missiles will be best against smaller ships, at least between the 10-25km radius which is where a missile pilot should aim to be anyway.
To Summarise the following changes would balance medium weapons perfectly for me without tinkering with dps numbers:
1) Heavy Missile explosion velocity needs a buff so that it's not triple handicapped like it is now with low dps that dosen't apply to anything smaller than a cruiser, or anything that moves, if something small moves you might as well save your ammo.
2) The new target painter should mean that you don't have to fill your mediums with TP's to start doing some real dps against frigs. That was always unrealistic, and only missiles are impotent regardless of range, angular velocity, and fittings. With this they are well balanced between blaster boats with web and scram, and light drones which will still be better against frigs at long range.
3) Tracking computers should get a buff.
4) RLML would be a lot more palletable if ships like the Cerberus and Caracal had viable alternative weapons that were not riddled with flaws, and weaknesses. If others can see a use for them in specialized roles good, but all I can see right now is the last viable medium system being turned into a niche weapon I can't think of any use for, having 3 broken weapons systems to chose from is a bit much. If they take away the extra power grid need for them and add 2 more charges to the clip I would accept that because at least then your not prevented from fitting a good shield tank to survive the 40 second reload, and you have a chance to kill 2 frigates before reload instead of just one, it's just a few percentage points more average dps, and I think it needs at least that much.
5) Navy Issue Drake: remove the sig radius bonus and replace it with a 5% damage bonus so that it's potential DPS isn't actually lower than the standard issue.
Nothing there that will change a lot, just enable people to use Missiles that are currently useless. |

Warmistress Severine
Blue Republic RvB - BLUE Republic
43
|
Posted - 2013.11.26 23:10:00 -
[2234] - Quote
Moonaura wrote:Warmistress Severine wrote:Wow...
40 seconds reload time, when you have just 18 shots.... who envisioned this crap? Welcome to the thread lol Well i just climbed into my Caracal and was "trying" to do some solo pvp. f.u.c.k meh, when i realized what they did. Didn't get the mail on THAT change. |

Arthur Aihaken
The.VOID
656
|
Posted - 2013.11.26 23:11:00 -
[2235] - Quote
Fourteen Maken wrote:I've been thinking about this and decided the best way to fix RLML's is to just fix HAM's and HML's instead and let the RLML fill whatever niche it was meant for. I wouldn't expect a huge buff for HAM's or HML either, although a dps buff would be nice there is no chance of that coming so I would settle for something that makes the dps they do have apply to more than just asteroids and space stations. Everything should have a niche in pvp, and here's what I believe those niche's should be without much buffing required, only tweaking of the damage formula and adding a new module: -// snip //- 1. HMLs need both a small explosion radius (125) and explosion velocity (100) buff. HAMs should be tweaked to (100) and (125), respectively. 2. Was there a change to TPs other than the new 5-second cycle? 3. Faction tracking computers should get a buff (not T2s). 4. RLMLs and RHMLs need a +1/3 ammunition increase if the current reload time is to be retained. 5. Navy Drake should get a +5% rate of fire per level in addition to the explosion radius bonus. Or a 5% kinetic damage bonus. I am currently away, traveling through time and will be returning last week. |

Jayrendo Karr
Fleet of Fail Usurper.
261
|
Posted - 2013.11.26 23:15:00 -
[2236] - Quote
Tl'dr missles still garbage 98% of the time... |

Fourteen Maken
Deep Core Mining Inc. Caldari State
63
|
Posted - 2013.11.26 23:16:00 -
[2237] - Quote
Arthur Aihaken wrote:Fourteen Maken wrote:I've been thinking about this and decided the best way to fix RLML's is to just fix HAM's and HML's instead and let the RLML fill whatever niche it was meant for. I wouldn't expect a huge buff for HAM's or HML either, although a dps buff would be nice there is no chance of that coming so I would settle for something that makes the dps they do have apply to more than just asteroids and space stations. Everything should have a niche in pvp, and here's what I believe those niche's should be without much buffing required, only tweaking of the damage formula and adding a new module: -// snip //- 1. HMLs need both a small explosion radius (125) and explosion velocity (100) buff. HAMs should be tweaked to (100) and (125), respectively. 2. Was there a change to TPs other than the new 5-second cycle? 3. Faction tracking computers should get a buff (not T2s). 4. RLMLs and RHMLs need a +1/3 ammunition increase if the current reload time is to be retained. Or drop the reload time to 20 seconds with the current capacity. 5. Navy Drake should get a +5% rate of fire per level in addition to the explosion radius bonus. Or a 5% kinetic damage bonus.
Yeah I'd take this either, but with a heavy target painter/script instead of just buffing sig radius, because I do think missiles should need to change their fit to get better dps against frigs, and that improved dps should only be effective in the 25km overheated disruptor radius not the full range of missiles. |

Arthur Aihaken
The.VOID
656
|
Posted - 2013.11.26 23:22:00 -
[2238] - Quote
Fourteen Maken wrote:Yeah I'd take this either, but with a heavy target painter/script instead of just buffing sig radius, because I do think missiles should need to change their fit to get better dps against frigs, and that improved dps should only be effective in the 25km overheated disruptor radius not the full range of missiles. Not sure if we'll ever see a scripted target painter, to be honest. Truthfully, other than closing to range and using a stasis web or using a target painter at range - the only option is rigors, rigors and rigors (in that order). I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
106
|
Posted - 2013.11.26 23:33:00 -
[2239] - Quote
Fourteen Maken wrote:Yeah I'd take this either, but with a heavy target painter/script instead of just buffing sig radius, because I do think missiles should need to change their fit to get better dps against frigs, and that improved dps should only be effective in the 25km overheated disruptor radius.. Overloaded warp disruptor II is 28 km (28.8 according to EFT) so - moar range, yay...  |

Cygnet Lythanea
World Welfare Works Association Independent Faction
302
|
Posted - 2013.11.26 23:59:00 -
[2240] - Quote
Even the rapid light is pretty useless. Needs about 20 missiles at least, or a shorter reload.
The Most Interesting Player In Eve. |
|

Arthur Aihaken
The.VOID
657
|
Posted - 2013.11.27 00:28:00 -
[2241] - Quote
Cygnet Lythanea wrote:Even the rapid light is pretty useless. Needs about 20 missiles at least, or a shorter reload. Faction has 19, so maybe a tad more?  I am currently away, traveling through time and will be returning last week. |

Herzog Wolfhammer
Sigma Special Tactics Group
3703
|
Posted - 2013.11.27 00:36:00 -
[2242] - Quote
If there was ever a difference between a "fighting bay" and a "gank bay", then the pre-Rubicon RML and post-Rubicon RML are perfect examples of this difference.
If the idea is "gank launcher", fine, make a gank launcher. But there was already artillery for that.
if we really want to party, how about a missile launcher that can launch a handful of missiles at once? Such a launcher would take a long time to reload, having to put all those new missiles into the launcher. That could take 40 seconds.
Being the RMLs back to where they were, bring on a new "swarm" launcher (as previously suggested) that has one salvo of multiple missiles but takes a while to reload. THIS would be one heck of a way for large ships to pack neat surprises for tacklers and logistics, especially Gallente ships with one launcher turret (if any).
Ah well. Fun while it lasted. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
113
|
Posted - 2013.11.27 00:51:00 -
[2243] - Quote
Fourteen Maken wrote:I have no use for this weapon, I really don't give a toss about nulsec fleets or whatever peculiar niche it might be slightly better at. I have 6million skill points total and the Caracal was one of the only ships I could use, this is what people don't seem to understand... people like me are left with no option than to be forced out of our chosen race of ships. So far it's happened at frigate level and destroyer level and now cruiser level i may as well just give up on Caldari but I'd rather I didn't have to. I am in a good position. I managed to make enough cash with my HML Drake before Retribution. So I was able to withstand the costs of skilling out of missiles. Plus the insurance from the losses of said drakes in lvl4s after the expansion also helped me out.
Regardless, I am completely out of Caldari ships in terms of combat. I may consider the use of certain ones for ECM but not if that gets nerfed too. So if I may say best of luck to you there.
Now moving on, I am not about to give up on the concept of fair-play and balance. Missile mechanics are broken and have been at least as long as I have been playing. Turrets get a major buff compared to missiles in the T2 versions. Missiles only get a ROF bonus with specialization skills which does nothing for the damage application issue. That said, missiles are great for two things: bashing structures and practically immobile ships (caps and supercaps). |

Moonaura
The Dead Rabbit Society
369
|
Posted - 2013.11.27 01:01:00 -
[2244] - Quote
Warmistress Severine wrote:Moonaura wrote:Warmistress Severine wrote:Wow...
40 seconds reload time, when you have just 18 shots.... who envisioned this crap? Welcome to the thread lol Well i just climbed into my Caracal and was "trying" to do some solo pvp. f.u.c.k meh, when i realized what they did. Didn't get the mail on THAT change.
Yeah, it was only introduced about 10 days before the expansion launch, out the freaking blue. That is one of my frustrations about the way its been handled. That and CCP Rise refusal to acknowledge any negative feedback under the claim it wasn't constructive. Boldly going forward, still can't find reverse - name that tune kids! |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
113
|
Posted - 2013.11.27 01:21:00 -
[2245] - Quote
Arthur Aihaken wrote:Moonaura wrote:Maybe it is just as well. It all looks like a bit of a love in over there, and thats fine. Whether I agree with these changes or not (its pretty clear I don't lol), CCP Rise is still just a dude trying to make his way in the world. Does this beg the question as to why CCP Rise can find 2.5 hours on Reddit to respond to questions but -zero- in CCP's own official forums? Well, I had some fun bashing CCP Rise for failing in his job description/responsibilities to monitor his own threads on both Reddit and Twitter. No, I just made the accounts a few minutes ago for that express purpose. |

Arthur Aihaken
The.VOID
659
|
Posted - 2013.11.27 01:23:00 -
[2246] - Quote
Kenshi Hanshin wrote:Regardless, I am completely out of Caldari ships in terms of combat. I may consider the use of certain ones for ECM but not if that gets nerfed too. So if I may say best of luck to you there. From the sounds of it ECM is going to be up on the chopping block sooner as opposed to later. .....
And on a related note, I found a role for RLMLs in PvP as an anti-frigate deterrent on my Tengu. Obviously the RLML changes haven't completely filtered out to everyone (mmmm, Hawk - nom nom). A pair of them puts out close to 200 dps for 50 seconds, which when combined with HAMs or HMLs is more than enough to finish the little bastards off.
Note: This is not a ringing endorsement. I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
372
|
Posted - 2013.11.27 01:45:00 -
[2247] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:Regardless, I am completely out of Caldari ships in terms of combat. I may consider the use of certain ones for ECM but not if that gets nerfed too. So if I may say best of luck to you there. From the sounds of it ECM is going to be up on the chopping block sooner as opposed to later. ..... And on a related note, I found a role for RLMLs in PvP as an anti-frigate deterrent on my Tengu. Obviously the RLML changes haven't completely filtered out to everyone (mmmm, Hawk - nom nom). A pair of them puts out close to 200 dps for 50 seconds, which when combined with HAMs or HMLs is more than enough to finish the little bastards off. Note: This is not a ringing endorsement.
Yeah, ECM. The e-war everyone loves to hate. The irony being is its very easy to counter. For small gangs its tricky but for fleet fits, its very straightforward, but nobody wants to fit for it, train the skills, or use the command ship to increase ship sensor strength. Combine that with the fragility of the ships using it, and I'm not sure its truly broken, its just that people don't like giving up DPS or a slot to counter it. Add in the ability for ships to add some remote ECCM support to stuff like logistics, and there is little reason to be worried about it in a well fit gang.
There is also an element of skill to it and its something different to do in the game.
http://www.thedeadrabbitsociety.com/blog/comments/pain_and_pleasure
Lets just hope they give us more than 10 days before release of the expansion they change it in. Given they've screwed over most Caldari ships lately (resist nerf, missile nerfs, lack of EHP bonus on vulture, nighthawk midslots etc) I'm not convinced it will be good news. Boldly going forward, still can't find reverse - name that tune kids! |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1199
|
Posted - 2013.11.27 02:09:00 -
[2248] - Quote
Rise isn't going to reply here anymore. He's done with this project and now he's busy with rebalancing Margin Trading. The only ones still watching this thread are the ISDs who hang around to make sure things don't get out of hand again. |

Zvaarian the Red
Evil Leprechaun Brigade
86
|
Posted - 2013.11.27 02:14:00 -
[2249] - Quote
Alvatore DiMarco wrote:Rise isn't going to reply here anymore. He's done with this project and now he's busy with rebalancing Margin Trading. The only ones still watching this thread are the ISDs who hang around to make sure things don't get out of hand again.
I think it's a good idea for people to keep this thread alive myself. Sooner or later it might get their attention. Going silent on the other hand never will. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1199
|
Posted - 2013.11.27 02:16:00 -
[2250] - Quote
I don't disagree. I'm merely responding to the sentiment (and a few outright statements) wondering about further reply from CCP 40Sec - I mean CCP Rise. |
|

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
113
|
Posted - 2013.11.27 02:19:00 -
[2251] - Quote
Moonaura wrote:Arthur Aihaken wrote:Kenshi Hanshin wrote:Regardless, I am completely out of Caldari ships in terms of combat. I may consider the use of certain ones for ECM but not if that gets nerfed too. So if I may say best of luck to you there. From the sounds of it ECM is going to be up on the chopping block sooner as opposed to later. ..... And on a related note, I found a role for RLMLs in PvP as an anti-frigate deterrent on my Tengu. Obviously the RLML changes haven't completely filtered out to everyone (mmmm, Hawk - nom nom). A pair of them puts out close to 200 dps for 50 seconds, which when combined with HAMs or HMLs is more than enough to finish the little bastards off. Note: This is not a ringing endorsement. Yeah, ECM. The e-war everyone loves to hate. The irony being is its very easy to counter. For small gangs its tricky but for fleet fits, its very straightforward, but nobody wants to fit for it, train the skills, or use the command ship to increase ship sensor strength. Combine that with the fragility of the ships using it, and I'm not sure its truly broken, its just that people don't like giving up DPS or a slot to counter it. Add in the ability for ships to add some remote ECCM support to stuff like logistics, and there is little reason to be worried about it in a well fit gang. There is also an element of skill to it and its something different to do in the game. http://www.thedeadrabbitsociety.com/blog/comments/pain_and_pleasureLets just hope they give us more than 10 days before release of the expansion they change it in. Given they've screwed over most Caldari ships lately (resist nerf, missile nerfs, lack of EHP bonus on vulture, nighthawk midslots etc) I'm not convinced it will be good news. If that does happen then I am going to be livid and that is a cosmic understatement...
Of course, there is the point that is pretty easy to turn something into a PR nightmare for a company. All it takes is someone with the right connections and/or tenacity. That and I did some research during Retribution, CCP counts for a pretty size-able part of Iceland's economy. So, if they cross the "Rubicon" with the player base, well we can cause some serious economic incentives both on the company and Iceland as a whole. A fact that it would be wise of them not to discount or ignore.
Anyway, back on topic...
Alvatore DiMarco wrote:I don't disagree. I'm merely responding to the sentiment (and a few outright statements) wondering about further reply from CCP 40Sec - I mean CCP Rise.
I love that new nickname for that particular CCP employee. Mind if I borrow that in future? ^_^
Besides the proposal that i made for missile mechanics changes still stands. I admit that it isn't perfect but it is a hell lot better than the present one. No offense to my fellows that spent a good amount of time working out similar proposals. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1201
|
Posted - 2013.11.27 02:32:00 -
[2252] - Quote
Kenshi Hanshin wrote: I love that new nickname for that particular CCP employee. Mind if I borrow that in future? ^_^
The idea is for it to catch on, so feel free to use it whenever and wherever you see fit. |

Arthur Aihaken
The.VOID
663
|
Posted - 2013.11.27 02:52:00 -
[2253] - Quote
Alvatore DiMarco wrote:Rise isn't going to reply here anymore. He's done with this project and now he's busy with rebalancing Margin Trading. The only ones still watching this thread are the ISDs who hang around to make sure things don't get out of hand again. Yes, "Margin Trading"... because it's such a balance issue... I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
86
|
Posted - 2013.11.27 03:51:00 -
[2254] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Rise isn't going to reply here anymore. He's done with this project and now he's busy with rebalancing Margin Trading. The only ones still watching this thread are the ISDs who hang around to make sure things don't get out of hand again. Yes, "Margin Trading"... because it's such a balance issue. And it's not like there's any ships or weapons left to rebalance...
Lots of things need to be rebalanced. But I'd rather someone else do it. I hope CCP 40Sec sticks with ancillary issues like margin trading from now on. Dude is terribad at ship and weapon balance. |

Arthur Aihaken
The.VOID
663
|
Posted - 2013.11.27 03:58:00 -
[2255] - Quote
Zvaarian the Red wrote:Lots of things need to be rebalanced. But I'd rather someone else do it. I hope CCP 40Sec sticks with ancillary issues like margin trading from now on. Dude is terribad at ship and weapon balance. Yes, Command ships were such a hit in Odyssey... and Marauders in Rubicon. Now a tentative nerf to Serpentis webs. I think if we keep working at it we can manage to **** off just about everyone in EVE while we wait for 'GoonGate'. I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
114
|
Posted - 2013.11.27 07:46:00 -
[2256] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Dude is terribad at ship and weapon balance. Yes, Command ships were such a hit in Odyssey... and Marauders in Rubicon. Now a tentative nerf to Serpentis webs. Well well, how it went... you can't expect to comfortably sit in your dps Vindi and have an affect on your opponent speed at insane ranges by simply pressing a key... 
I remember a guy crying how he got caught by nasty gate campers and one-shotted because remote sensor boosted Daredevil literally stopped his Dramiel before he could reach a gate and escape (which is exactly what Daredevil is supposed to do). That was of course game breaking and terribly OP as well so let's just make everything "balanced" by nerfing everything that stands out to the ground so we can enjoy flying equally worthless ships.. |
|

CCP Rise
C C P C C P Alliance
3220

|
Posted - 2013.11.27 11:54:00 -
[2257] - Quote
You guys really can't continue to claim I haven't acknowledged your negative feedback.
I first responded to concerns here: https://forums.eveonline.com/default.aspx?g=posts&m=3851753#post3851753 then I responded again here after reading more feedback: https://forums.eveonline.com/default.aspx?g=posts&m=3864075#post3864075 and finally I directly commented on the volume of complaints and why I wasn't acting based on them in this post https://forums.eveonline.com/default.aspx?g=posts&m=3864922#post3864922
Look at the previous page of feedback. Several posts calling me names or talking about ECM, and one post from someone actually using RLML who says they are enjoying them. This is a really good example of how the thread has gone in general and represents why I haven't made big changes so far.
Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
I'm going to continue to watch this very closely and won't hesitate to make changes if I'm convinced (or others in my department) are convinced that they are needed.
edit: I want to add that I hope to never make a big balance change this late in a release cycle again. I felt that it was worth it in this case because rolling out Rapid Heavies with the intention of making a big change to their mechanic shortly after release would be worse than getting them out with the right mechanic and time to tune them if the balance wasn't exactly right. This trickled down to RLML as well. I still think that was the right decision but I want to work to avoid having to do it in the future. |
|

Dav Varan
Spiritus Draconis Sicarius Draconis
108
|
Posted - 2013.11.27 12:22:00 -
[2258] - Quote
CCP Rise wrote: Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
Put the 40 second reload onto every weapon in game if its such a great mech.
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
315
|
Posted - 2013.11.27 12:23:00 -
[2259] - Quote
Dav Varan wrote:CCP Rise wrote: Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
Put the 40 second reload onto every weapon in game if its such a great mech.
give me front loaded damage, selectable damage types, exccelent projection and tracking and I'd happily have it |

Elise Delacroix
Stillwater Corporation
0
|
Posted - 2013.11.27 12:30:00 -
[2260] - Quote
I've been flying Caracals loaded with RLMLs, to give them a fair chance. Soloing, I'm struggling with it, in good part due to the time it takes to load the correct damage type.
For small gangs (~3?) it is a nice support platform to keep frigates away... unless one with the "wrong" resists lands, then the Caracal might as well not be there.
Also, the UI not having any representation for how long the reload takes is an issue. Just having it "flashing" isn't very useful if my ship is edging towards armour and I'm not certain how long it will still take... fight or flight?
I think addressing these would make it more enjoyable. And I also agree with the comments of 40s not being fun. It is a simple claim but an important one. |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
436
|
Posted - 2013.11.27 12:35:00 -
[2261] - Quote
CCP Rise wrote:You guys really can't continue to claim I haven't acknowledged your negative feedback.
You haven't acknowledge that light missiles are stupid, perhaps because you only look at 'usage metrics'. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
315
|
Posted - 2013.11.27 12:36:00 -
[2262] - Quote
Elise Delacroix wrote:I've been flying Caracals loaded with RLMLs, to give them a fair chance. Soloing, I'm struggling with it, in good part due to the time it takes to load the correct damage type.
For small gangs (~3?) it is a nice support platform to keep frigates away... unless one with the "wrong" resists lands, then the Caracal might as well not be there.
Also, the UI not having any representation for how long the reload takes is an issue. Just having it "flashing" isn't very useful if my ship is edging towards armour and I'm not certain how long it will still take... fight or flight?
I think addressing these would make it more enjoyable. And I also agree with the comments of 40s not being fun. It is a simple claim but an important one.
Feedback (count down timer) for reloads on all modules and cool down timers would be a massive improvement to the UI
Ammo switching is I believe in hand. I think the idea is to allow you to switch ammo for the same ammount already loaded. not sure if instant or timed.
If you have the feed back of reload timers and the ammo switching issue solved I believe this weapon would be accepted easily. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
114
|
Posted - 2013.11.27 12:36:00 -
[2263] - Quote
CCP Rise wrote:I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun. Yes, 40 seconds to switch ammo type isn't really fun. Besides, only 18 missiles clip is shameful - please increase it to at least 20 where 22 would be the right number considering how much of one's game play is ruined with needless inactivity. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
436
|
Posted - 2013.11.27 12:38:00 -
[2264] - Quote
Spugg Galdon wrote:Dav Varan wrote:CCP Rise wrote: Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
Put the 40 second reload onto every weapon in game if its such a great mech. give me front loaded damage, selectable damage types, exccelent projection and tracking and I'd happily have it @CCP Rise: Could you please look into the turret version of these weapons (the Dual 150mm rails, quad light beam lasers etc) because those things are god awful at shooting frigates. The 150mm rails fitted to a thorax using Javelin with a scrammed and webbed and tracking computer can't even hit a cruiser anywhere inside it's engagement envelope. The damage of these weapons and the range is just fine. Their tracking is just so terrible.
Rails with antimatter at antimatter range track way better than javelin at javelin range. |

Lara Feng
University of Caille Gallente Federation
12
|
Posted - 2013.11.27 12:54:00 -
[2265] - Quote
CCP Rise wrote:You guys really can't continue to claim I haven't acknowledged your negative feedback. I first responded to concerns here: https://forums.eveonline.com/default.aspx?g=posts&m=3851753#post3851753then I responded again here after reading more feedback: https://forums.eveonline.com/default.aspx?g=posts&m=3864075#post3864075and finally I directly commented on the volume of complaints and why I wasn't acting based on them in this post https://forums.eveonline.com/default.aspx?g=posts&m=3864922#post3864922Look at the previous page of feedback. Several posts calling me names or talking about ECM, and one post from someone actually using RLML who says they are enjoying them. This is a really good example of how the thread has gone in general and represents why I haven't made big changes so far. Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
Seriously? People gave you tons of valid feedback. I could at least link a dozen posts of people with overwhelming game mechanic knowledge who posted coherent and very stringent feedback, laying out workarounds and pointing out the problems. You ignored every single one of that posts because some other people were quite upset (and rightfully so.) Instead you posted some rant about how you disliked the crowd going apeshit and would therefor exclusively listen to a bunch of CSM members who thought it was a great idea (i-¦m pretty sure not one of those guys actually used the stuff we are talking about in this thread in a long time.) Of course that made people even more upset considering that many just see the CSM as a bunch of lobbyist clowns who get free trips to Iceland.
You actually didn-¦t post one coherent answer concerning the proper feedback and solely focused on the hatemongering.
CCP Rise wrote: I'm going to continue to watch this very closely and won't hesitate to make changes if I'm convinced (or others in my department) are convinced that they are needed.
Come on. We all know how these things work with CCP. Stuff is thrown into the game and remains untouched for years because there are always more recent things to do. In 5 years when your metrics tell you that nobody uses RLML anymore we can maybe get a Dev to have a proper look at them again.
CCP Rise wrote: Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
It is not just -¦not fun-¦, it is quite simple bad game design. People pointed out why a bazillion time in this thread and continue to do so. You can not really argue that there is no substantial feedback because that would be just insanely ignorant. And on another note: If the majority of people think that a 40s reload is not fun than thats an argument in itself. Last time i checked a game should at least be fun to a certain extent.
CCP Rise wrote: I felt that it was worth it in this case because rolling out Rapid Heavies with the intention of making a big change to their mechanic shortly after release would be worse than getting them out with the right mechanic and time to tune them if the balance wasn't exactly right. This trickled down to RLML as well. I still think that was the right decision but I want to work to avoid having to do it in the future.
RHLMs could have waited, just a minority even cared for them being introduced. If you were not satisfied with them completely you could have just pushed them back and take your time to balance them out. Instead you forced the concept onto a totally different weapon system which only had very very minor balancing issues without even spending proper time for testing them on SiSi. |

Altrue
Exploration Frontier inc
723
|
Posted - 2013.11.27 13:36:00 -
[2266] - Quote
CCP Rise wrote: there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
Well first of all, this single concern should be enough to make you rethink this system. I thought that CCP was trying to change mechanics that are not fun, that's why we have to endure the loot scatter thing for instance.
You're a developping a game. Okay it's serious business and the like, but it's still a game and it should be fun to play. In some way or another. But 40 seconds on inactivity cannot be fun in any way.
Then if you want some substance here is some : 1- RHMLs didn't have to end up having the same mechanisms than RLMLs. YOU decided that. It cannot justify such prompt change right before the release. 2- 40 second reload kills the ability to switch damage for a weapon that is already weak because it has the possibility to do that. 3- 40 second reload kills the ability to kill things that were already hard to kill with RLMLs, and helps killing things that were already killable with RLMLs. Further imbalancing the weapon. 4- Maybe you believe that ASBs are cool, but after extensively trying them in pvp I can confirm that I switched back to the old cap booster + regular shield booster. Expanding a ...mixed... concept to weapons is a bad idea. 5- From a game design perspective, there are better ways to reward player's decisions than a 40 second cooldown. There is no thinking in using the weapon, just betting. You bet, and you win or loose, but due to arbitrary numbers and randomness. There is absolutely no way to be good at using RLMLs because once you've fired your missiles you have to reload and do it again. A bot could do it.
So... Of course you can continue to say "I hear, I hear !" which equals a "shut up" by the way, you can continue to say that the only argument that didn't lack substance was a complaint about fun which equals a denial of 90% of the feedback here... Or you can actually act and forever forget the concept of having more than 10sec reload mechanics. G££ <= Me |

Moonaura
The Dead Rabbit Society
376
|
Posted - 2013.11.27 13:41:00 -
[2267] - Quote
CCP Rise wrote: Look at the previous page of feedback. Several posts calling me names or talking about ECM, and one post from someone actually using RLML who says they are enjoying them.
Well, I guess that is a dig at me huh? In total, in this entire thread, there have been three posts mentioning ECM, one of them mine, and the reason it was brought up, was because this thread, was because of one of your answers on AMA and our fears that you will repeat exactly the same mistakes with ECM as you have with the RLML changes, which are:
1. Short notice of the changes just before release. 2. Minimal time to test on SISI before release. 3. Asking for feedback, here and on social media, but then basically ignoring it claiming out of 115 pages, over 2260 posts and counting, yet you still insist on claiming that not a single one of them offered you constructive negative feedback. What does one have to do to write a post that will qualify at this point in your eyes, its frankly baffling??? 4. Your promise to continue to listen to feedback post launch, but then unsticking this thread - which in itself was still very new - while other new threads have remained sticked! 5. Absolute no feedback on good suggestions like pushing it to 1.1 or creating new modules with your new mechanics in so people have CHOICE in fitting it. Not forced into an entirely new mechanic.
CCP Rise wrote:
This is a really good example of how the thread has gone in general and represents why I haven't made big changes so far.
Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ.
But ignoring feedback here. Yeah we got that much on our own lol. Please honestly, don't bother asking us for feedback again if you're going to get on a high horse about it. You were a player just like us. Please value our opinions just as much as your friends and the CSM. Metrics - while useful - do not paint the full picture. Many people, myself included, have pointed out to you why so many people used the RLML - and explained why its use increased.
The way it has consistently come across, is that basically you've only wanted to hear statements that reinforce your view, and you've basically ignored anyone that said otherwise.
CCP Rise wrote: I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
Oh dear gods. Its not that it isn't fun, its that you've removed a massive part of player skill and choice in picking the right missile for a fight and basically enforcing only one way of using them. Hit (pray) and run.
We don't care if you introduce a 40 second mechanic burst module - but don't give it to us as standard, but as a new choice - just like the ASB was a fun, new choice that added options to the game.
CCP Rise wrote: I'm going to continue to watch this very closely and won't hesitate to make changes if I'm convinced (or others in my department) are convinced that they are needed.
edit: I want to add that I hope to never make a big balance change this late in a release cycle again.
TFFT.
CCP Rise wrote: I felt that it was worth it in this case because rolling out Rapid Heavies with the intention of making a big change to their mechanic shortly after release would be worse than getting them out with the right mechanic and time to tune them if the balance wasn't exactly right. This trickled down to RLML as well. I still think that was the right decision but I want to work to avoid having to do it in the future.
 Boldly going forward, still can't find reverse - name that tune kids! |

Arthur Aihaken
The.VOID
670
|
Posted - 2013.11.27 13:54:00 -
[2268] - Quote
CCP Rise wrote:You guys really can't continue to claim I haven't acknowledged your negative feedback.
Look at the previous page of feedback. Several posts calling me names or talking about ECM, and one post from someone actually using RLML who says they are enjoying them. This is a really good example of how the thread has gone in general and represents why I haven't made big changes so far.
Rise, thanks for finally responding in this thread.
I went back through the few previous pages of feedback and the only example(s) I could find with respect to actual RLML use seem to beGǪ mine. Just to clarify: I had to "guess" and pre-load the pair of RLMLs and HMLs with what ammunition I thought would do well prior, and I went with scourge mainly because of the +25% damage bonus on the Tengu. I couldn't afford to forfeit the first 40 seconds of the engagement, so I instead opted to kept the pressure on with the scourge RLMLs while I swapped the HMLs out to mjolnir to break his shields, chew through his armor and put him seriously into hull before he managed to disengage.
As indicated, RLMLs work best as a supplementary weapons system; the 40-second reload still has too many inherent drawbacks to use exclusively in a primary role.
CCP Rise wrote:Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
I'm going to continue to watch this very closely and won't hesitate to make changes if I'm convinced (or others in my department) are convinced that they are needed. The 40-second reload isn't fun. I put the RLMLs on, go feed my ravenous Siberian Husky and by the time I return I've got one volley out with an auto-reload. Fun for the dog, not so much for me. I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
376
|
Posted - 2013.11.27 13:59:00 -
[2269] - Quote
CCP Rise, for your purview, from earlier in this thread. Opening line apart, how can you NOT consider this constructive feedback? I mean its about as detailed as you could get, and well thought out.
It is basically saying that stuff like this is not constructive in anyway, and thus you are ignoring it, that has created so much rage in this thread.
Altrue wrote:This change is crap. CCP Rise wrote: The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice.
Of course ! The missile system as it is as a whole is bad, that's the problem. Because, and it was extensively demonstrated on the article of TMC, currently Cruise missiles are SNIPE ammo, and Torpedoes are BS + Structure sized only. There is NO WEAPON that is able to deal with BCs and smaller. The problem is not about RHML being overpowered : if they are more powerful then cruise or torp it's simply because there is no BS sized missiles to fill the role. A role that precisely happen in 90% of the situations in PvP. When did you see a BS missile ship being used in pvp for the last time ? RLML and RHML are the only weapons enabling missile ships to decently engage in pvp when they believe that there will be smaller ships. Not because there will be ONLY smaller ships, but because they know that one single smaller ship will be able to tank them for the eternity due to the way missiles work. As such, and even if it's an interesting idea, this change will simply make RLML and RHML useless. Who would bother choosing a weapon system that, MAYBE, will help them kill smaller ships (because either they will kill them with or without this change, or either they won't) but will CERTAINLY make them loose the rest of the time ? This is also an indirect buff to buffer tanking, since the only concern is to tank the incoming damage for 50 seconds before getting 40 seconds of freedom which means basically a free kill (no missile ship is really tanky except the drake, and he was nerfed). So, what does this tell us ? Cruiser and BS-sized missiles are crap in pvp, because they aren't effective against smaller targets, even with stasises. Whereas large turret ships can do wonders with stasises. The way target painters work is, as well, an heresy. How do you make a difference when the debuff is a percentage ? By nature this means that against smaller ships, non-bonused TP are irrelevant. My proposal :1- Make speed more relevant than sig radius for damage calculations below a certain speed threshold (or for close-range missiles). So that if you make the ennemi ship motionless you don't need TPs. 2- Make Sig radius more relevant than speed for damage calculations above a certain speed threshold (or for long-range missiles). So that target painting becomes a wiser choice against fast targets. 1 & 2 preserve some love for the decision making, while enabling a new wide array of uses for long-range missiles. (Do anyone here use cruise missiles currently ? ^^') 3- Sized target painters ? 1nm, 10nm, 100nm (random numbers) target painters ! When a battleship target paints a frigate with its big ray, it should increase the sig radius accordingly to the size of weapons he is using. It also prevents abuses with small and fast frigates being used to support cruise missiles snipers. 4- New hybrid-damage missiles types ! (50%/50%) Caldaris's kinetic bonuses only applies if the missile is making 50 or 100% of its damage in kinetic (but apply to both damages). There is still the race's favorite damage, but you cannot just fill the kinetic resist and be assured that it will work perfectly against missiles and still very decently against hybrids. Keep the 10sec reload time of course. 5- No new increase in missile DPS ! Above changes make damage application easier, but paper DPS should remain the same. 6- Upgrade F.O.F ammo to make them actually useful. OR delete them entierly and create a ship-wide FOF toggle if you prefer. At the expense of missile sig radius so that you cannot just FOF if a frigate runs by and oneshot it, but you can still say NO to the nasty ship ECMing you. The ennemy fleet will have to think and manage who is the closest ship from you if they manage to jam a missile ship. 7- With these changes, what happens to RLMLs and RHMLs ? Well imho it would be better to leave them in their previous state without the 40sec cooldown. EDIT : Actually since others missiles would be more useful, RHML and RLMLs could keep their niche of burst dps with this 40sec CD.
Boldly going forward, still can't find reverse - name that tune kids! |

Moonaura
The Dead Rabbit Society
376
|
Posted - 2013.11.27 14:01:00 -
[2270] - Quote
Arthur Aihaken wrote:I went back through the few previous pages of feedback and the only example(s) I could find with respect to actual RLML use seem to beGǪ mine.
Arthur, from start to finish, all your feedback has been top notch. Boldly going forward, still can't find reverse - name that tune kids! |
|

Lara Feng
University of Caille Gallente Federation
13
|
Posted - 2013.11.27 14:06:00 -
[2271] - Quote
Lara Feng wrote:CCP Rise wrote:You guys really can't continue to claim I haven't acknowledged your negative feedback. I first responded to concerns here: https://forums.eveonline.com/default.aspx?g=posts&m=3851753#post3851753then I responded again here after reading more feedback: https://forums.eveonline.com/default.aspx?g=posts&m=3864075#post3864075and finally I directly commented on the volume of complaints and why I wasn't acting based on them in this post https://forums.eveonline.com/default.aspx?g=posts&m=3864922#post3864922Look at the previous page of feedback. Several posts calling me names or talking about ECM, and one post from someone actually using RLML who says they are enjoying them. This is a really good example of how the thread has gone in general and represents why I haven't made big changes so far. Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun. Seriously? People gave you tons of valid feedback. I could at least link a dozen posts of people with overwhelming game mechanic knowledge who posted coherent and very stringent feedback, laying out workarounds and pointing out the problems. You ignored every single one of that posts because some other people were quite upset (and rightfully so.) Instead you posted some rant about how you disliked the crowd going apeshit and would therefor exclusively listen to a bunch of CSM members who thought it was a great idea (i-¦m pretty sure not one of those guys actually used the stuff we are talking about in this thread in a long time.) Of course that made people even more upset considering that many just see the CSM as a bunch of lobbyist clowns who get free trips to Iceland. You actually didn-¦t post one coherent answer concerning the proper feedback and solely focused on the hatemongering. CCP Rise wrote: I'm going to continue to watch this very closely and won't hesitate to make changes if I'm convinced (or others in my department) are convinced that they are needed.
Come on. We all know how these things work with CCP. Stuff is thrown into the game and remains untouched for years because there are always more recent things to do. In 5 years when your metrics tell you that nobody uses RLML anymore we can maybe get a Dev to have a proper look at them again. CCP Rise wrote: Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
It is not just -¦not fun-¦, it is quite simple bad game design. People pointed out why a bazillion time in this thread and continue to do so. You can not really argue that there is no substantial feedback because that would be just insanely ignorant. And on another note: If the majority of people think that a 40s reload is not fun than thats an argument in itself. Last time i checked a game should at least be fun to a certain extent. CCP Rise wrote: I felt that it was worth it in this case because rolling out Rapid Heavies with the intention of making a big change to their mechanic shortly after release would be worse than getting them out with the right mechanic and time to tune them if the balance wasn't exactly right. This trickled down to RLML as well. I still think that was the right decision but I want to work to avoid having to do it in the future.
RHLMs could have waited, hardly anyone even cared for them being introduced. If you were not satisfied with them completely you could have just pushed them back and take your time to balance them out. Instead you forced the concept onto a totally different weapon system which only had very very minor balancing issues without even spending proper time for testing them on SiSi which would have been crucial for such a major change. How long you discussed them beforehand in the dev team does not really matter, because all you guys seem to do lately is deciding stuff on what some metrics and statistics say. I highly doubt anyone of you is actually playing the game on a regular basis any more. And that is okay, i know you will hardly have the time to do so. But in that case please don-¦t deal with user feedback like you have done with a lot of things in Rubicon.
|

Bouh Revetoile
TIPIAKS
431
|
Posted - 2013.11.27 15:00:00 -
[2272] - Quote
Moonaura wrote:Oh dear gods. Its not that it isn't fun, its that you've removed a massive part of player skill and choice in picking the right missile for a fight and basically enforcing only one way of using them. Hit (pray) and run. In fact the module added *a lot* of player skill to its utilization than it required before.
40s reload need planning, and planning is a good part of player skill.
Landing on grid and farming frigate killmails by pressing F1 was not player skill BTW. |

Lara Feng
University of Caille Gallente Federation
14
|
Posted - 2013.11.27 15:07:00 -
[2273] - Quote
Bouh Revetoile wrote:
Landing on grid and farming frigate killmails by pressing F1 was not player skill BTW.
Landing on grid and killing one frigate before you warp off is though? |

Arthur Aihaken
The.VOID
673
|
Posted - 2013.11.27 15:20:00 -
[2274] - Quote
Bouh Revetoile wrote:40s reload need planning, and planning is a good part of player skill. Landing on grid and farming frigate killmails by pressing F1 was not player skill BTW. Not to diminish what you're saying, but the only planning involves not utilizing the current RLMLs entirely as your primary weapon system. While you can split RLMLs into groups, you're still more or less dealing with a 40-second reload (albeit staggered). The also comes at the expense of a weakened opening volley. Pre-selecting the best ammunition choices is a crapshoot, at best. And if you guesstimate wrong, well...
While you're waiting for the 40-second reload your opponent can continue to deal damage or reload his ASB or AAR while he's given a reprieve. Unless you have another weapon system (such as HMLs or HAMs) that you can continue to apply pressure with or swap ammunition types out. I am currently away, traveling through time and will be returning last week. |

Onictus
Silver Snake Enterprise Fatal Ascension
605
|
Posted - 2013.11.27 15:23:00 -
[2275] - Quote
For the 5th (?) time, the issue with RLMLs
1) Medium missiles are ....difficult, HAMs aren't as bad as they are made out to be, BUT without a webber and/or pointer, they are terrible against the the same ship classes. Couple this with the speed nerf to the drake, and cyclone being "meh" and Caracal having at best a meh tank and you DON'T have a formula for a short range weapon system. Particularly when you have T1 cruisers with relatively small sigs going over 2000km/s they lose to much damage.
2) Heavy missiles......that is a problem in itself. I'll be the first to admit that a tweek was needed BUT look at the ranges now, a Caracal gives up what 10km range TOTAL with identical fits (besides the launcher) between RLMLs and heavies, heavies don't scratch an interceptor, of even a Dram on afterburner. On a Drake with Rigor AND a Flare you are talking a 139/ms explosion velocity and a 92m radius. So without getting the calculator out you are lossing what a 1/4 to a 1/5 of your damage on an afterburn BATTLESHIP...seriously a battleship......with DUAL application rigging
With a medium weapon system, what does that do against something like a mega that can reach 1200m/s with proper boosts going? At the time that was justified.......then you guys when and added ALL of the damage that you took from Heavies and put it on the medium LR turrets. That was a bit of a head scratcher. So when you have 800DPS Brutix and 500+ DPS Thoraxes (never though I would say that) you act surprised that everyone flocked to Rapids OF COURSE they did they were the only medium missile that didn't require a dedicated support ship to work, and even then that application was niche, a 300 DPS cruiser isn't a huge threat to most other cruisers, but it was workable because it was potent againt frigates.
....now heck with it, I can use a fleet stabber or vaga in the same roll and get 40% more uptime, and that is everything. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
21
|
Posted - 2013.11.27 15:30:00 -
[2276] - Quote
Well guys, CCP40sec has gone ahead and shown us that he is perfectly willing to disregard any kind of constructive feedback because we're being mean to him. I guess that explains why his mother just called my mother and I'm grounded for forever and ever. But seriously, "Rise" you just disregarded every single one of the constructive and detailed posts because we called you names. And you wonder why we're calling you names? Your entire approach to this is simple-minded and childish. You asked for feedback and then disregarded it because it was mean to you. Grow the hell up. And next time, you don't need to go through all this trouble to tell us to shut up and take what you're going to force on us. |

Sgt Ocker
State War Academy Caldari State
55
|
Posted - 2013.11.27 15:31:00 -
[2277] - Quote
CCP Rise wrote:You guys really can't continue to claim I haven't acknowledged your negative feedback. I first responded to concerns here: https://forums.eveonline.com/default.aspx?g=posts&m=3851753#post3851753then I responded again here after reading more feedback: https://forums.eveonline.com/default.aspx?g=posts&m=3864075#post3864075and finally I directly commented on the volume of complaints and why I wasn't acting based on them in this post https://forums.eveonline.com/default.aspx?g=posts&m=3864922#post3864922Look at the previous page of feedback. Several posts calling me names or talking about ECM, and one post from someone actually using RLML who says they are enjoying them. This is a really good example of how the thread has gone in general and represents why I haven't made big changes so far. Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun. I'm going to continue to watch this very closely and won't hesitate to make changes if I'm convinced (or others in my department) are convinced that they are needed. edit: I want to add that I hope to never make a big balance change this late in a release cycle again. I felt that it was worth it in this case because rolling out Rapid Heavies with the intention of making a big change to their mechanic shortly after release would be worse than getting them out with the right mechanic and time to tune them if the balance wasn't exactly right. This trickled down to RLML as well. I still think that was the right decision but I want to work to avoid having to do it in the future. I'd like to pose a challenge to CCP Rise possibly stop the negative feedback.. Considering the 2 main ships that used RLML's before the change, Caracal and Bellicose don't have kinetic bonuses in fact neither of them get a damage bonus at all. Please find a toon with T2 light missiles and missile support skills to lvl 4 ( the skills many who fly these ships have) take that toon out and run a few lvl 3 missions with it (yes rlm's used to be fitted for PVE).
Then take it into faction warfare, try it using RLML's split (to negate the lengthy reload) and see if you can break the tank on a duel rep incursus with equal skills ( I couldn't on SISI). Then see how you go vs 2 frigates (quite common for frigate hunters), you have to kill them before they call in friends or die as you are webbed and scrammed, see how long it takes to kill just 1 of them. If you have your launchers split into 2 groups you won't have to worry too much about reload but you also won't have the dps/alpha to kill either of them. If you have the weapons grouped, you may kill 1 of them before having to reload and prepare to read your lossmail.
I know a weapon can't be balanced specifically to suit lower skilled pilots but to take a weapon and make it virtually unusable for a large majority of pilots is also a bit harsh. Not everyone in eve wants to take part in blob fleets, many of us enjoy roaming solo or with 2 or 3 others.
Unless EVE Online is moving away from being a sandbox to a game of blob warfare, ALL styles of play and skill levels should be considered when balancing is done.
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Arthur Aihaken
The.VOID
674
|
Posted - 2013.11.27 15:38:00 -
[2278] - Quote
Sgt Ocker wrote:Unless EVE Online is moving away from being a sandbox to a game of blob warfare, ALL styles of play and skill levels should be considered when balancing is done. If anything we need to look at changes to revitalize solo gameplay. I am currently away, traveling through time and will be returning last week. |

Onictus
Silver Snake Enterprise Fatal Ascension
607
|
Posted - 2013.11.27 15:41:00 -
[2279] - Quote
Sgt Ocker wrote:
Unless EVE Online is moving away from being a sandbox to a game of blob warfare, ALL styles of play and skill levels should be considered when balancing is done.
As a point of order (from a card carrying blobber) I've never seen a rapid caracal in space....a couple cerbs that were primarily being annoying, but not a Caracal.
....Its the small gang/solo types that are screaming the loudest (with reason). |

Astroniomix
Cryptic Meta-4
609
|
Posted - 2013.11.27 15:54:00 -
[2280] - Quote
CCP Rise wrote: I also assure you that I am not ignoring negative feedback.
But you are.
Claiming that people dislike the 40 sec reload "because it's not fun" (which isn't really untrue, being combat ineffective against anything that isn't a lone t1 frigate isn't fun.) is ignoring what people are actually saying.
And I don't mean the guys talking about the ammo swapping.
You guys got so hung up on the paper DPS numbers that no one thought about what such a reload does. The only person a 40 second reload creates "options" for is the guy flying against it, because he now has a significant window of opportunity to pump out a serious amount of unanswered damage without having to worry about trying to mitigate yours.
Lastly, these things aren't shield boosters, staggering them does not help. |
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Dr Sraggles
The Covenant of Blood
17
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Posted - 2013.11.27 16:22:00 -
[2281] - Quote
Thanks for replying CCP Rise.
Any forum interaction with the ****tards that play games has got to be with a thick skin. You know how it is with the internet.
Be that as it may in addition to my previous posts I would like to comment on your planned surveillance of "use metrics" as a means of measuring acceptance of the new launchers.
Without knowing precisely how this "use metric" is determined I would still like to offer some user feedback on statistical analysis of such things.
1. Keep in mind that your users are locked into what they can and cannot use based on the number of skill points they have in an area. If you do not have the missile skills to use HAMS or HML instead of RLML you are stuck.
2. If you have trained missiles but have weak gunnery skills you are stuck.
3. If you have trained Caracal but not Vexor you are stuck with using RLML.
You see where I am going here? The point is that your "use metrics" may not be able to discern who is using them because they have no choice whatsoever in the matter rather than out of a true preference. The question you should be asking (and may not be able to answer readily) is who is using RLML that has a true *choice* in what launcher/ship/racial cruiser to use?
Newblings to PvP or PvE have been locked into these changes and many have been set back weeks to months (by having to retrain) by their lack of choice. They are forced to continue using them. I think this was very poorly thought out for what is often a "newbling" weapons system.
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Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1214
|
Posted - 2013.11.27 16:23:00 -
[2282] - Quote
After all the hype about RHMLs got in the immediate days before Rubicon, I can see pushing them back wouldn't have been an option. However, wouldn't it have been possible to launch them with this new mechanic as an experimental sort of thing and leave RLMLs as they are until more data from TQ had come in - and possibly until after a proper and comprehensive missile rebalance? Yes indeed I do keep chanting "missile rebalance" and "fix the ammo" like some kind of mantra, I know.
On the other hand, if someone's comment from another thread is true and most of this rebalancing effort is being done with skirmish links in mind.. isn't the problem the link and not the module or ammo and doesn't rebalancing something to be "good" with the links result in it being "subpar or bad" without those links?
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Herzog Wolfhammer
Sigma Special Tactics Group
3709
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Posted - 2013.11.27 16:54:00 -
[2283] - Quote
Dav Varan wrote: Weapon may be ok for low skilled null sec blob bears ganking stuff.
You see, this is pretty much the point. RLMLs are turned into "gank weapons" with this 40 second reload time.
Gank weapons and weapons for PVe and PVP now have a starker contrast.
CCP Rise wrote: I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
This is because to most of the player base, suicide ganking (for which a 40 second reload issue is moot) and blobbing hapless players in gate/bubble camps (also where a 40 second reload time is not a problem) is not fun. They don't even consider 50 to 1 to be PVP and small gangs and 1 v 1 with a 40 second reload time you can forget it. Lesser skilled players who rely on larger ships in lower level missions (meaning smaller rats) can have an easier time with RLMLs until they are ready to graduate to higher missions or a smaller ship with better tanking skills. On the previous page it was brought up that the RLML and larger variant could be added to the "bag of tricks" and not necessarily a stepping stone weapon for caldari noobs. I have around 75 million SP and find that these new launchers fill a niche perfectly for cases where larger ships in are going to be dealing with smaller ones. There's simply a lot of creative potential around these rapid launchers. On the other side though, they take the damage potential of a ship downward to being outclassed if coming up against an equal sized and tanked hull for a potentially embarrassing loss.
It would be simpler to say "these are now gank weapons for people who don't use artillery". There's nothing wrong with gank weapons, though understandably the increased tanking of indies has made things harder on blaster cats, simply coming out and saying "the Caracel is the new Blaster Cat for ganking" would have at least warned everybody that their RLML fits were on the way out.
"Not fun" - perhaps. But from the looks of it, people appear to have more fun in small gangs and 1 v 1 where the old RLML looked more attractive. The gankers and blobbers don't appear to be having as much fun, as indicated by their propensity to constantly complain about highsec in the general forum. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
115
|
Posted - 2013.11.27 17:09:00 -
[2284] - 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.
Really? You gotta be kidding me... Alright, I am going to be honest and call bullshit. Here is why! CSM is a bunch of lobbyists we all know that from the CSM elections every year. We also know that the majority of them have specific agendas towards...wait for it...BLOBs! Now let's be honest and ask ourselves if RLMLs have any use in blobs...Probably not as missiles are not used in blobs that much anymore since the nerfs to HMLs and Drakes.
So the niche use of missiles since Retribution was small gang and solo. Now, you have managed to kill that or at least cripple it severely in one decision. So the question that then bears asking is what are missiles good for now? PvE? Not really with the changes to HML and RLMLs (damage-application for the former and reload time on the latter, most glaringly). Since you played sometime in the last century, I know you probably trained for HML and Drakes as a newb.
Furthermore, I know that you know it was the most commonly recommended systems for new players. My alt has T2 HMLs trained, lvl5 Caldari BC and nearly maxed shield skills (Resistances @ lvl4). I can tell you that Drakes can run lvl3s reliably. However, the ships are now extremely challenged or destroyed in lvl4s. Not to mention the issues with pvp and drakes with either HMlL or HAM fits. I cannot recall a single win against a solo opponent in thoraxs, vexors or stabbers for that matter.
Thus I retrained cause it was costing me too much to fly the race whose lore and systems had interested me the most when I started. All that is thanks to you and your friends. Your forced changes and your complete disregard and disrespect of the player base when it is asked for feedback. This thread is but the latest example of that...
Finally, as far as I am concerned, you are not mature enough to develop games nor their mechanics. You are unable to take feedback or intelligently explain your reasoning. Your responses boil down to "I am right and you players are wrong cause I am a dev and have the almighty metrics!". Lastly, it is terrible business practice to rush things into release without proper testing, troubleshooting nor feedback.
To put that in perspective what do you think would happen if I rushed one of my mechanical engineering projects and released in a similar state of completion? Do you think that I would be employed to put it mildly? Do you comprehend my point or do I need to explain it to your supervisor?
One more thing, your last response was on page 51 and there are 115+ pages now. So, yea sure I believe you are paying attention... *prays that I am not struck by a lightning bolt thrown by God*
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CCP Rise
C C P C C P Alliance
3229

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Posted - 2013.11.27 17:18:00 -
[2285] - Quote
I'll try to hit a few points raised in the last page or two, sorry if it's not everything.
Few comments about ignoring feedback still. I think maybe this is just because the only thing that counts as acknowledging it is to act. You're right that a lot of people have said they don't want the change, and I haven't reversed it, but to me that isn't ignoring. I've listened intensely, not ignored, but I can see how lack of action based on a set of feedback isn't satisfying and feels like disregard. I'll just keep saying that it's not and that I value the feedback and it influences our decisions even when that isn't apparent.
On rolling out RHML with the new mechanic and leaving RLML - We definitely considered doing this but we really disliked the inconsistency. With both systems sharing a name and a lot of other patterns (fitting requirements, ammo use being down a size, etc) it seemed really bad to have them working in entirely different ways. I acknowledge that with those motivations aside, it would have been nice to try the mechanic on just RHML first.
On metrics - there's a few things that are getting pointed out which are absolutely true. A few small points on our use of metrics: 1. We look at a range of things including, but not limited to, mod activations, damage done by the mod type, amount bought/sold and some stats associated with the ships most likely to use the mod. 2. Metrics are very useful but also limited, we don't expect to get the whole story from them, especially considering how complex EVE is, but that doesn't mean it isn't a useful resource. Same thing could be said about using forum feedback I would say. 3. The big one mentioned below that we keep in mind constantly is that a lot of the usage in EVE has momentum associated with something other than the powerlevel or immediate preference of the player. Skill training, access to assets, aesthetics and simply developing patterns around certain things all make the metrics a lot different than they would be on the test server where every ship looked the same and everyone had max sp. We try to keep that in mind always.
Finally, I just want to say that the 'fun' factor of the mechanic is very difficult. There's evidence pointing in a lot of directions, and I still like the idea of doing something different more than sticking with something very safe and normal. The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know. |
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hujciwdupe22
Federal Navy Academy Gallente Federation
4
|
Posted - 2013.11.27 17:33:00 -
[2286] - Quote
CCP Rise wrote:I'll try to hit a few points raised in the last page or two, sorry if it's not everything.
Few comments about ignoring feedback still. I think maybe this is just because the only thing that counts as acknowledging it is to act. You're right that a lot of people have said they don't want the change, and I haven't reversed it, but to me that isn't ignoring. I've listened intensely, not ignored, but I can see how lack of action based on a set of feedback isn't satisfying and feels like disregard. I'll just keep saying that it's not and that I value the feedback and it influences our decisions even when that isn't apparent.
On rolling out RHML with the new mechanic and leaving RLML - We definitely considered doing this but we really disliked the inconsistency. With both systems sharing a name and a lot of other patterns (fitting requirements, ammo use being down a size, etc) it seemed really bad to have them working in entirely different ways. I acknowledge that with those motivations aside, it would have been nice to try the mechanic on just RHML first.
On metrics - there's a few things that are getting pointed out which are absolutely true. A few small points on our use of metrics: 1. We look at a range of things including, but not limited to, mod activations, damage done by the mod type, amount bought/sold and some stats associated with the ships most likely to use the mod. 2. Metrics are very useful but also limited, we don't expect to get the whole story from them, especially considering how complex EVE is, but that doesn't mean it isn't a useful resource. Same thing could be said about using forum feedback I would say. 3. The big thing mentioned above that we keep in mind constantly is that a lot of the usage in EVE has momentum associated with something other than the powerlevel or immediate preference of the player. Skill training, access to assets, aesthetics and simply developing patterns around certain things all make the metrics a lot different than they would be on the test server where every ship looked the same and everyone had max sp. We try to keep that in mind always.
Finally, I just want to say that the 'fun' factor of the mechanic is very difficult to evaluate objectively. There's evidence pointing in a lot of directions, and I still like the idea of doing something different more than sticking with something very safe and normal. The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know.
bla bla bla...
missiles stay broken,
bla bla bla warthunder bla bla bla
Rise Please,
the idea of burst missile spam is fine i like the idea alot,
But atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage)
just reverse the HM nerf and it all wil be ok |

Annette Aumer
Blackstar Privateer Consortium Enigma Project
13
|
Posted - 2013.11.27 17:36:00 -
[2287] - Quote
There never will be the ability to please everyone.
If there was some kind of internal timer for reloads so missiles could be switched faster if it's not in the "empty reload" cycle so that people with RLML's could more quickly react to damage types needed before starting to engage.
Also I'm not sure what affect reducing the front loaded damage slightly in line with a reduced 20 second reload instead would do. Maybe it would not provide enough front loaded damage to wipe the smaller ship off the field at which point the 20 second reload would be theoretically even more painful than a 40 second reload after you've killed a ship outright.
I'm sure a lot of thought has gone into this design because it is a risky one for sure. But Burst DPS isn't a new thing in Eve and certainly isn't a new thing in MMO's across the globe.
What I have not seen is any general ideas in regards to just how powerful the front loaded damage is. if it's powerful enough could people split their Missile groups and fire them seperately so as to minimize and reduce the time between reloads?
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CCP Rise
C C P C C P Alliance
3229

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Posted - 2013.11.27 17:41:00 -
[2288] - Quote
Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage)
I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem. |
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Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1218
|
Posted - 2013.11.27 17:47:00 -
[2289] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
How many posts are in this thread specifically saying that pre-Rubicon RLMLs saw so much use exactly because of HMLs being the way they are? I'm willing to wager ISK that it's more than a few. |

Harvey James
The Sengoku Legacy
603
|
Posted - 2013.11.27 17:49:00 -
[2290] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
some missile mods to boost tracking would be nice for range missiles like HML otherwise webs are more important too missiles than too guns... so when are we getting those missile mods to help with these issues??? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ..... module tiercide FTW role based instead of tiers please. |
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MeBiatch
Republic University Minmatar Republic
1519
|
Posted - 2013.11.27 17:57:00 -
[2291] - Quote
hujciwdupe22 wrote:
just reverse the HM nerf and it all wil be ok
i would support a moddest range increase but no damage bonus please. HM were op for such a long time...
though i still think te/tc/td working on missiles would be the best solution.
Specially since crow fleets are fotm. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Altrue
Exploration Frontier inc
725
|
Posted - 2013.11.27 17:57:00 -
[2292] - Quote
Harvey James wrote:CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem. some missile mods to boost tracking would be nice for range missiles like HML otherwise webs are more important too missiles than too guns... so when are we getting those missile mods to help with these issues???
Whoops, that's what I said a while ago at the beggining of the thread. Someone quoted me recently by the way. That's also what I said on the first page of the RHML first iteration.
I even offered what I believe to be an answer to this problem.
But you see, the problem is that CCP devs have trouble understanding the concept that spending weeks balancing a module laying over a broken system, is actually a bad thing. And the more work they put into fixing things with tape (which is very inefficient and time-consuming), the less motivated they are to rebalance the whole missile system and start all over again.
Did the new RHML adressed the lack of missile for BS in pvp situations ? No. Could have it been otherwise ? Absolutely, with the first iteration.
Did the new RLML adressed the issues of people complaining that it was too easy for cruisers to kill them ? No, it made the issue worse in some cases. Could have it been otherwise ? Well given that the new version has further imbalanced the weapon, doing nothing could have changed it. G££ <= Me |

Moonaura
The Dead Rabbit Society
382
|
Posted - 2013.11.27 17:58:00 -
[2293] - Quote
Bouh Revetoile wrote:Moonaura wrote:Oh dear gods. Its not that it isn't fun, its that you've removed a massive part of player skill and choice in picking the right missile for a fight and basically enforcing only one way of using them. Hit (pray) and run. In fact the module added *a lot* of player skill to its utilization than it required before. 40s reload need planning, and planning is a good part of player skill. Landing on grid and farming frigate killmails by pressing F1 was not player skill BTW.
Bouh, I have a pretty good handle on the two sides in Faction Warfare, as I've flown for one of the former best Gallente alliances and ran my own Caldari focused corp before now.
As you'd expect, and I can understand that playing in the faction warfare meta game, it creates a certain, shall we say... impression, that the opposition always seem to have the upper hand.
But given you're average efficiency flying purely Gallente ships is 93%, and with only a recent loss of a Maulus to a Caracal, I'm not sure how you could have come to this conclusion about the Caracal farming frigates?
However. I will detail one such example when it did go right for me and my gang.
There were only three of us with RLML Caracals that came across a 16 or so man frigate gang at a gate. The Caracal's we used, went for a buffer fit, as its tricky to make an active tank work on them. Judging whether to engage or not, really came down to one choice - that was their experience. They were all relatively new players, and so there was a good chance they might decide to aggress and be poorly fit. Both things were true.
The result was a little chaotic, and yes, it really was a bit like fish in a barrel, but mainly because of the way they approached the fight, combined with their terrible fits and low skills and experience. For example, they did not expect us to be packing RLML or that two of my guys were loaded with precisions.
The fight was over very quickly, with most of them warping off once it was clear their friends were dying at a decent rate. Most of them lived.
At the end, we were quite pleased, but I would not say that sort of occasion was common place, far from it, its the only such occasion I can recall.
http://eve-kill.net/?a=kill_related&kll_id=15880788
I also opened up a convo to chat to their FC after the fight to discuss the engagement, as I believe in helping new players get better at PvP and encourage them to try again and learn from the fight. Frankly, its not the sort of fight I get a kick out of, I prefer more complex, close run sort of engagements.
But given the changes in place now, that fight will no longer be possible. First of all, we wouldn't have risked reloading the right missiles for the job, because they could have opened fire at any point, leaving us with our pants down for 40 seconds. Not a good idea against so many ships.
Secondly, when the fight began, we would have been able to quickly take down the first two - possibly three frigates, but due to the sheer fact of locking up and calling targets takes time and wastes missiles, we'd soon be hitting the 40 second reload. You can't afford to split weapons in this instance, because you need to start melting ships fast or die.
And then... we would have sat there. Like lemmings. With the gate guns pummelling us, and not able to do a damn thing. All that would have happened, is the two un-pointed Caracal's could have warped off, and left the first Caracal pointed to die.
So, what will happen now, is that, we wouldn't even engage in that fight, because there would be no real chance of us coming out on top, and whether you like it or not, that is how many EVE fights are considered and undertaken. Very few are brave enough to take a gang or fleet into a fight they know they will lose outright, or take heavy losses.
Against a better fit Gallente frigate gang, quite frankly, we'd all be dead. Scram. Web. Blasters. Sort of dead. And that happened to me too.
I'm sure there are some very expensive, gang linked Caracal's out there that have done better, solo or not, but in terms of hitting F1 and simply doing an impression of Charlie Sheen each time (Winning!) those fights for me were few and far between.
Will be even fewer between now. RLML in a gang like that would no longer work, for the reasons I've explained. Boldly going forward, still can't find reverse - name that tune kids! |

MeBiatch
Republic University Minmatar Republic
1519
|
Posted - 2013.11.27 18:00:00 -
[2294] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
can you do me a fav... please rename anti ship torps to anti structure torps...
i wasited lots of isk the other day thinking that anti ship meant smaller explosion radius... There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Morniee
Barbs Hammer Insane Asylum
2
|
Posted - 2013.11.27 18:00:00 -
[2295] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
The lauchers are not the problem... the damage aplication of the AMMO itself is the problem... If you dont want to fix the ammo, fine... then give us a module like a "Ballistic Guidance System" Low slot, with scrips 15% Exp velocity +5% sig radius and an other with -15% explosion velocity -15% explosion radius, At least it will compete with the ballistic control systems for damage... That way we could actualy SAVE the heavy's from being the **** they are...
has for RLML and RHML,
Missiles are about adaptibility to the combat itself, the 40s.... just removes that since you cant change ammo in a fight. the fitting requirements. Its been mentioned before in this thread...
RHML. Thank you for adding a broken weapon system to a already broken Ammo. I don realy have nothing even remotely usefull to do with them... Xept maybe, a Widow, in a belt... waiting for some shield ship to appear, and i already have loaded EM heavyes and have a weab a painter a scram... Add more charges! like 75% more... Or/and remove the loading timer, or make a skill that removes the loading time of all missile lauchers for 50%.... You want to build a burst damage, weapon system for missiles... Ok, then you are in a whrong tree... you should have used HAMS and RLML has rockets for pvp... you removed a PVE tool, 2 in fact. so much that could have ben said... but every thing i could say was already said in this thread. Thank you.
Ps: Sorry for my english. |

Altrue
Exploration Frontier inc
725
|
Posted - 2013.11.27 18:05:00 -
[2296] - Quote
MeBiatch wrote:i wasited lots of isk the other day thinking that anti ship meant smaller explosion radius... 
Well first of all having something called "anti-ship" implies that every other ammo is made for another purpose...
I don't want to know what you do with the other torpedoes sir ! G££ <= Me |

Herzog Wolfhammer
Sigma Special Tactics Group
3709
|
Posted - 2013.11.27 18:09:00 -
[2297] - Quote
CCP Rise wrote:I'll try to hit a few points raised in the last page or two, sorry if it's not everything.
Few comments about ignoring feedback still. I think maybe this is just because the only thing that counts as acknowledging it is to act. You're right that a lot of people have said they don't want the change, and I haven't reversed it, but to me that isn't ignoring. I've listened intensely, not ignored, but I can see how lack of action based on a set of feedback isn't satisfying and feels like disregard. I'll just keep saying that it's not and that I value the feedback and it influences our decisions even when that isn't apparent.
On rolling out RHML with the new mechanic and leaving RLML - We definitely considered doing this but we really disliked the inconsistency. With both systems sharing a name and a lot of other patterns (fitting requirements, ammo use being down a size, etc) it seemed really bad to have them working in entirely different ways. I acknowledge that with those motivations aside, it would have been nice to try the mechanic on just RHML first.
On metrics - there's a few things that are getting pointed out which are absolutely true. A few small points on our use of metrics: 1. We look at a range of things including, but not limited to, mod activations, damage done by the mod type, amount bought/sold and some stats associated with the ships most likely to use the mod. 2. Metrics are very useful but also limited, we don't expect to get the whole story from them, especially considering how complex EVE is, but that doesn't mean it isn't a useful resource. Same thing could be said about using forum feedback I would say. 3. The big thing mentioned above that we keep in mind constantly is that a lot of the usage in EVE has momentum associated with something other than the powerlevel or immediate preference of the player. Skill training, access to assets, aesthetics and simply developing patterns around certain things all make the metrics a lot different than they would be on the test server where every ship looked the same and everyone had max sp. We try to keep that in mind always.
Finally, I just want to say that the 'fun' factor of the mechanic is very difficult to evaluate objectively. There's evidence pointing in a lot of directions, and I still like the idea of doing something different more than sticking with something very safe and normal. The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know.
Well as far as "appearing to care" so to speak, few people know what a schedule around software development is like, and what it's like to get back to something you put down for a "short time" originally and finding layers of dust on it much later. I had health problems from developer schedules.
The 40 second reload just seems ridiculous. Admittedly it makes more sense for this long reload for RHMLs than RLMLs.
But how about a compromise? Reading your post and thinking about this a though hits me: maybe if we could slide the DPS of the rapid launchers by scripting them? Some modules already have scripts added to them, and maybe for rapid launchers, they could be scripted to so that initial salvo damage/rate/reload can be tradeoffs?
Some players are apt to really like the initial damage (for ganking or "sacrificial smack the logi" plays) and not care about longer reload times. Others, like some of the people posting here, may prefer more stable DPS and a shorter reload time, as conditions warrant.
It's logical that the long reload time keeps rapid launchers from being OP, especially the heavy launchers. But if these can be scripted such that players can choose more launching longer reloads or a slower rate with shorter reloads, then this might be good for everybody involved and add depth to what is already a great module. Someone with one bay on a Gallente ship having to deal with a tackler will certainly want to script the rapid launcher for a "get this damned thing off of me" kind of action and a mission runner running them on drakes or cyclones will have different needs.
Please consider making rapid launchers scriptable so that individual players can decide how their launchers will operate. I think this will be popular and very interesting.
|

Moonaura
The Dead Rabbit Society
383
|
Posted - 2013.11.27 18:13:00 -
[2298] - Quote
CCP Rise. That was your best post in this entire thread. Thank you.
I've detailed the reasons why I think you've got, certainly from me, a more hostile approach, and you've suggested these things won't happen again - short notice, and far too easily dismissing some excellent feedback.
I don't know if you can go back historically and look at the missiles use before the heavy missile nerf, but it is clear many people switched to RLML after that nerf, because of their lack of ability to hit targets so strongly. This has contributed to the use in RLML without question.
Secondly, Frigate use has increased dramatically in the game since the re-balancing and attempts to improve faction warfare. A lot of ships we're talking about here are used in lowsec more than anywhere else.
I still wish you'd give us the choice to choose the burst mechanic as a new module, rather than changing a system, that most people - felt were fairly balanced and reasonably effective. At most the launchers needed a tweak to ROF for balancing.
Giving people the choice over the type of launcher they get in the game creates all sorts of new ideas, fits and creativity. Removing an option and introducing something completely radical, takes that option away from us. I've just detailed one fight for example, that I just wouldn't consider engaging in with these changes. It really does force the use of the RLML down a very specific route - a route some people enjoy, but its still a niche choice.
Personally I'd call your launcher Swarm something, and have at it it.
As for HAM's - I still think they should hit slightly better and Heavy Missiles were too good before, but now they are too weak, and even precisions are poor. Boldly going forward, still can't find reverse - name that tune kids! |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
115
|
Posted - 2013.11.27 18:22:00 -
[2299] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
I would argue that it would have made logical sense to do this prior to the RHMLs or extending that mechanic to the RLMLs. Similarly, as has been said more times than I can count, you are not fixing the root issue. The root issue is that the weapon system that is Missiles is BROKEN. I understand that fixing it is a long and arduous project.
However, do you think that patching duck-tape on what amounts to a leak on a nuclear reactor? I hope that you understand the analogy instead of getting caught up in semantics.
RLMLs pre-Rubicon were used due to the HMLs being nerfed to the point of not being usable. That isn't an issue that is unique to HMs. It is also the case with every missile size larger than LMs and Rockets. Those of us that have used missiles for long periods of time and know the mechanics and speak to this. I for one spent hours of my own free time dissecting that damage application equation for both missiles and turrets.
I admit that i have m own ideas of fixing it. Yet it is a very glaring mathematics problem that should have been addressed years ago. If before you start adding modules like the RHML or making massive changes such as the recent nerfs. End result is this: You will have to fix missile mechanics, then re-balance all the modules and all the ships that use them.
CCP Rise wrote:I'll try to hit a few points raised in the last page or two, sorry if it's not everything.
Few comments about ignoring feedback still. I think maybe this is just because the only thing that counts as acknowledging it is to act. You're right that a lot of people have said they don't want the change, and I haven't reversed it, but to me that isn't ignoring. I've listened intensely, not ignored, but I can see how lack of action based on a set of feedback isn't satisfying and feels like disregard. I'll just keep saying that it's not and that I value the feedback and it influences our decisions even when that isn't apparent.
On rolling out RHML with the new mechanic and leaving RLML - We definitely considered doing this but we really disliked the inconsistency. With both systems sharing a name and a lot of other patterns (fitting requirements, ammo use being down a size, etc) it seemed really bad to have them working in entirely different ways. I acknowledge that with those motivations aside, it would have been nice to try the mechanic on just RHML first.
On metrics - there's a few things that are getting pointed out which are absolutely true. A few small points on our use of metrics: 1. We look at a range of things including, but not limited to, mod activations, damage done by the mod type, amount bought/sold and some stats associated with the ships most likely to use the mod. 2. Metrics are very useful but also limited, we don't expect to get the whole story from them, especially considering how complex EVE is, but that doesn't mean it isn't a useful resource. Same thing could be said about using forum feedback I would say. 3. The big thing mentioned above that we keep in mind constantly is that a lot of the usage in EVE has momentum associated with something other than the powerlevel or immediate preference of the player. Skill training, access to assets, aesthetics and simply developing patterns around certain things all make the metrics a lot different than they would be on the test server where every ship looked the same and everyone had max sp. We try to keep that in mind always.
Finally, I just want to say that the 'fun' factor of the mechanic is very difficult to evaluate objectively. There's evidence pointing in a lot of directions, and I still like the idea of doing something different more than sticking with something very safe and normal. The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know. Well, what all of us have been telling you is that you shouldn't have released the RHML and changed the RLML mechanics to be the same. It could have been a simple change such as terming the RHML the Swarm Heavy Missile Launcher. Thus no naming or inferred relation.
1) Agreed but doesn't tell the story either. It takes time for people to adjust. Especially those that don't read the forums or dev posts like I and some others do. Most of my alliance members I am fairly certain don't read the forums or dev posts. I am sure that isn't a surprising metric t my fellow players...
2) Agreed, however the Forums give you more immediate feedback based on experience (Gained from testing on SiSi). Which is for intents and purposes the ideal situations in Tranquility.
3) FYI: The test server doesn't always have max sp or every ship looks the same. From the time I spend there, I would say there is more innovation on SiSi than tranq. Simply as the costs or risk is much lower if the idea is a flop. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
118
|
Posted - 2013.11.27 18:28:00 -
[2300] - Quote
CCP Rise wrote:I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know. Sure, if you could reconsider adding more than only 18 missiles per launcher, that would be a start. Reload time is actually less important cause even 20 seconds would hurt is you don't have enough ammo to do something before you are forced to wait.
CCP Rise wrote: I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
Then do it please, tweak explosion radius and velocity and heavy missiles might be used again. That wouldn't solve the core problem with missiles but at least it can be done quickly. |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
990
|
Posted - 2013.11.27 18:45:00 -
[2301] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
People were using old RLMLs in place of HMLs because HMLs are so trash. The HML nerf was justified at the time, but not after the med turrets got fixed. The problems was that RLMLs with Fury did almost the DPS of CN HMs, but applied it much better. Consider a triple BCS Caracal:
Old RLMLs (Fury): 266 DPS HMLs (CN): 284 DPS (HAMs (CN): 395 DPS)
That was a 6.8% increase in raw DPS using HMLs, but with much worse precision. HMLs were only used where the extra range was really needed, and quite often it wasn't needed. This is a result of recentish changes to increase damage of LMs and Fury variants, it created an overlap between RLMLs and HMLs.
I'd say repeal the 10% damage cut that HMs got, but keep the precision nerf. It we end up with a Drake problem again, nerf the Drake, although I suspect we won't given its reliance on kinetic damage and the fact that BCs don't obsolete cruisers any more. |

Moonaura
The Dead Rabbit Society
383
|
Posted - 2013.11.27 18:51:00 -
[2302] - Quote
And CCP Rise, another thing to consider.
If you offer this burst module mechanic as a separate module in addition to the original RLML, then you truly can use the metrics to distinguish its popularity and use and easily see if people think its fun or useful. It would be crystal clear.
By replacing the original RLML module mechanics you've added some real ambiguity about its use now. Some people will still use it because that is all they can use (Newer players, PVE, Caldari focused pilots etc). Some people will perhaps like it more than the old mechanic, thus hiding the fact that many players might have dropped using it etc.
If you give us both options you quite literally make everyone happy, but you also can get a real sense of whether your ideas are adopted or not, which can only be useful moving forward. Boldly going forward, still can't find reverse - name that tune kids! |

Bouh Revetoile
TIPIAKS
432
|
Posted - 2013.11.27 18:55:00 -
[2303] - Quote
Moonaura wrote:The fight was over very quickly, with most of them warping off once it was clear their friends were dying at a decent rate. Most of them lived. At the end, we were quite pleased, but I would not say that sort of occasion was common place, far from it, its the only such occasion I can recall. http://eve-kill.net/?a=kill_related&kll_id=15880788 Just to be sure, you are saying that 3 cruisers taking on a 15 frigates gang under gate guns won't happen again and it's sad but that wasn't OP ?
What would do 3 T1 BS against 15 T1 cruisers on a gate ? |

Moonaura
The Dead Rabbit Society
385
|
Posted - 2013.11.27 19:07:00 -
[2304] - Quote
Gypsio III wrote:CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem. People were using old RLMLs in place of HMLs because HMLs are so trash. The HML nerf was justified at the time, but not after the med turrets got fixed. The problems was that RLMLs with Fury did almost the DPS of CN HMs, but applied it much better. Consider a triple BCS Caracal: Old RLMLs (Fury): 266 DPS HMLs (CN): 284 DPS (HAMs (CN): 395 DPS) That was a 6.8% increase in raw DPS using HMLs, but with much worse precision. HMLs were only used where the extra range was really needed, and quite often it wasn't needed. This is a result of recentish changes to increase damage of LMs and Fury variants, it created an overlap between RLMLs and HMLs. I'd say repeal the 10% damage cut that HMs got, but keep the precision nerf. It we end up with a Drake problem again, nerf the Drake, although I suspect we won't given its reliance on kinetic damage and the fact that BCs don't obsolete cruisers any more.
Good post Gypsio. When you look at those numbers its depressing. Why fit a weapon that uses more power grid and CPU yet fires poorer hitting missiles and doe less DPS overall.
The only way I can make HAM's work close to their potential in a gang, is to always include a dedicated target painting ship. We wouldn't undock without one. Boldly going forward, still can't find reverse - name that tune kids! |

Moonaura
The Dead Rabbit Society
386
|
Posted - 2013.11.27 19:18:00 -
[2305] - Quote
Bouh Revetoile wrote:Moonaura wrote:The fight was over very quickly, with most of them warping off once it was clear their friends were dying at a decent rate. Most of them lived. At the end, we were quite pleased, but I would not say that sort of occasion was common place, far from it, its the only such occasion I can recall. http://eve-kill.net/?a=kill_related&kll_id=15880788 Just to be sure, you are saying that 3 cruisers taking on a 15 frigates gang under gate guns won't happen again and it's sad but that wasn't OP ? What would do 3 T1 BS against 15 T1 cruisers on a gate ?
It wasn't overpowered. Read the post. I explained why we won, and why we risked it. I wouldn't risk it against experienced pilots. And I most certainly wouldn't risk it with just 18 missiles loaded and whistling for 40 seconds while we got the crap kicked out of us.
The time it would take 3 Caracals with RLML to get down a well tanked Incursus alone, would mean we'd have lost the fight very quickly. We'd have taken the Incursus, but lost three Caracals.
As to your question about Battleships. Me and my friend Unakk have gone out in Rokh's before now, out against far less cruisers before now and lost, with implants, boosters and still come off worse.
http://eve-kill.net/?a=kill_detail&kll_id=15573545
Although the way the Hyperion melted was amusing. He landed on the field to 'get in on the kill' and left in a pod. Overload is a lovely thing.
http://eve-kill.net/?a=kill_detail&kll_id=15572813
I have given you a fair example, please show me these frigate farming Caracal's that wipe you and your corp mates out so often? Boldly going forward, still can't find reverse - name that tune kids! |

Arthur Aihaken
The.VOID
682
|
Posted - 2013.11.27 19:22:00 -
[2306] - Quote
CCP Rise wrote:I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem. Here would be my suggestions for HMLs and HAMs (as well as a few others).
Rocket GǪ 20m explosion radius, 170(+20) m/sec explosion velocity, 1.0(-1)s flight time, 4500(+2250) m/sec velocity Light Missile GǪ 40m explosion radius, 150(-20) m/sec explosion velocity, 5.0s flight time, 3750 m/s velocity Heavy Assault Missile GǪ 100(-25)m explosion radius, 125(+24)m/sec explosion velocity, 2.0(-2)s flight time, 5000(+3500) m/s velocity Heavy Missile GǪ 125(-15)m explosion radius, 100(+19)m/sec explosion velocity, 6.5s flight time, 4300 m/s velocity Torpedo GǪ 300(-150)m explosion radius, 85(+14) m/sec explosion velocity, 1.5(-4.5)s flight time, 6000(+4500) m/s velocity Cruise Missile GǪ 325(-5)m explosion radius, 75(+6) m/sec explosion velocity, 10.0(-4)s flight time, 4700 m/s I am currently away, traveling through time and will be returning last week. |

Onictus
Silver Snake Enterprise Fatal Ascension
608
|
Posted - 2013.11.27 19:54:00 -
[2307] - Quote
Kenshi Hanshin wrote:
Really? You gotta be kidding me... Alright, I am going to be honest and call bullshit. Here is why! CSM is a bunch of lobbyists we all know that from the CSM elections every year. We also know that the majority of them have specific agendas towards...wait for it...BLOBs! Now let's be honest and ask ourselves if RLMLs have any use in blobs...Probably not as missiles are not used in blobs that much anymore since the nerfs to HMLs and Drakes.
Missiles are used in blobs, both from Ravens and Phoons, and I assure you they are cruise missiles, no you uses rapids in a proper fleet fight. |

Onictus
Silver Snake Enterprise Fatal Ascension
608
|
Posted - 2013.11.27 19:59:00 -
[2308] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
Where they are at is 45% below comparable LR turrets (excepting arties) BEFORE you factor in damage loss, from things like afterburning battleships being to fast for Heavies.
Come on now, we all know this, you gave the OTHER LR medium weapon systems the 20% damage (at least) that you took off of heavies. Considering that missiles can't critical, this is a monstrous disadvantage in power balance, as in heavies have no power none.
....the issue with HAMs is needed to give up tank, and a lot of it to get even a marginal range out of them, beacause all there is, is rigs.
. |

Astroniomix
Cryptic Meta-4
611
|
Posted - 2013.11.27 20:23:00 -
[2309] - Quote
Bouh Revetoile wrote:Moonaura wrote:The fight was over very quickly, with most of them warping off once it was clear their friends were dying at a decent rate. Most of them lived. At the end, we were quite pleased, but I would not say that sort of occasion was common place, far from it, its the only such occasion I can recall. http://eve-kill.net/?a=kill_related&kll_id=15880788 Just to be sure, you are saying that 3 cruisers taking on a 15 frigates gang under gate guns won't happen again and it's sad but that wasn't OP ? What would do 3 T1 BS against 15 T1 cruisers on a gate ? I can almost guarantee that those frigates lost because they burned straight at the caracals across 15-20 km of space eating missiles to the face the entire time before most of them were even in range to do anything.
Also like moonmoon said, most of them were **** fits and the majority survived. It's not like they warped in and oneshot all 15 of them in the span of 30 seconds or something. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
441
|
Posted - 2013.11.27 20:27:00 -
[2310] - Quote
I find it funny that people complain about needing web or tp to apply damage to same-size targets with missiles.
Should missiles just do full damage at all ranges instead? Stop being bad. |
|

Fourteen Maken
State Protectorate Caldari State
79
|
Posted - 2013.11.27 20:30:00 -
[2311] - Quote
Gypsio III wrote:CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem. People were using old RLMLs in place of HMLs because HMLs are so trash. The HML nerf was justified at the time, but not after the med turrets got fixed. The problems was that RLMLs with Fury did almost the DPS of CN HMs, but applied it much better. Consider a triple BCS Caracal: Old RLMLs (Fury): 266 DPS HMLs (CN): 284 DPS (HAMs (CN): 395 DPS) That was a 6.8% increase in raw DPS using HMLs, but with much worse precision. HMLs were only used where the extra range was really needed, and quite often it wasn't needed. This is a result of recentish changes to increase damage of LMs and Fury variants, it created an overlap between RLMLs and HMLs. I'd say repeal the 10% damage cut that HMs got, but keep the precision nerf. It we end up with a Drake problem again, nerf the Drake, although I suspect we won't given its reliance on kinetic damage and the fact that BCs don't obsolete cruisers any more.
dps isn't the problem imho, it's dps application. Sig tanking is far too effective against missiles, speed tanking is far too effective against missiles, either of these on their own would be a problem, but both? Shooting at an ab frigate doing 900 m/s you'll be doing about 10dps with your HML Fury example, an extra 10% on top of that won't fix it. Frigates should be able to either speed tank with an MWD fitted, or Sig Tank with an Afterburner, but when an Afterburner frigate can speed tank and sig tank at 900m/s they are invincible no matter what the missile user does or how he's fitted, it's just out of your hands. An ab frigates top speed should not be high enough to come into the damage equation, the tiny sig radius already makes any frig with an active tank invincible. ie if he wasn't moving at all you'd only hit it for 66dps, take the resists off after that and its about 20 damage a single rep module will take care of it. This is why nobody is going to use heavy missiles for pvp, there are better alternatives for every role you can think of, RLML were one of the alternatives but now they've been nerfed too.
Speed should only come into the missile dps formula when you get past the top speed of afterburner frigates. |

Fourteen Maken
State Protectorate Caldari State
79
|
Posted - 2013.11.27 20:31:00 -
[2312] - Quote
TrouserDeagle wrote:I find it funny that people complain about needing web or tp to apply damage to same-size targets with missiles.
Should missiles just do full damage at all ranges instead? Stop being bad.
LOL target painter+web = full dmage? |

Astroniomix
Cryptic Meta-4
611
|
Posted - 2013.11.27 20:45:00 -
[2313] - Quote
TrouserDeagle wrote:I find it funny that people complain about needing web or tp to apply damage to same-size targets with missiles.
It's actually about needing both and yet still doing bad damage to targets LARGER than you. As opposed to turrets which need only a web or sometimes not even that if you fly it right. |

Fourteen Maken
State Protectorate Caldari State
79
|
Posted - 2013.11.27 20:50:00 -
[2314] - Quote
3 webs a scram and 5 target painters will get you to about 45% dps against a frig |

Zvaarian the Red
Evil Leprechaun Brigade
86
|
Posted - 2013.11.27 20:50:00 -
[2315] - Quote
Adding a low slot weapon upgrade called Missile Guidance System with scripts for explosion radius and explosion velocity should be the first step in fixing larger missiles. It probably isn't the only thing that needs to be done, but webs, TPs, and rigs as the only options for damage application is extremely gimped versus the options for turrets. |

Arthur Aihaken
The.VOID
682
|
Posted - 2013.11.27 20:58:00 -
[2316] - Quote
Zvaarian the Red wrote:Adding a low slot weapon upgrade called Missile Guidance System with scripts for explosion radius and explosion velocity should be the first step in fixing larger missiles. It probably isn't the only thing that needs to be done, but webs, TPs, and rigs as the only options for damage application is extremely gimped versus the options for turrets. Except it needs to be mid-slot, since lows are already at a premium. If they introduce a ballistics tracking computer, guaranteed you're going to see it affected by tracking disruptors. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
87
|
Posted - 2013.11.27 21:06:00 -
[2317] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Adding a low slot weapon upgrade called Missile Guidance System with scripts for explosion radius and explosion velocity should be the first step in fixing larger missiles. It probably isn't the only thing that needs to be done, but webs, TPs, and rigs as the only options for damage application is extremely gimped versus the options for turrets. Except it needs to be mid-slot, since lows are already at a premium. If they introduce a ballistics tracking computer, guaranteed you're going to see it affected by tracking disruptors.
That pretty much completely negates their purpose. You can already use mid slots to improve missile damage application. Turrets have Tracking Enhancers and these would basically be the missile version of those. Besides most missile ships are shield tanks so mid slots are at more of a premium than lows.
A mid slot option on par with Tracking Computers would be a good move too though. |

Fourteen Maken
State Protectorate Caldari State
79
|
Posted - 2013.11.27 21:12:00 -
[2318] - Quote
Zvaarian the Red wrote:Arthur Aihaken wrote:Zvaarian the Red wrote:Adding a low slot weapon upgrade called Missile Guidance System with scripts for explosion radius and explosion velocity should be the first step in fixing larger missiles. It probably isn't the only thing that needs to be done, but webs, TPs, and rigs as the only options for damage application is extremely gimped versus the options for turrets. Except it needs to be mid-slot, since lows are already at a premium. If they introduce a ballistics tracking computer, guaranteed you're going to see it affected by tracking disruptors. That pretty much completely negates their purpose. You can already use mid slots to improve missile damage application. Turrets have Tracking Enhancers and these would basically be the missile version of those. Besides most missile ships are shield tanks so mid slots are at more of a premium than lows. A mid slot option on par with Tracking Computers would be a good move too though.
It requires a combination of mods and changes to missile damage application stats. As long as frigates are immune to heavy missiles nobody is going to use them for pvp. |

Zvaarian the Red
Evil Leprechaun Brigade
87
|
Posted - 2013.11.27 21:40:00 -
[2319] - Quote
Fourteen Maken wrote:Zvaarian the Red wrote:Arthur Aihaken wrote:Zvaarian the Red wrote:Adding a low slot weapon upgrade called Missile Guidance System with scripts for explosion radius and explosion velocity should be the first step in fixing larger missiles. It probably isn't the only thing that needs to be done, but webs, TPs, and rigs as the only options for damage application is extremely gimped versus the options for turrets. Except it needs to be mid-slot, since lows are already at a premium. If they introduce a ballistics tracking computer, guaranteed you're going to see it affected by tracking disruptors. That pretty much completely negates their purpose. You can already use mid slots to improve missile damage application. Turrets have Tracking Enhancers and these would basically be the missile version of those. Besides most missile ships are shield tanks so mid slots are at more of a premium than lows. A mid slot option on par with Tracking Computers would be a good move too though. It requires a combination of mods and changes to missile damage application stats. As long as frigates are immune to heavy missiles nobody is going to use them for pvp.
That may well be true, but I think the wise thing for CCP to do is incrementally address the issue rather than adding new damage application modules and buffing larger missiles at the same time. Too many variables involved. Too great a possibility of unforeseen results.
They could also completely rework the missile damage formula, but I really don't see that happening. |

Moonaura
The Dead Rabbit Society
388
|
Posted - 2013.11.27 22:02:00 -
[2320] - Quote
Fourteen Maken wrote:Zvaarian the Red wrote:Arthur Aihaken wrote:Zvaarian the Red wrote:Adding a low slot weapon upgrade called Missile Guidance System with scripts for explosion radius and explosion velocity should be the first step in fixing larger missiles. It probably isn't the only thing that needs to be done, but webs, TPs, and rigs as the only options for damage application is extremely gimped versus the options for turrets. Except it needs to be mid-slot, since lows are already at a premium. If they introduce a ballistics tracking computer, guaranteed you're going to see it affected by tracking disruptors. That pretty much completely negates their purpose. You can already use mid slots to improve missile damage application. Turrets have Tracking Enhancers and these would basically be the missile version of those. Besides most missile ships are shield tanks so mid slots are at more of a premium than lows. A mid slot option on par with Tracking Computers would be a good move too though. It requires a combination of mods and changes to missile damage application stats. As long as frigates are immune to heavy missiles nobody is going to use them for pvp.
Well to be clear - technically, heavy precision missiles should be aimed at hitting smaller targets well, but still not as well as lights against frigates, that is for sure, somewhere in-between and close enough that fitting a normal Heavy Missile launcher is always more flexible than a RLML. If I'm flying a ship with heavy missiles, Normal T2 Heavy Missiles should be focused on hitting mid size targets decently and precisions against fast, small signature cruisers and frigates.
Here is the old wiki page describing just that :)
https://wiki.eveonline.com/en/wiki/Precision_heavy_missiles_%28CSM%29 Boldly going forward, still can't find reverse - name that tune kids! |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
119
|
Posted - 2013.11.27 22:05:00 -
[2321] - Quote
Fourteen Maken wrote:3 webs a scram and 5 target painters will get you to about 45% dps against a frig Caldari Navy Ballistic Control System (x4)
Corelum A-Type 10MN Afterburner Federation Navy Stasis Webifier (x3) Republic Fleet Target Painter (x2)
Heavy Missile Launcher II, Scourge Precision Heavy Missile (x6)
Medium Warhead Rigor Catalyst II (x2) Medium Warhead Flare Catalyst II
Tengu fitted for max damage with max skills and +5 implants can do about 83% applied dps against 2053 m/s OH ab Executioner (max skilled pilot as well). Drop one web and dps will decrease 18%. Drop one TP and almost half of your total dps will be wasted. With only one web left and precision rigs applied damage will be 29% or 163dps, which is enough to kill the damn T1 frig but are we going to consider that to be good for a T3 ship worth idk, one billion? |

Bouh Revetoile
TIPIAKS
432
|
Posted - 2013.11.27 22:28:00 -
[2322] - Quote
Moonaura wrote:It wasn't overpowered. Read the post. I explained why we won, and why we risked it. I wouldn't risk it against experienced pilots. And I most certainly wouldn't risk it with just 18 missiles loaded and whistling for 40 seconds while we got the crap kicked out of us. The time it would take 3 Caracals with RLML to get down a well tanked Incursus alone, would mean we'd have lost the fight very quickly. We'd have taken the Incursus, but lost three Caracals. As to your question about Battleships. Me and my friend Unakk have gone out in Rokh's before now, out against far less cruisers before now and lost, with implants, boosters and still come off worse. http://eve-kill.net/?a=kill_detail&kll_id=15573545Although the way the Hyperion melted was amusing. He landed on the field to 'get in on the kill' and left in a pod. Overload is a lovely thing. http://eve-kill.net/?a=kill_detail&kll_id=15572813I have given you a fair example, please show me these frigate farming Caracal's that wipe you and your corp mates out so often? The thing with battleships was exactly what I was saying. 3 BS can't go in a gang of hafly competent cruisers under gate guns and have any hope to survive.
RLML was the only weapon allowing a ship to be completely immune to a lower class of ship as long as numbers didn't spike. Even a good gang of frigates had to be careful when taking on a RLML Caracal to not lose too many of the gang.
And RLML also completely took on the role of destroyers.
Tacticaly, the role of destroyers is frigate predatation. But RLML cruisers were plain better than them : they had a lot more tank, more speed, more dps, same or more range, perfect or near to perfect damage application. RLML was the ultimate frigate predation interdiction weapon : no frigate could stay in a range of a Caracal. They completely obsoleted destroyers and the only saving grace for them was small plexes and people with no missile skills.
So you're not gonna find a lot of these frigate farming Caracals, and I admit it was a little exagerating on this, but that's because EVE don't work like that : you just don't warp in when you have no chance, and you warp off if you see the Caracal coming.
New RLML still are very dangerous to lone frigates. Their new role is obvious to me : protecting a cruiser fleet against a fast tackle and anti-frigate fire support in guerilla warfare. That's indeed niche roles, but people will certainly find more creative ways to use them than I can imagin, and that's a niche weapon to begin with anyway. And they will still have the advantage against destroyers of not dying if a cruiser looks at them. Most people here cry about what they used as a main versatile weapon system ; they should be using HML.
Cruisers are not meant to be frigate predators, exactly like battleships are not meant to be cruiser predators. Battleship is not often endangered by a lone cruiser, yet cruisers still can be threats to them, and even more so if their friends are behind. The same is true for missile cruisers and frigates : if 50 dps look low on paper, that's enough to kill a frigate, yet there's no reason a frigate shouldn't have any chance against a cruiser if she don't fit for it.
That is the big picture, where a lot of ships interract between themselves, of different classes, with different weapons, in different scenarios. In this big picture, RLML were simply too good for the health of the game. And if it happen that HML can't take their role (they never have been really tested because RLML instantly took their place when they were nerfed), then you might cry for them to be buffed, but hopefully with a comprehensive vision of them and not with the point of view of a children wanting a blue bioman and not a red one because red sux.
@some stupid whiners : if you ever get tackled by an AB Incursus in your Caracal, you just deserve to die and be poded after that. Caracal is TWICE as fast as the AB Incursus. You can KITE him to death. If he have railguns, he will barely pass your shield passive regen, and if he is blaster fit, any frigate will murder him. Think about him as a counter to your missile ship, because he will do just that and die to everything else.
No one would complain that a frigate take 0 dps from medium LR turret below 30km, and no one would complain that a turret is rendered useless by TD. AB is the TD of missiles. Just deal with it and stop crying. |

Fergus Runkle
Truth and Reconciliation Council
40
|
Posted - 2013.11.27 22:35:00 -
[2323] - Quote
Alvatore DiMarco wrote:CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem. How many posts are in this thread specifically saying that pre-Rubicon RLMLs saw so much use exactly because of HMLs being the way they are? I'm willing to wager ISK that it's more than a few.
^^ This. |

Joe Risalo
State War Academy Caldari State
662
|
Posted - 2013.11.27 22:38:00 -
[2324] - Quote
I don't know if anyone else noticed this, but RHML II's do more dps during their cycle than cruise missiles... I mean, granted it is burst damage, but if anything survives burst damage, you're doing it wrong anyway... |

Zvaarian the Red
Evil Leprechaun Brigade
89
|
Posted - 2013.11.27 23:00:00 -
[2325] - Quote
I challenge anyone to go do a comparison in EFT of Fury Light Missiles and Precision Heavy Missiles (without using TPs, rigs, or webs). It's laughable. The "precise" heavy missiles do way less damage to slow frigs and fast cruisers than the "imprecise" light missiles do. I mean we are talking double the damage in many cases. You would think cruiser-sized weapons that are supposed to be precise would have good damage application against pretty much all cruisers wouldn't you? |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
118
|
Posted - 2013.11.27 23:05:00 -
[2326] - Quote
Joe Risalo wrote:I don't know if anyone else noticed this, but RHML II's do more dps during their cycle than cruise missiles... I mean, granted it is burst damage, but if anything survives burst damage, you're doing it wrong anyway... That is the theoretical damage (in other words the absolute ideal DPS). Reality on Eve is much lower than that. As has been mentioned missiles require absurd amounts of webs and TPs to be even comparative to respective turrets that need one or two modules at most.
I dare you to produce a Caldari shield tanked ship that has enough mids for tank, 3 webs, scram/disruptor and 5 TPs for HMs. For LMs that will still be needing at least 1 web, 1 scram/disruptor and at least 1-2 TPs and fit tank. You will fail...
Arthur Aihaken wrote:Here would be my suggestions for HMLs and HAMs (as well as a few others). These are base values, before skill (etc.) modifications. The biggest changes are to torpedoes (drastically improved damage application) and cruise missiles (range nerf). Rockets are a bit better, light marginally worse - and heavies and heavy assaults have slightly improved damage application. The velocity on rockets, heavy assault missiles and torpedoes has been substantially increased (flight time reduced to compensate).
Rocket GǪ 20m explosion radius, 170(+20) m/sec explosion velocity, 1.0(-1)s flight time, 4500(+2250) m/sec velocity Light Missile GǪ 40m explosion radius, 150(-20) m/sec explosion velocity, 5.0s flight time, 3750 m/s velocity Heavy Assault Missile GǪ 100(-25)m explosion radius, 125(+24)m/sec explosion velocity, 2.0(-2)s flight time, 5000(+3500) m/s velocity Heavy Missile GǪ 125(-15)m explosion radius, 100(+19)m/sec explosion velocity, 6.5s flight time, 4300 m/s velocity Torpedo GǪ 300(-150)m explosion radius, 85(+14) m/sec explosion velocity, 1.5(-4.5)s flight time, 6000(+4500) m/s velocity Cruise Missile GǪ 325(-5)m explosion radius, 75(+6) m/sec explosion velocity, 10.0(-4)s flight time, 4700 m/s
As for RLMLs and RHMLs, I think if the reload times were revised to 20 and 30 seconds respectively, that would probably balance them out nicely. Seems to be reasonable to me....at least it is a decent stop-gap measure till the Devs re-evaluate the damage-application equation. Which I will still strongly assert is deeply flawed on a mathematical and practical level.
Onictus wrote:Kenshi Hanshin wrote:
Really? You gotta be kidding me... Alright, I am going to be honest and call bullshit. Here is why! CSM is a bunch of lobbyists we all know that from the CSM elections every year. We also know that the majority of them have specific agendas towards...wait for it...BLOBs! Now let's be honest and ask ourselves if RLMLs have any use in blobs...Probably not as missiles are not used in blobs that much anymore since the nerfs to HMLs and Drakes.
Missiles are used in blobs, both from Ravens and Phoons, and I assure you they are cruise missiles, no one uses rapids in a proper fleet fight. However, that is due to the CMLs getting what amounted to a 20% damage bonus. That said, I have not seen many Ravens in PvP. I have seen a fair number of Typhoons due to the explosion radius bonus.
However, my thanks for the clarification. |

Zvaarian the Red
Evil Leprechaun Brigade
89
|
Posted - 2013.11.27 23:06:00 -
[2327] - Quote
Niena Nuamzzar wrote:Fourteen Maken wrote:3 webs a scram and 5 target painters will get you to about 45% dps against a frig Caldari Navy Ballistic Control System (x4) Corelum A-Type 10MN Afterburner Federation Navy Stasis Webifier (x3) Republic Fleet Target Painter (x2) Heavy Missile Launcher II, Scourge Precision Heavy Missile (x6) Medium Warhead Rigor Catalyst II (x2) Medium Warhead Flare Catalyst II Tengu fitted for max damage with max skills and +5 implants can do about 83% applied damage against 2053 m/s OH ab Executioner (max skilled pilot as well). Drop one web and dps will decrease 18%. Drop one TP and almost half of your total dps will be wasted. With only one web left and precision rigs applied damage will be 29% or 163dps, which is enough to kill the damn T1 frig but are we going to consider that to be good for a T3 ship worth idk, one billion?
That's just ridiculous. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
119
|
Posted - 2013.11.27 23:08:00 -
[2328] - Quote
MeBiatch wrote:hujciwdupe22 wrote:
just reverse the HM nerf and it all wil be ok
i would support a moddest range increase but no damage bonus please. HM were op for such a long time... though i still think te/tc/td working on missiles would be the best solution. Specially since crow fleets are fotm. Sir, the issue with the HMLs is not the range it is the damage-application. Therefore your comment is unhelpful to solving the problem. As I don't need to engage further than ~54 km with HMs. I do need to have my damage actually apply cause sadly I don't have eight mid-slots for webs and TPs. Well, if I did then I will have the most paper-thin tank I can think of. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
119
|
Posted - 2013.11.27 23:09:00 -
[2329] - Quote
Zvaarian the Red wrote:Niena Nuamzzar wrote:Fourteen Maken wrote:3 webs a scram and 5 target painters will get you to about 45% dps against a frig Caldari Navy Ballistic Control System (x4) Corelum A-Type 10MN Afterburner Federation Navy Stasis Webifier (x3) Republic Fleet Target Painter (x2) Heavy Missile Launcher II, Scourge Precision Heavy Missile (x6) Medium Warhead Rigor Catalyst II (x2) Medium Warhead Flare Catalyst II Tengu fitted for max damage with max skills and +5 implants can do about 83% applied damage against 2053 m/s OH ab Executioner (max skilled pilot as well). Drop one web and dps will decrease 18%. Drop one TP and almost half of your total dps will be wasted. With only one web left and precision rigs applied damage will be 29% or 163dps, which is enough to kill the damn T1 frig but are we going to consider that to be good for a T3 ship worth idk, one billion? That's just ridiculous. Definitely helps me feel good about not finishing training for the Tengu...cause that is horrible. My Proteus is much much better than that. No offense intended Niena! |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
122
|
Posted - 2013.11.27 23:10:00 -
[2330] - Quote
Zvaarian the Red wrote:I challenge anyone to go do a comparison in EFT of Fury Light Missiles and Precision Heavy Missiles (without using TPs, rigs, or webs). It's laughable. The "precise" heavy missiles do way less damage to slow frigs and fast cruisers than the "imprecise" light missiles do. I mean we are talking double the damage in many cases. You would think cruiser-sized weapons that are supposed to be precise would have good damage application against pretty much all cruisers wouldn't you? Think Precision heavies and Faction HAM's are sharing the same explosion radius and almost the same velocity. |
|

hujciwdupe22
Federal Navy Academy Gallente Federation
5
|
Posted - 2013.11.27 23:16:00 -
[2331] - Quote
MeBiatch wrote:hujciwdupe22 wrote:
just reverse the HM nerf and it all wil be ok
i would support a moddest range increase but no damage bonus please. HM were op for such a long time... though i still think te/tc/td working on missiles would be the best solution. Specially since crow fleets are fotm.
But range was exactly the problem, not the damage, a 1b tengu had like what 500 dps (perhaps uber skilled guys with implants could get to the 700 barrier) and remember that there was still the issue with aplying that damage, Rockets flew farer away than arty welpcanes could shoot thats why the cheap drake doctrine was used, at the time it was the only viable doctrine for low sp aliances.
Look at goons now players got older, the drakes transformed into cerbs they have more range than tengu and drake ever had |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
119
|
Posted - 2013.11.27 23:16:00 -
[2332] - Quote
Niena Nuamzzar wrote:Zvaarian the Red wrote:I challenge anyone to go do a comparison in EFT of Fury Light Missiles and Precision Heavy Missiles (without using TPs, rigs, or webs). It's laughable. The "precise" heavy missiles do way less damage to slow frigs and fast cruisers than the "imprecise" light missiles do. I mean we are talking double the damage in many cases. You would think cruiser-sized weapons that are supposed to be precise would have good damage application against pretty much all cruisers wouldn't you? Think Precision heavies and Faction HAM's are sharing the same explosion radius and almost the same velocity. Yep, you are correct if memory serves....Sadly, I have kinda forgotten since I am replacing said information with other 'stuff.' |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
122
|
Posted - 2013.11.27 23:17:00 -
[2333] - Quote
Kenshi Hanshin wrote: Definitely helps me feel good about not finishing training for the Tengu...cause that is horrible. My Proteus is much much better than that. No offense intended Niena!
None taken, that would be my poor Caldari alt flying the Tengu, I'm 100% turrets and I like it  |

Astroniomix
Cryptic Meta-4
614
|
Posted - 2013.11.27 23:19:00 -
[2334] - Quote
Bouh Revetoile wrote:
New RLML still are very dangerous to lone frigates.
So are medium blasters, autocanons, lasers, and drones. |

Lara Feng
University of Caille Gallente Federation
18
|
Posted - 2013.11.27 23:22:00 -
[2335] - Quote
Bouh Revetoile wrote:Moonaura wrote:The fight was over very quickly, with most of them warping off once it was clear their friends were dying at a decent rate. Most of them lived. At the end, we were quite pleased, but I would not say that sort of occasion was common place, far from it, its the only such occasion I can recall. http://eve-kill.net/?a=kill_related&kll_id=15880788 Just to be sure, you are saying that 3 cruisers taking on a 15 frigates gang under gate guns won't happen again and it's sad but that wasn't OP ? What would do 3 T1 BS against 15 T1 cruisers on a gate ?
If they had properly fitted turret boats they could have taken out the whole gang. What is your point? Looking at that gang and their fits a solo navy omen could have wrecked more havoc.
All your arguments are pretty much focused on how a cruiser sized missile weapon is able to kill frigs and that that is somehow bad. Every turretcruiser pilot with half a brain can pretty much blap frigs in 4 cycles. I-¦m not quite sure what your agenda is. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
122
|
Posted - 2013.11.27 23:23:00 -
[2336] - Quote
hujciwdupe22 wrote:... a 1b tengu had like what 500 dps (perhaps uber skilled guys with implants could get to the 700 barrier...
Erm, not really. My alt is that uber skilled guy with implants and his dps with Scourge Precision is only 556. |

hujciwdupe22
Federal Navy Academy Gallente Federation
5
|
Posted - 2013.11.27 23:25:00 -
[2337] - Quote
My last post today:
perhaps a viable solution is to balance the amunition,
like thorium charges for railguns balancing out the damage and range
buff expl velocity, radius give, slight increase ind dps, carying in each type of missiles lets say 3 types of missiles pro damage types,
problem is the speed of missiles
increasing it helps aplying damage, on the other hand you get the undesireble range buff at the same time,
its a tricky one but perhaps there is something doable with the missiles
Can anyone do the Math for it? |

Fourteen Maken
State Protectorate Caldari State
81
|
Posted - 2013.11.27 23:28:00 -
[2338] - Quote
Bouh Revetoile wrote:Moonaura wrote:It wasn't overpowered. Read the post. I explained why we won, and why we risked it. I wouldn't risk it against experienced pilots. And I most certainly wouldn't risk it with just 18 missiles loaded and whistling for 40 seconds while we got the crap kicked out of us. The time it would take 3 Caracals with RLML to get down a well tanked Incursus alone, would mean we'd have lost the fight very quickly. We'd have taken the Incursus, but lost three Caracals. As to your question about Battleships. Me and my friend Unakk have gone out in Rokh's before now, out against far less cruisers before now and lost, with implants, boosters and still come off worse. http://eve-kill.net/?a=kill_detail&kll_id=15573545Although the way the Hyperion melted was amusing. He landed on the field to 'get in on the kill' and left in a pod. Overload is a lovely thing. http://eve-kill.net/?a=kill_detail&kll_id=15572813I have given you a fair example, please show me these frigate farming Caracal's that wipe you and your corp mates out so often? The thing with battleships was exactly what I was saying. 3 BS can't go in a gang of hafly competent cruisers under gate guns and have any hope to survive. RLML was the only weapon allowing a ship to be completely immune to a lower class of ship as long as numbers didn't spike. Even a good gang of frigates had to be careful when taking on a RLML Caracal to not lose too many of the gang. And RLML also completely took on the role of destroyers. Tacticaly, the role of destroyers is frigate predatation. But RLML cruisers were plain better than them : they had a lot more tank, more speed, more dps, same or more range, perfect or near to perfect damage application. RLML was the ultimate frigate predation interdiction weapon : no frigate could stay in a range of a Caracal. They completely obsoleted destroyers and the only saving grace for them was small plexes and people with no missile skills. So you're not gonna find a lot of these frigate farming Caracals, and I admit it was a little exagerating on this, but that's because EVE don't work like that : you just don't warp in when you have no chance, and you warp off if you see the Caracal coming. New RLML still are very dangerous to lone frigates. Their new role is obvious to me : protecting a cruiser fleet against a fast tackle and anti-frigate fire support in guerilla warfare. That's indeed niche roles, but people will certainly find more creative ways to use them than I can imagin, and that's a niche weapon to begin with anyway. And they will still have the advantage against destroyers of not dying if a cruiser looks at them. Most people here cry about what they used as a main versatile weapon system ; they should be using HML. Cruisers are not meant to be frigate predators, exactly like battleships are not meant to be cruiser predators. Battleship is not often endangered by a lone cruiser, yet cruisers still can be threats to them, and even more so if their friends are behind. The same is true for missile cruisers and frigates : if 50 dps look low on paper, that's enough to kill a frigate, yet there's no reason a frigate shouldn't have any chance against a cruiser if she don't fit for it. That is the big picture, where a lot of ships interract between themselves, of different classes, with different weapons, in different scenarios. In this big picture, RLML were simply too good for the health of the game. And if it happen that HML can't take their role (they never have been really tested because RLML instantly took their place when they were nerfed), then you might cry for them to be buffed, but hopefully with a comprehensive vision of them and not with the point of view of a children wanting a blue bioman and not a red one because red sux. @some stupid whiners : if you ever get tackled by an AB Incursus in your Caracal, you just deserve to die and be poded after that. Caracal is TWICE as fast as the AB Incursus. You can KITE him to death. If he have railguns, he will barely pass your shield passive regen, and if he is blaster fit, any frigate will murder him. Think about him as a counter to your missile ship, because he will do just that and die to everything else. No one would complain that a frigate take 0 dps from medium LR turret below 30km, and no one would complain that a turret is rendered useless by TD. AB is the TD of missiles. Just deal with it and stop crying.
The thing is Turrets can melt frigates in scram range and alpha them in long range, light drones on a vexor have this ability as well. If missile ships are not going to be brought into line with other weapons then other weapons need to be brought down, lower scan res on turrets so even medium blasters are capable of only anaemic amounts of damage against webbed frigates regardless of if the frigate is moving or not, and drones should be made to match the size of hull they are being used on so that light drones can not be put in cruisers. |

Lara Feng
University of Caille Gallente Federation
18
|
Posted - 2013.11.27 23:53:00 -
[2339] - Quote
Bouh Revetoile wrote:Moonaura wrote:It wasn't overpowered. Read the post. I explained why we won, and why we risked it. I wouldn't risk it against experienced pilots. And I most certainly wouldn't risk it with just 18 missiles loaded and whistling for 40 seconds while we got the crap kicked out of us. The time it would take 3 Caracals with RLML to get down a well tanked Incursus alone, would mean we'd have lost the fight very quickly. We'd have taken the Incursus, but lost three Caracals. As to your question about Battleships. Me and my friend Unakk have gone out in Rokh's before now, out against far less cruisers before now and lost, with implants, boosters and still come off worse. http://eve-kill.net/?a=kill_detail&kll_id=15573545Although the way the Hyperion melted was amusing. He landed on the field to 'get in on the kill' and left in a pod. Overload is a lovely thing. http://eve-kill.net/?a=kill_detail&kll_id=15572813I have given you a fair example, please show me these frigate farming Caracal's that wipe you and your corp mates out so often? The thing with battleships was exactly what I was saying. 3 BS can't go in a gang of hafly competent cruisers under gate guns and have any hope to survive. RLML was the only weapon allowing a ship to be completely immune to a lower class of ship as long as numbers didn't spike. Even a good gang of frigates had to be careful when taking on a RLML Caracal to not lose too many of the gang. And RLML also completely took on the role of destroyers. Tacticaly, the role of destroyers is frigate predatation. But RLML cruisers were plain better than them : they had a lot more tank, more speed, more dps, same or more range, perfect or near to perfect damage application. RLML was the ultimate frigate predation interdiction weapon : no frigate could stay in a range of a Caracal. They completely obsoleted destroyers and the only saving grace for them was small plexes and people with no missile skills. So you're not gonna find a lot of these frigate farming Caracals, and I admit it was a little exagerating on this, but that's because EVE don't work like that : you just don't warp in when you have no chance, and you warp off if you see the Caracal coming. New RLML still are very dangerous to lone frigates. Their new role is obvious to me : protecting a cruiser fleet against a fast tackle and anti-frigate fire support in guerilla warfare. That's indeed niche roles, but people will certainly find more creative ways to use them than I can imagin, and that's a niche weapon to begin with anyway. And they will still have the advantage against destroyers of not dying if a cruiser looks at them. Most people here cry about what they used as a main versatile weapon system ; they should be using HML. Cruisers are not meant to be frigate predators, exactly like battleships are not meant to be cruiser predators. Battleship is not often endangered by a lone cruiser, yet cruisers still can be threats to them, and even more so if their friends are behind. The same is true for missile cruisers and frigates : if 50 dps look low on paper, that's enough to kill a frigate, yet there's no reason a frigate shouldn't have any chance against a cruiser if she don't fit for it. That is the big picture, where a lot of ships interract between themselves, of different classes, with different weapons, in different scenarios. In this big picture, RLML were simply too good for the health of the game. And if it happen that HML can't take their role (they never have been really tested because RLML instantly took their place when they were nerfed), then you might cry for them to be buffed, but hopefully with a comprehensive vision of them and not with the point of view of a children wanting a blue bioman and not a red one because red sux. @some stupid whiners : if you ever get tackled by an AB Incursus in your Caracal, you just deserve to die and be poded after that. Caracal is TWICE as fast as the AB Incursus. You can KITE him to death. If he have railguns, he will barely pass your shield passive regen, and if he is blaster fit, any frigate will murder him. Think about him as a counter to your missile ship, because he will do just that and die to everything else. No one would complain that a frigate take 0 dps from medium LR turret below 30km, and no one would complain that a turret is rendered useless by TD. AB is the TD of missiles. Just deal with it and stop crying.
Okay, now i get it, you are more concerned with the concept of kiting than you are with RLMLs. Rest assured that i can outperform a RLML Caracal with pretty much every turret boat set up for kiting in the frig killing department. Seriously, your ramblings are getting ridiculous. |

Arthur Aihaken
The.VOID
683
|
Posted - 2013.11.28 01:23:00 -
[2340] - Quote
Zvaarian the Red wrote:That pretty much completely negates their purpose. You can already use mid slots to improve missile damage application. Turrets have Tracking Enhancers and these would basically be the missile version of those. Besides most missile ships are shield tanks so mid slots are at more of a premium than lows.
A mid slot option on par with Tracking Computers would be a good move too though. I'm in complete agreement. What I recall from the last time a brief mention of missile 'ballistics' module came up (this was back around Odyssey) was a comment or two that eluded to tracking disruptors having some sort of effect on missiles in conjunction. I am currently away, traveling through time and will be returning last week. |
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Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1224
|
Posted - 2013.11.28 01:55:00 -
[2341] - Quote
It's a bit off-topic and maybe I'm completely mistaken, but if a ship roughly battlecruiser-sized or smaller is ABing (or MWDing in a sig-bonused hull) unwebbed with skirmish links active and is using one of these hypothetical missile-affecting tracking disruptors people seem to want... won't that basically make them more-or-less immune to missles?
|

Astroniomix
Cryptic Meta-4
614
|
Posted - 2013.11.28 02:05:00 -
[2342] - Quote
Arthur Aihaken wrote: Oh, they're not immuneGǪ I took out a Hawk yesterday with nothing more than Faction HMLs and ammunition on my Tengu.
No you did not. |

Chris Winter
Zephyr Corp V.A.S.T.
291
|
Posted - 2013.11.28 02:51:00 -
[2343] - Quote
CCP Rise wrote: The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know. Did you seriously just say that a mechanic should be fun in EVE because it's fun in War Thunder?!
That's absurd. War Thunder is not EVE. It may be fun there because like you said, every plane has it, so you don't put people using that mechanic at a disadvantage.
War Thunder is also arena PVP where your plane respawns when you die. It's fun there, maybe it would be fun in EVE too!
The mechanic is not fun in EVE because waiting a long time for your only way of doing significant damage to the enemy to reload isn't fun.
Please don't ever use other games as justification for why something should be fun in EVE. EVE is not other games and we want it to stay that way. |

Astroniomix
Cryptic Meta-4
615
|
Posted - 2013.11.28 02:59:00 -
[2344] - Quote
Chris Winter wrote:CCP Rise wrote: The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know. Did you seriously just say that a mechanic should be fun in EVE because it's fun in War Thunder?! That's absurd. War Thunder is not EVE. It may be fun there because like you said, every plane has it, so you don't put people using that mechanic at a disadvantage. War Thunder is also arena PVP where your plane respawns when you die. It's fun there, maybe it would be fun in EVE too! The mechanic is not fun in EVE because waiting a long time for your only way of doing significant damage to the enemy to reload isn't fun. Please don't ever use other games as justification for why something should be fun in EVE. EVE is not other games and we want it to stay that way. Planes also rarely get to shoot at each other for more than a few seconds at a time. So being unable to shoot for (at worst) 30 seconds is not a big deal. |

Zvaarian the Red
Evil Leprechaun Brigade
90
|
Posted - 2013.11.28 03:06:00 -
[2345] - Quote
Chris Winter wrote:CCP Rise wrote: The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know. Did you seriously just say that a mechanic should be fun in EVE because it's fun in War Thunder?! That's absurd. War Thunder is not EVE. It may be fun there because like you said, every plane has it, so you don't put people using that mechanic at a disadvantage. War Thunder is also arena PVP where your plane respawns when you die. It's fun there, maybe it would be fun in EVE too! The mechanic is not fun in EVE because waiting a long time for your only way of doing significant damage to the enemy to reload isn't fun. Please don't ever use other games as justification for why something should be fun in EVE. EVE is not other games and we want it to stay that way.
I totally agree, though I would encourage everyone to be a little less hostile now that Rise has actually shown he is still reading this thread.
But yeah, long reloads in an arena PVP game do not equate in any way to long reloads in EVE. |

Zvaarian the Red
Evil Leprechaun Brigade
90
|
Posted - 2013.11.28 03:09:00 -
[2346] - Quote
hujciwdupe22 wrote:My last post today:
perhaps a viable solution is to balance the amunition,
like thorium charges for railguns balancing out the damage and range
buff expl velocity, radius give, slight increase ind dps, carying in each type of missiles lets say 3 types of missiles pro damage types,
problem is the speed of missiles
increasing it helps aplying damage, on the other hand you get the undesireble range buff at the same time,
its a tricky one but perhaps there is something doable with the missiles
Can anyone do the Math for it?
Speed and flight time can each be adjusted to create faster missiles without increasing effective range. And I agree that it's a good idea, especially with torpedoes. |

Astroniomix
Cryptic Meta-4
615
|
Posted - 2013.11.28 03:10:00 -
[2347] - Quote
Zvaarian the Red wrote:hujciwdupe22 wrote:My last post today:
perhaps a viable solution is to balance the amunition,
like thorium charges for railguns balancing out the damage and range
buff expl velocity, radius give, slight increase ind dps, carying in each type of missiles lets say 3 types of missiles pro damage types,
problem is the speed of missiles
increasing it helps aplying damage, on the other hand you get the undesireble range buff at the same time,
its a tricky one but perhaps there is something doable with the missiles
Can anyone do the Math for it? Speed and flight time can each be adjusted to create faster missiles without increasing effective range. And I agree that it's a good idea, especially with torpedoes. I'm not sure how much this still applies, but previously the problem has been increasing missile speed too much makes the server unhappy. |

Zvaarian the Red
Evil Leprechaun Brigade
90
|
Posted - 2013.11.28 03:14:00 -
[2348] - Quote
Astroniomix wrote:Zvaarian the Red wrote:hujciwdupe22 wrote:My last post today:
perhaps a viable solution is to balance the amunition,
like thorium charges for railguns balancing out the damage and range
buff expl velocity, radius give, slight increase ind dps, carying in each type of missiles lets say 3 types of missiles pro damage types,
problem is the speed of missiles
increasing it helps aplying damage, on the other hand you get the undesireble range buff at the same time,
its a tricky one but perhaps there is something doable with the missiles
Can anyone do the Math for it? Speed and flight time can each be adjusted to create faster missiles without increasing effective range. And I agree that it's a good idea, especially with torpedoes. I'm not sure how much this still applies, but previously the problem has been increasing missile speed too much makes the server unhappy.
Might be. I still think the slower missiles like Torpedoes could use some love.
|

Sgt Ocker
State War Academy Caldari State
59
|
Posted - 2013.11.28 05:14:00 -
[2349] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem. The issue of HML & RHML is very much related. Since the changes to heavy missiles RLML have in a lot of situations replaced them, especially for newer players trying make make enough isk to buy new ships, skill books and even the odd bit of pvp. Running lower level missions does not pay millions of isk to start with so being able to run them quickly and cheaply is a major thing for new players without billions of isk behind them.
With T2 light missiles and meta 4 HML's, missile support skills all 4. When running level 3 Blockade in a caracal with RLML,l used to warp out twice and complete the mission (looting included) in just over 1 hour. Running that same mission in a HML fit caracal I had to warp out 3 sometimes 4 times and took nearly 2 hours to complete. With HML I used a lot more missiles (heavy missiles are terrible at hitting frigates) at nearly 3X the price of light missiles.
The release of RHML was ok, it is a totally new weapon system. It can afford to be released and adjusted as needed at a later date. RLML being changed totally replaced a current weapon with no alternative available. This too can be adjusted as needed at a later date but what do those who depended on this weapon for their bread and butter in eve (mission running) do in the meantime?
I would like to suggest, as an improvement for HML, with trade off's. Heavy Missile Launchers get a bonus to Tracking Computers & Tracking Enhancers. Fitting a Tracking Enhancer would mean dropping a BCU or DCU, affecting either overall DPS or tank. Fitting a Tracking Computer would mean a trade off with prop mod, tank or ewar. Both modules would allow heavy missiles to apply their damage better without making them OP. It would also allow lower skilled players to use heavy missiles for missions more effectively (cost and time wise) and leave RLML to PVP'rs as a viable or not so viable "choice".
NB; Being totally selfish; I don't want to have to cross train or fly larger ships to effectively be able to do what I could prior to Rubicon in my caracal. I wanted to train this toon as a pure "Caldari" missile cruiser pilot.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
122
|
Posted - 2013.11.28 06:44:00 -
[2350] - Quote
Fourteen Maken wrote:... and drones should be made to match the size of hull they are being used on so that light drones can not be put in cruisers. ... and when you call your damaged drone back you get a 40 seconds timer... I mean, one can't simply launch drones and then expect to use return command whenever he wants... |
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Niena Nuamzzar
Royal Amarr Institute Amarr Empire
123
|
Posted - 2013.11.28 08:09:00 -
[2351] - Quote
CCP Rise wrote: There's evidence pointing in a lot of directions, and I still like the idea of doing something different more than sticking with something very safe and normal. The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally.
Very well, in that case why stop with missiles? If burst damage and long reload is such a cool and fun mechanic, why not give turret pilots the same opportunity? You could start by turning medium blasters and autocannons to burst weapons with 50% more damage, 4 times smaller clip and - everyone's favorite - 40 seconds reload. I'm sure they will give you a positive and valuable feedback, expressing how happy they are with the change so the only question is what's stopping you? |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
319
|
Posted - 2013.11.28 08:39:00 -
[2352] - Quote
hujciwdupe22 wrote:CCP Rise wrote:I'll try to hit a few points raised in the last page or two, sorry if it's not everything.
Few comments about ignoring feedback still. I think maybe this is just because the only thing that counts as acknowledging it is to act. You're right that a lot of people have said they don't want the change, and I haven't reversed it, but to me that isn't ignoring. I've listened intensely, not ignored, but I can see how lack of action based on a set of feedback isn't satisfying and feels like disregard. I'll just keep saying that it's not and that I value the feedback and it influences our decisions even when that isn't apparent.
On rolling out RHML with the new mechanic and leaving RLML - We definitely considered doing this but we really disliked the inconsistency. With both systems sharing a name and a lot of other patterns (fitting requirements, ammo use being down a size, etc) it seemed really bad to have them working in entirely different ways. I acknowledge that with those motivations aside, it would have been nice to try the mechanic on just RHML first.
On metrics - there's a few things that are getting pointed out which are absolutely true. A few small points on our use of metrics: 1. We look at a range of things including, but not limited to, mod activations, damage done by the mod type, amount bought/sold and some stats associated with the ships most likely to use the mod. 2. Metrics are very useful but also limited, we don't expect to get the whole story from them, especially considering how complex EVE is, but that doesn't mean it isn't a useful resource. Same thing could be said about using forum feedback I would say. 3. The big thing mentioned above that we keep in mind constantly is that a lot of the usage in EVE has momentum associated with something other than the powerlevel or immediate preference of the player. Skill training, access to assets, aesthetics and simply developing patterns around certain things all make the metrics a lot different than they would be on the test server where every ship looked the same and everyone had max sp. We try to keep that in mind always.
Finally, I just want to say that the 'fun' factor of the mechanic is very difficult to evaluate objectively. There's evidence pointing in a lot of directions, and I still like the idea of doing something different more than sticking with something very safe and normal. The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know. bla bla bla... missiles stay broken, bla bla bla warthunder bla bla bla Rise Please, the idea of burst missile spam is fine i like the idea alot, But atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) just reverse the HM nerf and it all wil be ok
Wow. You really are a self important little prickaren't you hujciwdupe22.
I've met people like you in the past and CCP Rise is doing exactly what he should do with people like you and completely ignoring you. |

Zamyslinski
Rionnag Alba Triumvirate.
2
|
Posted - 2013.11.28 09:03:00 -
[2353] - Quote
No to TE and TC for launchers,
Guys do you even know what youre saying?
where are you going to put those on your caracal?
low slots are already filled with bcs nanos dmg controls, caldari ships need the shield mods amarr need the webs.
just change ammo as someone sugested before or do something with the formulas,
no need for aditional mods for those, unless you want to get a 200 dps tengu with no tank etc
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
319
|
Posted - 2013.11.28 09:08:00 -
[2354] - Quote
Aplogies for my last post but I'm getting ratty and loosing my patience with this thread. So many personal attacks that are unjustified (included my last post, sorry again) and assumptions about the behaviour of devs.
Most important points about everything in this thread:
RLML's were a problem pre-Rubicon. They needed a nerf and instead of a basic nerf, Rise and CCP in general came up with a new and interesting mechanic. They took away with one hand (sustained DPS nerf) whilst giving back with the other (burst DPS buff). I think this solution was better than a basic nerf.
The issues that need to be fixed before tweaking stats on RLML's are: Ammo switching
Feedback on reload timers. Give us a count down please! I have one when using autoloaders in WoT and I use this to comunicate with my team to co-ordinate our offensive moves. Basically I call "Reloading: 25 seconds............. 15 seconds......... Back in in 5, 4, 3, 2, 1! I strongly believe having timers visible on the UI will help a great deal. It will let a player know exactly when he will be able to get back in the fight and will let them make more proper, informed decisions.
Heavy missiles are dogshitkabeb and their relationship with light missiles and HAM's is terrible. I believe, generally speaking; Light missiles have too much range Heavy missiles have too poor application This needs to be addressed.
On a side note. I think all weapon ammo needs a review. Especially hybrid and laser ammo. Having so many ammo types that more or less only offer slightly differring ranges is not very good in the Eve meta. This should be addressed.
Dual 150mm rails and Quad Light Beam Lasers (and their big brother battleship versions) should also be looked at. Would giving these weapons small weapon signatures work? Because they're pretty rubbish at the minute. I also think they should require the correct type of ammo (small) and the correct number of charges per shot/use. Quad = 4 Dual = 2. |

Zamyslinski
Rionnag Alba Triumvirate.
2
|
Posted - 2013.11.28 09:11:00 -
[2355] - Quote
Spugg Galdon wrote:hujciwdupe22 wrote:[quote=CCP Rise]
bla bla bla...
missiles stay broken,
bla bla bla warthunder bla bla bla
Rise Please,
the idea of burst missile spam is fine i like the idea alot,
But atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage)
just reverse the HM nerf and it all wil be ok Wow. You really are a self important little prickaren't you hujciwdupe22. I've met people like you in the past and CCP Rise is doing exactly what he should do with people like you and completely ignoring you.
lol? rise didnt ignore him at all, and he actually posted the best post in this thread
quoting
But atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage)
^^ i aprove this totally
|

Astroniomix
Cryptic Meta-4
621
|
Posted - 2013.11.28 09:29:00 -
[2356] - Quote
Spugg Galdon wrote:
Wow. You really are a self important little prickaren't you hujciwdupe22.
I've met people like you in the past and CCP Rise is doing exactly what he should do with people like you and completely ignoring you.
Confirming that making balance decisions based on being buttmad about someone's forum post is a good plan.
Seriously dude, his reaction is over the top, but not entirely unjustified.
I appreciate him posting in the thread again, but I feel like we are just being talked over rather than being talked too.
The biggest thing is that he's STILL hung up on "fun" being the biggest problem rather than the 40 second reload making the weapon unable to perform in any situation that does not involve a lone t1 frigate. And even then it's questionable. It's not "new tactical options" it's just "go fit something else" |

Moonaura
The Dead Rabbit Society
392
|
Posted - 2013.11.28 10:56:00 -
[2357] - Quote
Astroniomix wrote:It's not "new tactical options" it's just "go fit something else"
I think that is the problem. You can't really go fit something else. Its a case of leaving them behind entirely if you can.
This is the hub of why missile changes create so much frustration.
Consider that if you fly a gun based cruiser the choices you have.
First there are two categories:
Short Range and Long Range.
And in both of those categories, there are typically at least three choices of sized weapons, with different fitting, tracking, range and damage abilities.
Right off the bat, that is a lot of choice.
But also consider you can also fit any other races guns to you ship. If you fly a drone boat, why use cap heavy blasters when you can fit autocannons? So there is immediately a much broader choice.
Then there is a huge amount of ammo variety, allowing you to fit and change the range and tracking of your weapons, in combat as you require.
Not only that, you can choose if you so wish, to even use another races guns. This works very well in some fits, and the flexibility is there, to use Autocannons on say - a Gallente drone boat is truly there.
Then you have the choice of using tracking enhancers as well as DPS modules, tracking computers with in combat changeable scripts, webbing, target painters, critical damage multiplier mechanics, rigs, a whole race of ships with tracking bonuses, a whole race of ships with range bonuses, a choice of high alpha guns on one lot of them, or high DPS on another, or not even having to reload on another, with excellent ranges on even their close range guns and a 2 second switch.
So, gun based mechanics aside, what you have there is a huge scope to tweak and tune your ship to fulfil any sort of role.
Want an anti-frigate Cruiser with high tank. Fit scram, webs, tracking computer and either an AB or MWD, or both, and away you go. Its completely doable.
Want a cruiser that can hit both frigates and cruisers. Totally doable.
For a missile trained cruiser player:
You've got three weapon systems. RLML, HM, or HAM.
You can only increase damage with BCU's. Only rigs will offer minor improvements to their ability to hit a target, or expensive drugs (the skill book alone to make the most of them is around 320m upwards) or implants, all of which gunnery based ships get as well.
Thats it. There is nothing else. No scripts, no enhancers, no wide option of different guns, no huge variety in ammo ranges and abilities, just faction or T2.
And now one of those options only carries 18 missiles and has a 40 second reload timer.
Combine that with the fact that the supposed mainstay of this group, the Heavy Missile, hits ships so poorly, even with precision ammo, and its easy to see why such a dramatic change to RLML causes so much frustration and why not having more choice over missiles and a Heavy Missile mechanic that was fair and functional, needs sorting out. Boldly going forward, still can't find reverse - name that tune kids! |

Arthur Aihaken
The.VOID
685
|
Posted - 2013.11.28 11:02:00 -
[2358] - Quote
Astroniomix wrote:No you did not. Afraid so (the NPCs did get in some damage as well, but I was in the middle of a mission when he jumped me). Note "Caldari Navy Heavy Scourge Missile". http://eve-kill.net/?a=kill_detail&kll_id=20657877 I am currently away, traveling through time and will be returning last week. |

Zamyslinski
Rionnag Alba Triumvirate.
2
|
Posted - 2013.11.28 11:36:00 -
[2359] - Quote
single asb = death while realoading |

Zvaarian the Red
Evil Leprechaun Brigade
91
|
Posted - 2013.11.28 12:01:00 -
[2360] - Quote
Moonaura wrote:Astroniomix wrote:It's not "new tactical options" it's just "go fit something else" I think that is the problem. You can't really go fit something else. Its a case of leaving them behind entirely if you can. This is the hub of why missile changes create so much frustration. Consider that if you fly a gun based cruiser the choices you have:First there are two categories: Short Range and Long Range. And in both of those categories, there are typically at least three choices of sized weapons, with different fitting, tracking, range and damage abilities. Right off the bat, that is a lot of choice. But also consider you can also fit any other races guns to you ship. If you fly a drone boat, why use cap heavy blasters when you can fit autocannons? So there is immediately a much broader choice. Then there is a huge amount of ammo variety, allowing you to fit and change the range and tracking of your weapons, in combat as you require. Then you have the choice of using tracking enhancers as well as DPS modules, tracking computers with in combat changeable scripts, webbing, target painters, critical damage multiplier mechanics, rigs, a whole race of ships with tracking bonuses, a whole race of ships with range bonuses, a choice of high alpha guns on one lot of them, or high DPS on another, or not even having to reload on another, with excellent ranges on even their close range guns and a 2 second switch. So, gun based mechanics aside, what you have there is a huge scope to tweak and tune your ship to fulfil any sort of role and the options to tune it to counter any drawbacks. Want an anti-frigate Cruiser with high tank. Fit scram, webs, tracking computer and either an AB or MWD, or both, and away you go. Its completely doable. Want a cruiser that can hit both frigates and cruisers. Totally doable. For a missile trained cruiser player:You've got three weapon systems. RLML, HM, or HAM. You can only increase damage with BCU's. Only rigs will offer minor improvements to their ability to hit a target, or expensive drugs (the skill book alone to make the most of them is around 320m upwards) or implants, webs and targeting painting (although many ships don't have the midslots after a tank to fit them) all of which gunnery based ships get as well. Thats it. There is nothing else. No scripts, no enhancers, no wide option of different guns, no huge variety in ammo ranges and abilities, just faction or T2 Versions - both of which have drawbacks. And now one of those options only carries 18 missiles and has a 40 second reload timer. Combine that with the fact that the supposed mainstay of this group, the Heavy Missile, hits ships so poorly, even with precision ammo, and its easy to see why such a dramatic change to RLML causes so much frustration and why not having more choice over missiles and a Heavy Missile mechanic that was fair and functional, needs sorting out.
Best post in this thread. If Rise reads anything in this thread it needs to be this. |
|

Zvaarian the Red
Evil Leprechaun Brigade
91
|
Posted - 2013.11.28 12:06:00 -
[2361] - Quote
Zamyslinski wrote:No to TE and TC for launchers,
Guys do you even know what youre saying?
where are you going to put those on your caracal?
low slots are already filled with bcs nanos dmg controls, caldari ships need the shield mods amarr need the webs.
just change ammo as someone sugested before or do something with the formulas,
no need for aditional mods for those, unless you want to get a 200 dps tengu with no tank etc
By this logic there is no room for tracking enhancing modules for turrets either.
And no one said that adding tracking enhancing modules for missiles should negate needed buffs to the missiles themselves. They probably both need to happen. It's probably not a good idea to do both at the same time however. |

Sgt Ocker
State War Academy Caldari State
59
|
Posted - 2013.11.28 12:32:00 -
[2362] - Quote
Zamyslinski wrote:No to TE and TC for launchers,
Guys do you even know what youre saying?
where are you going to put those on your caracal?
low slots are already filled with bcs nanos dmg controls, caldari ships need the shield mods amarr need the webs.
just change ammo as someone sugested before or do something with the formulas,
no need for aditional mods for those, unless you want to get a 200 dps tengu with no tank etc
That is a very narrow minded opinion. I do know what I'm saying and it isn't ideal but it could be another "option" "choice" for those wanting to use Heavy Missiles. I don't think a trade off of losing a little dps (or a nano) for better tracking and range is too outrageous. Raw DPS is not always the best option, if it was everyone would be flying torp fit ravens.
If missiles were true "GUIDED" missiles then why could they not be enhanced by better tracking and range as fitting options. I would gladly drop dps or a web if I knew my missiles were going to hit their target with better efficiency. Yes you need to make fitting trade off but then doesn't every other ship in eve?? Fit a tracking enhancer to a cane, you need to drop a gyro, fit a tracking computer to a brutix, you need to drop a web and so on. People do use these modules for guns so they must be worth the trade off.
Why should missiles be the only weapon system that doesn't offer tracking and range enhancements (at a cost)?
|

Zamyslinski
Rionnag Alba Triumvirate.
2
|
Posted - 2013.11.28 12:49:00 -
[2363] - Quote
no because all the properties should come from the warhead itself,. at least it seems logical
even the damage boost from BCU is somwhat out of place, i could understand the rof bonus though both on launchers and bcu. as for teh tracking thingie you got target painters witch simulate those and do much more sense than tracking enchancers since missiles dont ''track'' in turret sense
then again,
range isnt a issue with missiles at any point atm, Hell even the HM nerf made the range pretty balanced.
want to snipe with caldari you choose proper ships, you got one siuted in each class, ferox, caracal, cerberus, harpy, raven
why dont go further and make bcus giving overall boost to missiles? rof, dmg, expl velocity and radius at same time? expl velocity and radius in a apropriate amount to prevent being too much when stacking 3 bcu or more at the same time. (wow which an simple and epic idea) |

Zvaarian the Red
Evil Leprechaun Brigade
91
|
Posted - 2013.11.28 12:56:00 -
[2364] - Quote
Zamyslinski wrote:no because all the properties should come from the warhead itself,. at least it seems logical
You do realize you are dealing with a game where skill points directly affect the damage and damage application of guided missiles and even the rate of fire of missile launchers yes? I'm not sure what kind of logic you are using but it doesn't seem to be EVE logic. |

Zamyslinski
Rionnag Alba Triumvirate.
2
|
Posted - 2013.11.28 12:57:00 -
[2365] - Quote
Zvaarian the Red wrote:Zamyslinski wrote:no because all the properties should come from the warhead itself,. at least it seems logical
You do realize you are dealing with a game where skill points directly affect the damage and damage application of guided missiles and even the rate of fire of missile launchers yes? I'm not sure what kind of logic you are using but it doesn't seem to be EVE logic.
sure :D
edted my post,
reread again |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
125
|
Posted - 2013.11.28 13:47:00 -
[2366] - Quote
Zamyslinski wrote: why dont go further and make bcus giving overall boost to missiles? rof, dmg, expl velocity and radius at same time? expl velocity and radius in a apropriate amount to prevent being too much when stacking 3 bcu or more at the same time. (wow which an simple and epic idea)
Uh huh... we could go even further and make it customisable by tweaking the numbers on the fly, based on what ships we are facing. (Wow, how simple and epic idea ) |

Zamyslinski
Rionnag Alba Triumvirate.
2
|
Posted - 2013.11.28 14:08:00 -
[2367] - Quote
propose something else then |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
125
|
Posted - 2013.11.28 14:14:00 -
[2368] - Quote
Zamyslinski wrote:propose something else then I already have |

Dinsdale Pirannha
Pirannha Corp
1556
|
Posted - 2013.11.28 14:20:00 -
[2369] - Quote
I imagine this has already been suggested in 119 pages of people screaming over this, but why can't Rise do the simple thing: Introduce this change as a completely new missile weapon system in the cruiser and BS class sizes, and leave the traditional Rapid Missile system alone?
It would be a very simple thing for CCP then to compare usage 3 months from now. Eve players are very quick to adapt to a better system.
Rise would know very quickly if the new system is gaining traction, or whether it should be scrapped after a 3 month trial alongside the original system. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
125
|
Posted - 2013.11.28 14:36:00 -
[2370] - Quote
Dinsdale Pirannha wrote:I imagine this has already been suggested in 119 pages of people screaming over this Indeed... on numerous occasions.
Quote:but why can't Rise do the simple thing: Introduce this change as a completely new missile weapon system in the cruiser and BS class sizes, and leave the traditional Rapid Missile system alone?
It would be a very simple thing for CCP then to compare usage 3 months from now. Eve players are very quick to adapt to a better system.
Rise would know very quickly if the new system is gaining traction, or whether it should be scrapped after a 3 month trial alongside the original system. Exactly this but... what they want is NERF. If you give people choice, they will choose a better system and we all know which one that is. |
|

Dinsdale Pirannha
Pirannha Corp
1556
|
Posted - 2013.11.28 14:39:00 -
[2371] - Quote
Niena Nuamzzar wrote:Dinsdale Pirannha wrote:I imagine this has already been suggested in 119 pages of people screaming over this Indeed... on numerous occasions. Quote:but why can't Rise do the simple thing: Introduce this change as a completely new missile weapon system in the cruiser and BS class sizes, and leave the traditional Rapid Missile system alone?
It would be a very simple thing for CCP then to compare usage 3 months from now. Eve players are very quick to adapt to a better system.
Rise would know very quickly if the new system is gaining traction, or whether it should be scrapped after a 3 month trial alongside the original system. Exactly this but... what they want is NERF. If you give people choice, they will choose a better system and we all know which one that is.
And what has been Rise's response to running the 2 systems in parallel? Has he responded, or does his hubris get in the way of even discussing the possibility? Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Sgt Ocker
State War Academy Caldari State
60
|
Posted - 2013.11.28 14:45:00 -
[2372] - Quote
Zamyslinski wrote:no because all the properties should come from the warhead itself,. at least it seems logical
even the damage boost from BCU is somwhat out of place, i could understand the rof bonus though both on launchers and bcu. as for teh tracking thingie you got target painters witch simulate those and do much more sense than tracking enchancers since missiles dont ''track'' in turret sense
then again,
range isnt a issue with missiles at any point atm, Hell even the HM nerf made the range pretty balanced.
want to snipe with caldari you choose proper ships, you got one siuted in each class, ferox, caracal, cerberus, harpy, raven
why dont go further and make bcus giving overall boost to missiles? rof, dmg, expl velocity and radius at same time? expl velocity and radius in a apropriate amount to prevent being too much when stacking 3 bcu or more at the same time. (wow which an simple and epic idea) The thing is though it is not logical.. If that were the logic applied to missiles then you would need to apply that same logic to guns, so a Gyro or Magstab then bonuses damage range, velocity, tracking, etc. How OP would that be?
The whole concept of modules is the options they give, enhanced tracking, guided missiles use explosion radius and explosion velocity, why not a module to enhance the tracking of the missiles to give better damage application . Enhanced range, HML Fury fit Drake 47k, precision 31k, without rigs or implants, Caracal fury 70k, precision 47k.
These ranges look reasonable?? Not for a sniper!! An interceptor is going to run you down at 70k before you can apply enough damage to kill him, once he has you webbed and scrammed the rest of the gang land on you, your dead.
As we are talking about making heavy missiles usable as an option for the new RLML, forget the ferox it has guns, forget the harpy it is a frigate, forget the raven it is a battleship (although you can fit RHML: to it and just hope you can hit something moving that is smaller than a battlecruiser).
Sarcasm; Next patch will see a new module, it reps both shield and armour and also provides 20% resist per level to armour and shield, activation cost - 10Gj's. Nice, lets see how many damage mods I can fit now I only need 1 for defences.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
125
|
Posted - 2013.11.28 15:07:00 -
[2373] - Quote
Dinsdale Pirannha wrote: And what has been Rise's response to running the 2 systems in parallel?
His response LOL, nice one. There is always someone who will make TL;DR for him so he can "keep his hands clean" and practically ignore every non-supportive feedback that doesn't contribute to his original idea.
Quote: Has he responded, or does his hubris get in the way of even discussing the possibility?
Idk about hubris but If you are referring to childish stubbornness then yeah, it's certainly standing in his way. |

Dinsdale Pirannha
Pirannha Corp
1557
|
Posted - 2013.11.28 15:46:00 -
[2374] - Quote
Niena Nuamzzar wrote:Dinsdale Pirannha wrote: And what has been Rise's response to running the 2 systems in parallel?
His response LOL, nice one. There is always someone who will make TL;DR for him so he can "keep his hands clean" and practically ignore every non-supportive feedback that doesn't contribute to his original idea. Quote: Has he responded, or does his hubris get in the way of even discussing the possibility?
Idk about hubris but If you are referring to childish stubbornness then yeah, it's certainly standing in his way.
Just sad...actually more than sad. This guy and fozzie have just about as much impact on gameplay as anyone else at CCP (including the game designers who hand out high sec PoCo's to the goons), yet act so poorly when faced with the fact that not all their ideas are genius.
Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Zatar Sharisa
Voidstar Free Flight Foundation
17
|
Posted - 2013.11.28 15:48:00 -
[2375] - Quote
Niena Nuamzzar wrote:Exactly this but... what they want is NERF.
And that's exactly what they got with this change. Damn. A perfectly good weapon system that now has application in only one situation, and honestly, there are other systems that do perform that job better, so why not just remove the rapid launch system rather than engage in this farce?
After actually trying the system as it has now been made, I'll be pulling and either selling or grinding up for minerals all of the rapid launchers I have and switching to turret systems or relying on light drones for small ship control. Both are more effective in my experience, so thanks, whoever thought up this wonderful change. I understand about indecision, but I don't care if I get behind. -áPeople livin' in competition. -áAll I want is to have my peace of mind.
"Peace of Mind" -á-- -áBoston |

TAckermassacker
New Republic Gentlemen's Agreement
37
|
Posted - 2013.11.28 16:07:00 -
[2376] - Quote
I did test RHML with a couple of corpmates, the problem for the balancing is, that all plattforms are almost the same with RMHL. raven or phoon? does not matter because the range and sig bonus are not applied. raven navy issue? nope no range bonus just expensive 8 launchers typhoon fleet? the only difference to the rest 60 k damage until reload compared to the 35k damage from raven,phoon,widow ect.
I understand if CCP says "lets start this feature without making it too overpowered, we can adjust later" but on the other hand i makes no sense that all bs plattforms perform the same in terms of missile projection/application. there is no range BS, no sig BS, the combination in in the raven navy. it is just the amount of launchers the rof bonus and the fleetphoon with the damage bonus.
TL;DR i like the concept. But choosing the right BS for the right situation is pretty boring - no cool ship bonus effecting heavy missiles. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
126
|
Posted - 2013.11.28 16:14:00 -
[2377] - Quote
Dinsdale Pirannha wrote:Just sad...actually more than sad. This guy and fozzie have just about as much impact on gameplay as anyone else at CCP (including the game designers who hand out high sec PoCo's to the goons), yet act so poorly when faced with the fact that not all their ideas are genius. Yeh, one would expect a whole lot more from a former player but it seems like their heads are floating in the clouds. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
120
|
Posted - 2013.11.28 16:57:00 -
[2378] - Quote
Dinsdale Pirannha wrote:I imagine this has already been suggested in 119 pages of people screaming over this, but why can't Rise do the simple thing: Introduce this change as a completely new missile weapon system in the cruiser and BS class sizes, and leave the traditional Rapid Missile system alone?
It would be a very simple thing for CCP then to compare usage 3 months from now. Eve players are very quick to adapt to a better system.
Rise would know very quickly if the new system is gaining traction, or whether it should be scrapped after a 3 month trial alongside the original system. However, it is pretty obvious given his responses that he summarily dismissed that option. As it didn't meet his goal of nerfing the system. The bigger issue is that the devs have continually ignored or dismissed the issues with the missile mechanics. Which in my opinion is a far larger concern and problem that exists with both the devs and the higher-ups at CCP.
Personally, I am not sure whether it is due to the dev's having a personal stake in the game with their personal accounts. It may or may not be the case. I cannot read minds, sadly would be helpful at times. Regardless, I am tempted to state that CCP Employees might need to be banned from personal accounts. Even if it is a temporary measure to test that theory. Cause, there is some underlying reason that the devs have yet to address the glaringly obvious issues with missile mechanics...
Especially, as they have had opportunities to start addressing it in piecemeal over the expansions starting with Odyssey. It is further distressing that in this thread and in the previous two threads players (myself included) have made proposals of how to fix the broken missile mechanics. So it is not like they have no point or ideas to work from. This continual attitude by the Devs does not bode well for either balancing of the game mechanics or the players of Eve Online.
Just my 2 cents this morning. |

Fourteen Maken
State Protectorate Caldari State
81
|
Posted - 2013.11.28 18:02:00 -
[2379] - Quote
Kenshi Hanshin wrote:
Personally, I am not sure whether it is due to the dev's having a personal stake in the game with their personal accounts. It may or may not be the case. I cannot read minds, sadly would be helpful at times. Regardless, I am tempted to state that CCP Employees might need to be banned from personal accounts. Even if it is a temporary measure to test that theory. Cause, there is some underlying reason that the devs have yet to address the glaringly obvious issues with missile mechanics...
I think a lot of people secretly suspect this, and it's only reinforced by the fact Gallente role players feel the need to jump in and defend "their man" on every balancing thread I've read so far. Not only are they ignoring the problems with missiles, they've created them to a large extent. |

Bouh Revetoile
TIPIAKS
432
|
Posted - 2013.11.28 18:27:00 -
[2380] - Quote
Seriously the amount of sheer stupidity and ignorance in this thread is terrifying !
We are in a missile thread with missiles users who don't have any clue about what their weapons are capable of...
And the legends about turrets melting frigates at all ranges is completely absurd ! Listening to you, turrets are a single weapon system able to hit with blasters damage at spike railguns range with one single ammo type, automagicaly selecting the lowest resistance of the ennemy, and with no capacitor or tracking to care for. And drones are even better, instantly killing any frigate they see in the blink of an eye, and they are absolutely not destructible, that was a legend, and sentries are not immobile.
Also, I like the irony of thinking it's normal for a turret to hit scram+webed frigate, so missiles should be able to hit them for full damage with no support mod, because you know the Caracal is shield tanked so that would be unfair.
But seriously if you're not able to understand the differences between ships and are only lookinng for a beautiful skin on your weapon to farm powerless adversaries, just look for another game.
Otherwise please learn about what a frigate can do before talking about an anti-frigate weapon system. |
|

Fourteen Maken
State Protectorate Caldari State
82
|
Posted - 2013.11.28 18:45:00 -
[2381] - Quote
Bouh Revetoile wrote:Seriously the amount of sheer stupidity and ignorance in this thread is terrifying !
We are in a missile thread with missiles users who don't have any clue about what their weapons are capable of...
And the legends about turrets melting frigates at all ranges is completely absurd ! Listening to you, turrets are a single weapon system able to hit with blasters damage at spike railguns range with one single ammo type, automagicaly selecting the lowest resistance of the ennemy, and with no capacitor or tracking to care for. And drones are even better, instantly killing any frigate they see in the blink of an eye, and they are absolutely not destructible, that was a legend, and sentries are not immobile.
Also, I like the irony of thinking it's normal for a turret to hit scram+webed frigate, so missiles should be able to hit them for full damage with no support mod, because you know the Caracal is shield tanked so that would be unfair.
But seriously if you're not able to understand the differences between ships and are only lookinng for a beautiful skin on your weapon to farm powerless adversaries, just look for another game.
Otherwise please learn about what a frigate can do before talking about an anti-frigate weapon system.
Okay let's stop cruisers and up from carrying light drones. Those are frigate class weapons that gain bonuses on all hull sizes |

Moonaura
The Dead Rabbit Society
398
|
Posted - 2013.11.28 18:45:00 -
[2382] - Quote
Oh Bouh, not the livestock...
Name that film folks!
But seriously Bouh, please post me some of your kills using missile boats... I'll wait a few weeks while you train them.  Boldly going forward, still can't find reverse - name that tune kids! |

Fourteen Maken
State Protectorate Caldari State
85
|
Posted - 2013.11.28 18:53:00 -
[2383] - Quote
The funny thing is I spend most of my time in frigates, so it's not like I'd even personally benefit from the changes I'm suggesting, at least not for some time so it's a bit rich to accuse me of that. If frigates are supposed to be immune to larger weapon systems, it should apply to all weapon systems not just one. I'd love to be able to fly around low sec in a frig and only have to worry about other frigs, instead of getting insta-popped from 100km away by long range turrets, or swarmed by drones from a drone boat, or melted in seconds by medium blasters on a warp in. |

Bouh Revetoile
TIPIAKS
432
|
Posted - 2013.11.28 19:41:00 -
[2384] - Quote
Moonaura wrote:No, what has been stated earlier, is that even with massive amounts of target painting, and even several webs, we still can't do full damage with medium sized missiles. We're not even talking against frigates here. There does come a reasonable point where it is fair to say, a weapon should hit for close to the real amount of its potential damage, and don't forget missiles cannot crit. If you take more time to think instead of digging killboards, you'll realize that : 1) range matter. 2) web also works with missiles. 3) tracking work BOTH ways : you can do critical hits, and you can miss completely your target, even in optimale range. 4) turrets do NOT do full damage to frigates, and even to cruisers in fact, unless there is NO transversale. 5) turret dps fall VERY FAST with range. Missiles have godlike dps at godlike ranges compared to turrets.
The problem with missiles is that nobody want to work for them to apply meaningful dps to target they are not supposed to hit for meaningful dps. People want their missiles to hit a frigate at 80km for full damage and don't see any problem with that. People want to fit for full tank, sit there and blap frigates.
The second problem is that nobody understand that 100dps to a frigate is meaningful, and even more so when the ship dealing them have FIVE times the ehp of the said frigate and a godlike range. And yes, with drones a HAM Caracal does more than 100dps to webed AB Incursus whereas a turret cruiser will only do drone dps to the frigate because the turrets won't do any single hit.
Of course that's not true for the other cruiser which will have a good transversale to hit it whereas the second Caracal will not do any more dps than the first.
That's the caracteristic of missiles : they are reliable. They will hit the same target for the same damage every time. If you are too pro for reliability to matter, use turrets. That's as simple as that.
Also, close range turrets hits up to 20km, not 60. And at 20km, the best of them is pulse, and does an insane dps of between 200 and 250dps of pure EM damage, but no dps to anything closer than 5km. I'm talking T1 Omen of course, because we are comparing comparable things, and not shooting a secret weapon for each and every scenario where a missile ship could have an advantage.
But I don't know why I'm caring for this thread as nobody here is able to understand when I talk about more than one parameter at a time. See my previous real post for details. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
130
|
Posted - 2013.11.28 20:42:00 -
[2385] - Quote
Bouh Revetoile wrote: Of course that's not true for the other cruiser which will have a good transversale to hit it whereas the second Caracal will not do any more dps than the first.
That's the caracteristic of missiles : they are reliable. They will hit the same target for the same damage every time. If you are too pro for reliability to matter, use turrets. That's as simple as that.
This is true but it doesn't mean that missiles need no fixing because they do, heavy missiles especially. |

Zvaarian the Red
Evil Leprechaun Brigade
92
|
Posted - 2013.11.28 20:43:00 -
[2386] - Quote
Bouh Revetoile wrote:Seriously the amount of sheer stupidity and ignorance in this thread is terrifying !
I agree. You've posted a lot in this thread... |

Moonaura
The Dead Rabbit Society
401
|
Posted - 2013.11.28 21:16:00 -
[2387] - Quote
In the words of the great Scott Bakula in Quantum Leap: Oh bouh.
In essence, you are correct, missiles are meant to offer consistent damage at their full range.
But the amount of that damage being delivered is consistently FAR lower than the DPS suggests, and the very fact that keeping range in EVE is one of the core challenges in a fight, it doesn't really work out that way, or in anyway, beneficial of the missile boat.
To demonstrate, try the following.
- Boot up the latest EFT.
- Create a new DPS Graph.
- Set the speeds of BOTH ships to 70% and set them pointing in diagonally opposite directions. This will simulate a typical orbit scenario, but we will come back to these settings in a moment.
- Create a new Condor Frigate with a Microwarp and make sure its active (we'll pretend we're fighting fast kiters in this instance). Add this as the target in the DPS Graph.
- Create a new empty Stabber, to simulate a fast cruiser, add both a AB and MWD, but active the MWD to start. Add this as a target in the DPS Graph.
- Create an empty Thorax.
- Load in a full compliment of 200mm Rail Guns, load Caldari Navy Iridium
- DPS should read 162
- Add the ship as attacker
- Create an empty Caracal
- Load in a full compliment of Heavy Missiles, and load in their anti-frigate missile - the T2 Precisions.
- Add the ship as attacker
- DPS should read 150
Now the first thing to consider here, is that we are using a gun type that isn't as good at tracking as blasters, but you wanted to talk about damage over range being consistent. Unlike missiles, it can also change ammo quickly to faster tracking antimatter close in.
I picked Iridium charges to simulate the same range as the missiles. Without rigs it is impossible to make these reach any further - unlike the guns, but we will come to that.
So we have similar DPS ships, without ANY tracking or other bonuses of any kind, tracking two ships that are moving with high transversal mechanics.
The result?
Well, on the Stabber, the Thorax is doing close to 80% of its damage over most of the range, hitting almost 95% of its peak damage at 32km or so. It does drop below the missiles damage at either end of the ranges, but again, with the Thorax we can change ammo!
The missiles on the stabber, a cruiser, being hit by Heavy Missiles best possible anti-cruiser weapon, for only two thirds of its peak damage. In other words, unlike the Thorax, its consistently at all ranges, dropped a third of its DPS - against a target, that the missile is designed to hit.
Against the frigate, we see a different picture. Overall, the missile is hitting the frigate far better. But it is only hitting it for 45 dps. That is less than a third of its potential DPS. A 150dps weapon, now does 45 DPS, against a kiting, fast frigate with its MWD on.
What you have to consider throughout all of this, is that we haven't even started to improve things. And this is where the additional choice that gun pilots have, dramatically outweigh the consistency of the missiles.
First off, you can change your ammo as you get in closer. If you fit Antimatter faction ammo, DPS on the Thorax rises to 278. A dramatic increase, and the mechanics of the ammo changes as well.
Against the stabber, DPS has suddenly jumped dramatically and the guns without any other bonuses at all, are hitting great at their ideal ranges, although they also lose around 60dps, or about 25%.
Against the Condor things go badly for the Rail fit Thorax, but that is no surprise at this point.
So lets improve the situation for both ships and add a projected effect of a target painter onto both ships.
Woah. Big change here. Make sure you popped the Faction Iridium back in BTW.
The Thorax against the Stabber, is doing almost full damage across the entire mid range and is significantly hitting better than the missiles.
Missiles against the Stabber have improved dramatically, but are still not close to their full DPS and offer significantly less DPS compared to guns.
Against the Condor however, OMG. Watch those guns FLY BABY! The DPS dramatically increases doing the same peak damage that the missiles do against the cruiser!
This is just one module in to improving these characteristics.
What else can we do to make the missiles hit better? Well actually, not an awful lot at this sort of range. We could fit a target painter, but stacking penalties kick in and those mid slots on the Caracal are presumingly used in most fits for a shield tank and propoulsion, so you only have 2 slots free at the very best. One of those naturally would be a point, albeit we're out of range in most of this fights ranges. So one target painter it is then.
All that is realistically left for the Caracal at this point are rigs, which means giving up on either tank rigs / fitting / energy rigs / speed rigs.
But putting in the Rigor and Flare rigs, one each, finally gives the Caracal the ability to do its full DPS against the Stabber (which hasn't been improved bar a MWD bear in mind).
On the Thorax, put in a tracking enhancer and a tracking computer.
The Thorax is now doing almost the same damage to the Condor, as the Caracal can only do against the Stabber. Ouch.
With iridium, I'm peaking damage against the Condor for 140 dps. Heavy Precision Missiles with rigs? 54 dps.
Again, closing in, the Thorax can go for Anti Matter. At this point, without any damage mods at all, the rail fit thorax can hit the Stabber for 260dps and has a very low fall off arc. Missiles are still down at 150dps.
You still have room for a web, another target painter, an active tank, another tracking computer if you wanted, and adaptable scripts and of course - rigs. Now change the velocity and angles.
Guns consistently out DPS heavy, precision missiles across the full range by a large margin. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
401
|
Posted - 2013.11.28 21:23:00 -
[2388] - Quote
One last point, if you do put three BCU in the Caracal, it will still do less DPS than the Thorax Rails, without any damage mods. They still only hit the Condor for 159dps, almost half their damage potential. Adding more target painters makes minimal difference and is pointless on a Caracal due to the slots being needed.
The thorax can still add damage mods and plate and resists, or speed mods, and still has more mid slots free to add tracking computers / painters or a web for close range.
If you move the velocity and angles around, you'll still consistently find guns doing far more damage than a three BCU Caracal with precision missiles against fast cruisers and frigates.
In short CCP Rise, Bouh, this is why people switched to the RLML. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Zvaarian the Red
Evil Leprechaun Brigade
95
|
Posted - 2013.11.28 21:53:00 -
[2389] - Quote
Moonaura is owning this thread. Is this constructive enough for you Rise? |

Empeached
Patusan Retreats
0
|
Posted - 2013.11.28 22:54:00 -
[2390] - Quote
That's a brilliant post Moonaura. As a relatively new player that's really helped me understand people's complaints in relation to HMLs - thanks for taking the time to put it together!
Using this example as a point of comparison makes it very hard to argue against the kind of changes Arthur proposed a few pages back (which again really helped me as someone quite new to all this get a clearer idea of how the different missile systems could be differentiated a bit better).
What are the main objections to such a change (which if I've read it correctly is all about tweaking damage application rather than paper DPS)? From the sounds of it the original HML nerf came about because a ridiculous percentage of players were in Drakes; they were so much better than anything else it was just perverse not to use one. Are people worried this would happen again if HMLs get buffed?
It seems more likely that this would just allow the "burst" version of the rapid launchers to feel more like the option they were always intended to be. Fixing heavy missiles would mean less outrage at changing the RLML people had turned to as a functioning replacement - from what i can work out the outrage is less to do with the burst mechanic itself (bar a few issues like changing damage type) and more just a case of people feeling like they lack a worthwhile alternative.
In other words, you need to fix the baseline before you can really judge how people feel about the new option being offered. Makes sense to me!
(which should probably set alarm bells ringing, but still...)
|
|

Zvaarian the Red
Evil Leprechaun Brigade
95
|
Posted - 2013.11.28 23:28:00 -
[2391] - Quote
In a perfect world where CCP employees actually used missiles more than they nerfed them this is what would go down:
1) The original versions of the RLML and RHML are added back into the game, even if in a somewhat nerfed form, and the new versions are renamed Burst Missile Launchers.
2) A low slot module type is added called Missile Guidance Enhancers. A T2 version of this module would increase both explosion radius and explosion velocity by 7.5%.
3) A medium slot module type is added called Missile Guidance Computers. They would have scripts for explosion radius and explosion velocity. A T2 version of this module would provide a 20% bonus to one of the previously mentioned stats depending on the script equipped.
4) A month or two after the above modules are implemented, missile damage application is improved 0-25% for all missiles larger than rockets and light missiles (ie 0-10% for HAMs and CMs, 5-15% for HMs, 15-25% for Torpedoes and all Citadel Missiles).
5) Missile users can be taken off suicide watch. =P |

Moonaura
The Dead Rabbit Society
412
|
Posted - 2013.11.29 00:39:00 -
[2392] - Quote
Thanks for the kind comments, but please remember my disclaimer lol.
I found my pre-rubicon EFT, so I could take a look at the old RLML damage vs the guns. Its both simple and complex, which is only befitting a game of EVE's stature.
I've got a long post written out explaining it, but I'm not happy with it yet. I'll post it tomorrow. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Sgt Ocker
State War Academy Caldari State
62
|
Posted - 2013.11.29 01:02:00 -
[2393] - Quote
Bouh Revetoile wrote:
The problem with missiles is that nobody want to work for them to apply meaningful dps to target they are not supposed to hit for meaningful dps. People want their missiles to hit a frigate at 80km for full damage and don't see any problem with that. People want to fit for full tank, sit there and blap frigates.
Aside from not adding anything constructive to this thread (trying derail it maybe) you are wrong. Prior to Rubicon the caracal was an anti frigate cruiser, that was its role. Now it is to a large extent not able to fill that role, without a mirage of support ships. If you read more than the replies to your posts in the thread you would see some who are willing to make fitting trade offs to get missiles to hit their targets more effectively.
Quote: The second problem is that nobody understand that 100dps to a frigate is meaningful, and even more so when the ship dealing them have FIVE times the ehp of the said frigate and a godlike range. And yes, with drones a HAM Caracal does more than 100dps to webed AB Incursus whereas a turret cruiser will only do drone dps to the frigate because the turrets won't do any single hit. Sorry not quite right here, a HAM caracal with damage drones will hit a webbed AB incursis for 100 damage per volley (that is not dps) and a lot of that is the 2 drones doing the damage as hams are absolutely terrible at hitting even a webbed frigate. If an incursis can't tank 100 damage per volley he should look at alternate fittings for his ship (my low skilled gallente alts incursus tanks 184.47DPS)
Quote: That's the caracteristic of missiles : they are reliable. They will hit the same target for the same damage every time. If you are too pro for reliability to matter, use turrets. That's as simple as that. Yes missiles are reliable, they do hit the same target for the same amount every time but believe me, there is nothing worse being in a 400dps missile boat and hitting a frigate for 100 per volley. The only way to increase this is to fit web,scram, target painter. That is 3 mid slots used to apply good damage, on a shield fit (mid slot defences) caracal that leaves 2 slots for defences and prop mod. Now you can just fit web and scram and apply decent damage but that still leaves only 3 slots for, prop mod and shields.
Hmmm, I wonder why caracals don't like getting within scram range of a frigate, that may or may not have 2 or 3 buddies nearby?
Quote: But I don't know why I'm caring for this thread as nobody here is able to understand when I talk about more than one parameter at a time. See my previous real post for details.
I think if you looked at the thread and tried to add something constructive, rather than the "missiles are OP" line you have been taking, (which by the way has been denounced by just about every missile pilot and many non missile pilots repeatedly in the thread) people might take your comments more seriously.
My goal in this thread is to get RLML back to a standard where they can again be used for solo game play. I have also posted options for balancing heavy missiles to a point they are usable if RLML's are to stay in their current guise. Right now there is no medium sized missile platform for solo (small gang 2-3) game play. I would like to see this changed. |

Moonaura
The Dead Rabbit Society
413
|
Posted - 2013.11.29 01:19:00 -
[2394] - Quote
Empeached wrote:What are the main objections to such a change (which if I've read it correctly is all about tweaking damage application rather than paper DPS)? From the sounds of it the original HML nerf came about because a ridiculous percentage of players were in Drakes; they were so much better than anything else it was just perverse not to use one. Are people worried this would happen again if HMLs get buffed?
On paper DPS vs actual DPS is something very misunderstood in EVE generally.
You also have to consider what you are shooting and how it is fit. Missiles are pretty straight forward for EFT to model, but the exact gun mechanics are still not known, and probably never will be completely, which is a very good thing for the game and prevents exploits, although EFT can emulate their best guess and the overall range and tracking is pretty accurate.
Definitely use the EFT DPS Graph to give you a better idea of how damage is applied for sure. It will teach you quite a bit about the game and what to fit and train for. Not many people actually use it!
The real DPS numbers are certainly a very big factor in missiles currently. Almost all missiles do not hit ships for anything like their actual potential DPS, even with painters and webs, which is why changing the RLML mechanics is such a big deal.
And yes, the Drake was without question the most popular ship in EVE at one time. The missiles did used to work very well, I personally remember losing my interceptor to a drake with heavy precision missiles in. It also had huge tanking potential. It could easily reach 100,000 EHP without gang links, and could also be actively tanked nicely and fit a cap drain. The Drake in the game today is a shadow of its former self, unable to reach those sort of numbers any more, and along with all other resistance bonuses ships, had its resistance bonus cut. That was probably fine on the Drake, but not all ships, and it was a strange decision to make global resistance changes.
Actually the ship most like the old Drake today, is the Prophecy, a ship that was dramatically improved in the balance changes, and could reach 100,000 EHP before the resistance nerf, fit cap drains and do the same amount of DPS as the old Drake. I tested in on SISI but haven't tried it in the game yet sadly (Not been in a region where BC are a good idea ;)
Empeached wrote:It seems more likely that this would just allow the "burst" version of the rapid launchers to feel more like the option they were always intended to be. Fixing heavy missiles would mean less outrage at changing the RLML people had turned to as a functioning replacement - from what i can work out the outrage is less to do with the burst mechanic itself (bar a few issues like changing damage type) and more just a case of people feeling like they lack a worthwhile alternative.
I'll write about it tomorrow, but I've run some initial tests in an old pre-Rubicon EFT. The reason the RLML was popular was because it could apply damage consistently across a broad range of targets and across a solid combat range. According to what I'm seeing, the Precision Lights are basically far to accurate as they currently stand in the game, when compared to their overall range and similar guns. Its a tight balance, but they are too... precise :)
The fact the missiles needed tweaking, didn't mean the RLML needed changing instead, and introducing a system that can use so few missiles, and takes 40 seconds to reload, effectively removes that module from the game for a great many players who used it in a wide range of different ways. It does offer a couple of new ways to use it, but in PVP basically your best bet is to use it solo against a kiting ship - hope you kill it - then run away, or use it as a fast frigate killer in a blob / larger fleet where the overall 40 seconds doesn't affect overall DPS in a mixed set of ships. Although I think its pretty boring while you sit there doing nothing.
As it stands, there is no alternative, because of how poorly the cruiser sized missiles hit targets. I hope CCP Rise gives us the old RLML back and they balance the missiles that caused all this fuss. I also hope he takes his idea and gives it to us as a new module in the game, so we can use it as required. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Dr Sraggles
The Covenant of Blood
22
|
Posted - 2013.11.29 02:34:00 -
[2395] - Quote
Firstly, CCP Rise, thank you for your comments on Metrics. I'm sure you can appreciate that when the player's theory craft in a vacuum that they often invent what they think you guys are up to. Your comments make clear that it is just part of the puzzle.
CCP Rise wrote:Quote:but atm we don't have a proper missile systems outside of specialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
^^^this.
Seriously, the reason RLML pre-Rubicon were so popular is that they are the only missiles that work in PvP against cruisers and smaller. There are exceptional posts above that detail what players have found from painful experience. Nothing other than light missiles can kill frigs. We cannot use HAMS or HML to do it. We had nothing but RLML. Nothing in the "Medium weapons system" or larger range that could do it.
RLML were the most common choice because they were the only choice. They worked. It was all we really had other than HAM Drakes (only really an anti BC ship) and the 100MN Tengu, a 7-800Mill (cheap one) Cruiser that has to run from frigs unless it is in an overwhelming gang.
That's why people are up in arms, you have taken away "old reliable" and not even nerfed it. You have given us a 40 sec reload which we feel is a death sentence from our adversaries (PvP) or from boredom (PvE).
How could you not know how bad HML are and how HAMs are only marginally better? Sure, they are easy mode in PvE and have wide, wide use. But you can't kill a damn thing with Heavies in pvp.
The ships that use heavies/hams (Cruiser and above) are marginal at best in small gang PvP right now. I enjoy my Gallente ships far more and look at certain Minnies ships with envy (Vaga comes to mind).
At least I can go down blasting in a Gallente boat until the end instead of doing nothing watching a reloading blink.
Bring back RLML with a magazine nerf if required Then let your metrics tell you what players prefer. Let people vote with their feet.
This is how all such changes should be implemented in a "sand box". Give players choices. |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
2
|
Posted - 2013.11.29 03:01:00 -
[2396] - Quote
I believe missiles need a module/stat/skill that has the potential to affect the explosion velocity to the same level of a web outside of web range which trades missile range for missile damage appliance (rigs are not even close).
But at the same time if missiles get to good tracking outside of web range they could become to powerful.
The only way I can think of to avoid that, would be to either introduce a tracking module thatGÇÖs chance based, with potential to reach the same amount of tracking you would gain from a web.
Or make some thing that only affects specific ranges lets say 0km-10km to 30 km could be in the form of scripts for certain ranges a bit like lasers different range ammo
There could even be a module that traded excess Lock range/missile range for tracking instead, just not a fixed range value like the webs.
Right now the only way to affect explosion velocity besides rigs is a web meaning you haft to get in to Blaster range / auto canon range and if they have a web you are most likely dead with a shield tanker.
Rlml doesnGÇÖt depend on webs and tps to the same degree as its bigger options thatGÇÖs probably one of the reasons it is a much liked missile plat form mixed combat.
But now it has been turned into an anti frig system only, and whit its sustained dps lowered and its fitting requirements increased.
I donGÇÖt think the 40 seconds reload does mater as much if it still would have the same sustained dps you would basically have two options instead of one split launchers for even dps or front load it.
|

Dr Sraggles
The Covenant of Blood
22
|
Posted - 2013.11.29 03:12:00 -
[2397] - Quote
Bouh Revetoile wrote:
5) turret dps fall VERY FAST with range. Missiles have godlike dps at godlike ranges compared to turrets.
You show me a Missile Boat that can do 450 dps to a frig from 200km and I will show you a Naga.
http://eve.battleclinic.com/loadout/68054-Sniper-Naga.html
You simply do not know what you are talking about. |

Sgt Ocker
State War Academy Caldari State
63
|
Posted - 2013.11.29 03:57:00 -
[2398] - Quote
Moonaura wrote:
In short CCP Rise, Bouh, this is why people switched to the RLML.
Sadly this is hard to emulate now, because you can't emulate the reload times anymore in EFT, they seem to have removed that feature, so the RLML looks like its permanently in burst mode..
The emulation is still available in EFT under preferences - Setup parameters calculation - Include reload time in dps..
Great post.. +1 +1 +1
|

Arthur Aihaken
The.VOID
685
|
Posted - 2013.11.29 07:23:00 -
[2399] - Quote
Why not just first introduce a new Ballistics Enhancer module that would (T2 version):
GÇó Increase explosion velocity 20% GÇó Decrease explosion radius 10% GÇó Increase missile velocity by 10%
This would be a low-slot passive module similar to the Tracking Enhancer module for gunnery. Tracking computers/scripts and tracking disruptors would still be exclusively (and separate) to turrets. We still need a 20-second and 30-second reload time on RLMLs and RHMLs, respectively - as well as small tweaks to damage application to HAMs and HMs:
GÇó Heavy missile: explosion radius 125(-15), explosion velocity 100(+19) GÇó Heavy assault missile: explosion radius 100(-25), explosion velocity 125(+24) I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
432
|
Posted - 2013.11.29 09:14:00 -
[2400] - Quote
There was an issue with parsing this post's BBCode |
|

Bouh Revetoile
TIPIAKS
432
|
Posted - 2013.11.29 09:15:00 -
[2401] - Quote
There was an issue with parsing this post's BBCode |

Sgt Ocker
State War Academy Caldari State
63
|
Posted - 2013.11.29 10:14:00 -
[2402] - Quote
Bouh Revetoile wrote:
And finaly, just notice how insanley better RLML are to shoot at frigates.
Please edit to read "Frigate", you only get to shoot at 1 before having to warp out for your 40 second reload. Just hope 1 of those pesky ceptors doesn't catch you 1st or you'll be reading your killmail instead of reloading.
Quote:Now, I'm not completely sure about the balance of HML, but realise a 2BCS Caracal will hit a MWDing Thorax (an attack cruiser) for 165dps @90km. Ahh the ideal world of eve pvp, where you target is mwding around a wreck well outside his range but nicely in yours. HML's need to be balanced, especially now RLML has such a limited area of use.
Not really sure what the point of your post was as the post you quoted was based on the more realistic use of HML Caracal vs frigate using Precision missiles, which have a range of 47 not 90k. So less DPS, less range.
Maybe you could redo your graphs and for comparison. Use a HML Caracal vs a range of ships you are likely to encounter. All I can see from your Caracal graph is it does 50DPS up to 95k vs what i presume to be a fast moving frigate.. If that is in fact the case, then i think it should be quite clear HML's need a buff as most 1 month old rookies could tank 50 dps all day, or simply warp off. As missiles do the same damage at 90k as they do at 20k does that not sort of mean those missiles aren't very good??
**I don't know where you pvp but around my way, every 2nd ship is minmatar. Can get very annoying  |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
134
|
Posted - 2013.11.29 10:39:00 -
[2403] - Quote
Bouh Revetoile wrote: Also, just put rigor rigs on your missiles ships. They are *always* better than than flare. As a missile user you should know that.
Not always. Because of fitting stats and stacking penalties sometimes is more reasonable to add T2 Flare than a T1 Rigor. |

GlueShooz
Forged Industries
4
|
Posted - 2013.11.29 10:43:00 -
[2404] - Quote
A lot of great information in this thread but I'm not sure where you guys are getting into these big open field fights. I have two FW toons and they're getting into fights within 9 km of their opponents, frequently less than 5 km (not by my choice, that's the usual range of the inevitable pirate gank). Trying to blast your way out of a gate gank is even closer range. RLML used to be a good delivery system in pvp and pve. Now it sucks. And it's pointed straight at the Caldari.
Caldari ships are mostly missile ships. CCP nerfed the principal tool of the lighter Caldari navy.: and that's all that gets into it in most FW battles. I haven't seen BC in a plex fight yet. Was this nerf the result of the Caldari ruling in PVP? Nope. They were losing to Gallente. Apparently the Caldari just plain had it coming.
Honestly the calculations you all are making are intriguing but they have no bearing upon pvp I'm experiencing.
In PVE the RLML is now useless. You used to be able to put out a steady stream of missiles with a couple RLML's. You sacrificed range on the Drake but gained close in/frig defense. That's gone. I'm training up HAM but they're power hogs, their explosive radius is about 4x your average frigate's profile and their range is inexplicably low (a bigger missile has less range?).
The RLML nerf was excessive, unnecessary and very sided.
|

Arthur Aihaken
The.VOID
685
|
Posted - 2013.11.29 11:12:00 -
[2405] - Quote
Niena Nuamzzar wrote:Not always. Because of fitting stats and stacking penalties sometimes is more reasonable to add T2 Flare than a T1 Rigor. There aren't any stacking penalties for rigors or flares, just CPU penalties. And I don't have the link handy (the discussion is somewhere at the beginning of the original RHML thread), but the way missile mechanics work is that an explosion radius smaller than the target signature will also offset target velocity to some extent, whereas flares just apply to target velocity. That's why an explosion radius bonus is worth substantially more than an explosion velocity bonus and one reason RLMLs were so deadly in certain configurations.
The problem with utilizing rigors is that while, yes - you do improve your damage application - this comes at the expense of tank. Again, something a passive/low Ballistic Enhancer would change immeasurably. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.11.29 13:09:00 -
[2406] - Quote
Sgt Ocker wrote:Bouh Revetoile wrote:
And finaly, just notice how insanley better RLML are to shoot at frigates.
Please edit to read "Frigate", you only get to shoot at 1 before having to warp out for your 40 second reload. Just hope 1 of those pesky ceptors doesn't catch you 1st or you'll be reading your killmail instead of reloading. Quote:Now, I'm not completely sure about the balance of HML, but realise a 2BCS Caracal will hit a MWDing Thorax (an attack cruiser) for 165dps @90km. Ahh the ideal world of eve pvp, where you target is mwding around a wreck well outside his range but nicely in yours. HML's need to be balanced, especially now RLML has such a limited area of use. Not really sure what the point of your post was as the post you quoted was based on the more realistic use of HML Caracal vs frigate using Precision missiles, which have a range of 47 not 90k. So less DPS, less range. Maybe you could redo your graphs and for comparison. Use a HML Caracal vs a range of ships you are likely to encounter. All I can see from your Caracal graph is it does 50DPS up to 95k vs what i presume to be a fast moving frigate.. If that is in fact the case, then i think it should be quite clear HML's need a buff as most 1 month old rookies could tank 50 dps all day, or simply warp off. As missiles do the same damage at 90k as they do at 20k does that not sort of mean those missiles aren't very good?? **I don't know where you pvp but around my way, every 2nd ship is minmatar. Can get very annoying  Your world is noobish. Sometimes, in a cruiser fight, you can have logi and EWAR ships 50km behind their main fleet while yes the brawl is within 10km of each other. You also can use long range fire support, where ABC are indeed much better, but cruisers are cheapers and a HML Caracal is be far vulnerable to frigates than a Naga which will die if one frigate come below 50km of him.
And now and then you still find a medium range fleet with MWDing shield cruisers and 30 to 50km operating range.
And if you need a short range missiles system, look at HAM. They are far from bad.
All in all, if you don't find any use for missiles strength, that's *your* problem, because in the game, they do have strengths.
Now, since the medium LR turrets buff, HML might need a small buff, but I'm not even sure about that. Turret ships make huge sacrifices to shoot at the ranges HML can naturally reach. On a long range fit, HML ship can just stack BCS and some rigs, and they are fine while turrets need a load of TC and TE and are still extremely vulnerable to frigates closing in. Both weapon systems have their advantages and drawback, and LR missiles are more long range than turrets which are more medium range, with HAM at their lower border, but they all have their niche.
See this post for RLML specifically. |

Moonaura
The Dead Rabbit Society
420
|
Posted - 2013.11.29 13:22:00 -
[2407] - Quote
Bouh Revetoile wrote: Now, to the interesting post of Moonaura
First, thank you for taking the time to look at numbers. But you're still missing a bit of distance to these numbers to understand what they mean. But before, a few remarks : First, why did you took a target Stabber ? I'm affraid the Stabber is a lot more popular in missiles thread for missiles user to "demonstrate" the limits of their weapons than in game, but the worst is that it is a dishonnest choice, because the Stabber is one of the cruiser with the best speed/sig ratio, and one of the lightest on top of that.
A couple of reasons. First, it is fair to say that Minmitar ships are pretty popular in the game, and I'm going to take a stab in the dark, that the stabber is among one of the most popular (see what I did there? :). It's reasonable to suggest it is a ship a Caracal pilot would come across. And secondly, I picked it because I was demonstrating the current issues with the Heavy Precision Missiles, which are essentially behind the reason why the RLML became popular. I'm also not finished showing more information on other ship types yet.
You don't use missiles, but when fighting a faster, low signature ship, you're immediately going to switch to precision missiles. That is the smart choice.
These missiles are designed to hit both frigates and faster cruisers. That is their role.
When you load them, you also take a range and DPS drop. Its significant.
- Compared to Faction Heavy Missiles, you lose around 50% of your missile range compared to Faction.
- Compared to Fury Heavy Missiles - the best DPS for Precisions is 288- you lose 94 DPS before a single missile is fired.
- Sadly even Faction only do 284 DPS. Hardly thrilling, but then you get the range on those and I will point out something else interesting about those later.
All of these compromises are made up for the fact that Precision Missiles are supposed to hit better.
But they don't.
Even with a Caracal using Rigor and Flare rigs, three BCU and T2 launchers, you only hit the Stabber with the MWD for 197 DPS. Thats a drop of 111 DPS against a large signature target - with rigs in.
Against an AB fit Stabber it gets far worse. DPS drops to just 122. Over half the DPS of the missile, using the right missiles, against the right target.
They are pathetic.
Against a frigate - lets use your last Incursus loss as the fit, which used an afterburner, plate and a single active tank, the DPS drops down to just 69 dps.
If I use a target painter, it jumps to 83 DPS. That is the best we can do in a Caracal with Precision missiles. As shown previously, the Thorax can do way more damage across more ranges than the Caracal, and can also web and fit more DPS modules if you wished.
You wanted to see the Precisions against a Thorax? A ship it should absolutely hit well for sure.
Well, without the rigs and target painter, even those don't hit a MWD Thorax for full damage, doing just 215 DPS. If you overload your MWD - which is what you'd do to get in range if you didn't have Rails, then that is 175 DPS.
With a target painter, we can hit the full damage of the missile 248 DPS. It is worth considering however, that a double tanked Thorax can easily tank that level of DPS - and that is before resistances are a factor. In other words, it would only need a single rep to tank those missiles, and probably not even permanently. With the average resistance considered, DPS drops to 114 for the Caracal with Precisions.
The Thorax with Rails on, reaching the same range as the missiles, switching the tracking script to range - will hit the Caracal for less damage - absolutely - 28 dps less at its peak, and around 40 dps overall. But this is in a perfect counter orbit. If you change the angles and velocities - i.e. if you're chasing the Caracal - the DPS increases - and can even surpass the missiles.
But there is an elephant in the room for the Thorax.
The Drones.
Add those in, and the DPS of the thorax can jump to 392 DPS. Over a third more than the Caracal (which can only use two lights or a medium drone).
This is on a Thorax without any DPS modules at all. Just tracking and a painter, and not even with the best DPS rail guns.
Again, in EVE, the Thorax would win this fight. It can tank the Caracal's DPS, can hit it almost as well with its guns over the same range - and in a kite scenario - almost perfectly - Uranium Faction btw and changed the tracking computer script range. It had a target painter, MWD and disruptor fit in the mids. It can also shoot far further than the missiles if you wanted to do so. I haven't put in any rigs.
Please also remember in my previous post I pointed out that against a fast small signature cruiser - the Rails do far better than the missiles at hitting the target.
I have yet to discuss the RLML DPS and Mechanics, but it is definitely something I want to cover. Unlike Heavy Precisions, Light Precisions are very good. Its clear why they became popular given how bad Heavy Precisions are. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
420
|
Posted - 2013.11.29 13:37:00 -
[2408] - Quote
The thing I wanted to put out about Faction heavy missiles, is they actually compare very closely to precision T2 missiles. Close enough in fact, that actually loading precision heavy missiles, is ever worth it. They hit Frigates for almost the same, and hit fast Cruisers for almost the same.
They have twice the range of precision missiles, and overall slightly more DPS on paper.
Again this underlines the fact that precision missiles don't work or do what they are supposed to do. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
420
|
Posted - 2013.11.29 13:50:00 -
[2409] - Quote
Bouh Revetoile wrote:All in all, if you don't find any use for missiles strength, that's *your* problem, because in the game, they do have strengths. Now, since the medium LR turrets buff, HML might need a small buff, but I'm not even sure about that. Turret ships make huge sacrifices to shoot at the ranges HML can naturally reach. On a long range fit, HML ship can just stack BCS and some rigs, and they are fine while turrets need a load of TC and TE and are still extremely vulnerable to frigates closing in. Both weapon systems have their advantages and drawback, and LR missiles are more long range than turrets which are more medium range, with HAM at their lower border, but they all have their niche. See this post for RLML specifically.
My last two long posts have shown how that isn't the case. Rails can happily out perform missiles at all range varieties in that scenario, and certainly a Thorax is far more flexible and effective as a ship than the Caracal.
But you state these things as if they are facts without showing us why this is so. Given you don't fly missile ships and have never fired one, you're coming at this with a very strong opinion on how effective they are. I appreciate when they are hitting the hull of your Thorax, you might feel aggrieved that they are somehow overpowered, but as I've shown you repeatedly, Rail Guns typically out perform missiles, and that is before you add ANY DPS modules and after you've added Three BCU's and Missile Rigs and a Target Painter to the Caracal.
Given that the PVP you are doing in Faction Warfare takes place around Plex's, a Thorax and Incursus can dictate the terms of a fight by camping the acceleration gate entrance, so as a missile ship, you're at an immediate advantage of being scrammed, webbed and finding blasters easily out DPS'ing you into tiny pieces.
In a more open environment, a Thorax might have to overload its MWD and try to closer for peak damage, but with Rails and Drones it can still out damage the Caracal while it is doing so, and if a Caracal runs, your guns do far more damage to it as you give chase, than if it was in orbit while its missiles do far less damage against your now much faster Thorax overloading - only around 130-150 dps or so.
If you want to fit a true long range thorax, the potential is there, although clearly the Moa is a better boat for that role.
Quite simply, if Missile boats were so good as you suggest, your corporation would retrain to fly them. That is exactly why everyone used to fly Drakes.
The tests I've done show that the Light Precision missiles are very good however, and I want to discuss those more. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Sgt Ocker
State War Academy Caldari State
65
|
Posted - 2013.11.29 14:14:00 -
[2410] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:Bouh Revetoile wrote:
And finaly, just notice how insanley better RLML are to shoot at frigates.
Please edit to read "Frigate", you only get to shoot at 1 before having to warp out for your 40 second reload. Just hope 1 of those pesky ceptors doesn't catch you 1st or you'll be reading your killmail instead of reloading. Quote:Now, I'm not completely sure about the balance of HML, but realise a 2BCS Caracal will hit a MWDing Thorax (an attack cruiser) for 165dps @90km. Ahh the ideal world of eve pvp, where you target is mwding around a wreck well outside his range but nicely in yours. HML's need to be balanced, especially now RLML has such a limited area of use. Not really sure what the point of your post was as the post you quoted was based on the more realistic use of HML Caracal vs frigate using Precision missiles, which have a range of 47 not 90k. So less DPS, less range. Maybe you could redo your graphs and for comparison. Use a HML Caracal vs a range of ships you are likely to encounter. All I can see from your Caracal graph is it does 50DPS up to 95k vs what i presume to be a fast moving frigate.. If that is in fact the case, then i think it should be quite clear HML's need a buff as most 1 month old rookies could tank 50 dps all day, or simply warp off. As missiles do the same damage at 90k as they do at 20k does that not sort of mean those missiles aren't very good?? **I don't know where you pvp but around my way, every 2nd ship is minmatar. Can get very annoying  Your world is noobish. Sometimes, in a cruiser fight, you can have logi and EWAR ships 50km behind their main fleet while yes the brawl is within 10km of each other. You also can use long range fire support, where ABC are indeed much better, but cruisers are cheapers and a HML Caracal is be far vulnerable to frigates than a Naga which will die if one frigate come below 50km of him. And now and then you still find a medium range fleet with MWDing shield cruisers and 30 to 50km operating range. And if you need a short range missiles system, look at HAM. They are far from bad. All in all, if you don't find any use for missiles strength, that's *your* problem, because in the game, they do have strengths. Now, since the medium LR turrets buff, HML might need a small buff, but I'm not even sure about that. Turret ships make huge sacrifices to shoot at the ranges HML can naturally reach. On a long range fit, HML ship can just stack BCS and some rigs, and they are fine while turrets need a load of TC and TE and are still extremely vulnerable to frigates closing in. Both weapon systems have their advantages and drawback, and LR missiles are more long range than turrets which are more medium range, with HAM at their lower border, but they all have their niche. See this post for RLML specifically. Ok now I'm not sure whether you are being deliberately insulting or simply don't read what it is your responding to.. NOWHERE in the post you initially responded to or the one in which you decided to try and insult me was there mention of fleets.. We were specifically talking about solo, small gang 2-3 members.. The dynamics are entirely different to what you are describing with logi ewar etc.
The discussion was not about whether turrets are better or worse than HML's it was about getting a usable alternative to the RLML. I and most others in this thread believe HML's need a buff and if fleet doctrines (you like fleets) are anything to go by, HML's do indeed need a buff. I don't know of 1 major alliance using HML's in any doctrine. The HML nerf killed the drake HML doctrine, as far as I'm aware nothing has changed since then, HML's are not widely used due to extremely poor damage application.
Please, read the thread you are posting in.. Try responding to the post not change its content with your opinion of what it should be about, Oh and when you do read it, you might just see THIS IS THE RLML SPECIFIC THREAD YOU LINKED FOR ME TO READ. I have been posting in the thread for over 2 weeks.
You want to highjack a thread for your own agenda please find another.
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Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.11.29 14:15:00 -
[2411] - Quote
Moonaura wrote:The thing I wanted to put out about Faction heavy missiles, is they actually compare very closely to precision T2 missiles. Close enough in fact, that actually loading precision heavy missiles, is ever worth it. They hit Frigates for almost the same, and hit fast Cruisers for almost the same.
They have twice the range of precision missiles, and overall slightly more DPS on paper.
Again this underlines the fact that precision missiles don't work or do what they are supposed to do. That is an important thing to underline a problem I can see.
On the other hand, hiting a painted AB Incursus for 80dps to be a lot in fact, because a turret ship won't hit this incursus, like never if the incursus have tackle on the cruiser ; and 80dps is what a frigate will do at 8km, and it's more than enough to kill the said frigate in a minute or two.
And for the Stabber, my mistake if it's more popular than what I think (I don't see them a lot in my area), yet what threat to your Caracal is it ? Stabber has a rather weak tank and poor dps because of its high speed. And the same goes for frigate : you are basicaly complaining that you won't kill them fast enough, because eventhough it might take you some time considering the low tank of the ennemy ship, your tank will allow you to still win the engagement if he doesn't disengage.
And you still miss the big picture with your virtual duels, which is the question of what your ship will be used for. Is it ranged dps ? Frigate interdiction ? Cruiser fleet dps ? What will be your range of operation ? Basicaly, a missile ship will have one or two fits for all these roles whereas each turret fit must be very specific. Yet even missiles can't do everything with one fit and the endemic problem you seem to suffer is that you want to do everything with one fit.
For example, the best weapon to hunt down this railgun Thorax would be HAML. On a Caracal, HAML have ~20-25km range which mean you'll either tackle and kill the Thorax, because these will apply their dps, or warp off.
Basicaly, HAM will be the missiles of choice for <25km engagement whereas HM will be better for longer ranges. RLML will be anti-frigate support.
Also, numbers on an AB anything are moot as the AB function is to reduce missile damage. And keep in mind that rigs are importants, as the tanking rigs above all have rather big effects on missiles and turrets damage application, because they basicaly counter speed tanking. |

Sgt Ocker
State War Academy Caldari State
65
|
Posted - 2013.11.29 14:25:00 -
[2412] - Quote
Moonaura wrote:The thing I wanted to put out about Faction heavy missiles, is they actually compare very closely to precision T2 missiles. Close enough in fact, that actually loading precision heavy missiles, is never worth it. They hit Frigates for almost the same, and hit fast Cruisers for almost the same.
They have twice the range of precision missiles, and overall slightly more DPS on paper which can be used against larger ships.
Again this underlines the fact that precision missiles don't work or do what they are supposed to do. They also cost 4X what precision do. ( I know cost is not relevant in pvp) Sadly Precision missiles are lacking all round, except in price, I had found the same when running missions with my RLML Caracal, Navies where better at hitting the harder to kill frigates than precisions. I don't have all 5's so any edge I could get I took, although forgetting to switch back after killing the frigate would have a big impact on profit from the mission 
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Moonaura
The Dead Rabbit Society
421
|
Posted - 2013.11.29 14:25:00 -
[2413] - Quote
Given you have gone back to an old post, that I never replied too, I wanted to address that, given you brought it back up.
Bouh Revetoile wrote:The thing with battleships was exactly what I was saying. 3 BS can't go in a gang of hafly competent cruisers under gate guns and have any hope to survive.
Bouh, honestly mate. Just go on youtube and you can watch dozens and dozens of solo battleships taking out entire gangs of cruisers. Let alone three battleships!
http://www.youtube.com/watch?v=MiX7N5OyTYE - this is hilarious
http://www.youtube.com/watch?v=DpQDoOJLlHM
http://www.youtube.com/watch?v=SYF0BYX_OuU
http://www.youtube.com/watch?feature=player_embedded&v=faFt86AzYzM
The last one is a Raven killing frigates. Hilariously, if you look at the numbers, the Raven hits frigates better than the Caracal when fit properly.
The reason our two battleships failed to kill the cruisers was because I'd over tanked and under tracked. This is the issue with the Rokh, to get a really epic active tank, you don't have many mid slots left.
The engagement, in other words, taught me a lot, but thanks to Hyperion popping, we still came out on top on efficiency.
tl:dr - Battleships can kill cruisers - and frigates just fine. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.11.29 14:45:00 -
[2414] - Quote
Sgt Ocker wrote:Ok now I'm not sure whether you are being deliberately insulting or simply don't read what it is your responding to.. NOWHERE in the post you initially responded to or the one in which you decided to try and insult me was there mention of fleets.. We were specifically talking about solo, small gang 2-3 members.. The dynamics are entirely different to what you are describing with logi ewar etc. A fleet start with two people, and with 5 of them, you can benefit a lot from EWAR.
Oh, and in small gangs like that, long range weapons are not prefered, because they lack the punch to kill the ennemy fast and go away before renforcement arrive. Why would you want to use a weapon with 90km range if you only need to shoot in scram range ?
EVE is not an arena game, and range is very useful in a lot of situations in the game. If someone tackled the target already, range is invaluable. Oh, and you don't need tackle if you plan to shoot beyond 25km. A TP would replace the point with lots of benefits. For point range, you have HAM.
Also, my corp is focusing on armor fleets, because it's gallente flavour, but befor we ran in the problem that one of our FC like to run shield fleets, and in these caldari ships always were the best choice : Moa and Caracal are damn good T1 cruisers for fleets with HAML and railguns, and focusing primaries is insanely easier with medium range weapons than with blasters.
Oh, and I linked my post, not the thread.
Moonaura wrote:In a more open environment, a Thorax might have to overload its MWD and try to get closer for peak damage, but with Rails and Drones it can still out damage the Caracal while it is doing so, and if a Caracal runs, your guns do far more damage to it as you give chase, than if it was in orbit while its missiles do far less damage against your now much faster Thorax overloading, because the missiles struggle against speed.
If you want to fit a true long range thorax, the potential is there, although clearly the Moa is a better boat for that role. Even a Moa won't beat a Caracal for sniping ranges, and beyond 40km a Caracal will often be far better than the Thorax when you consider everything (tank, dps, vulnerability at short range). But yes, between 25 and 40-45 km, railguns are arguably better than missiles, if you can work around their drawbacks. They would be OP if they were, like before, better at all ranges.
And I'm talking here about balance : balance is not when a weapon is good for your taste, balance is when all weapons have a distinct niche where they can be prefered over all other weapons.
And in this point of view, RLML were used in place of HML, HAML and destroyers, depending on the situation. That was a huge overlap on too many things. That was OP.
HAML and HML both have some advantages you can exploits to prefer them to turrets. The objective is not to make turrets always better than them but for both turrets and missiles to have balanced advantages over each other.
And when we talk about HML, the often overlooked ability is the lack of tracking which allow to threaten a frigate who just tackled you while you were hammering her friends at long range. An LR turret in this situation is dead, plain and simple.
And finaly, on the drones of the Thorax, yes, this is an ability of gallente ships which make them slightly better than caldari ships for solo, small gangs and harrassment tactics than caldari ships. Caldari ships have other abilities like sensor range and large shields which make them better than gallente for fleets and long range duties. |

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.11.29 14:49:00 -
[2415] - Quote
Moonaura wrote:tl:dr - Battleships can kill cruisers - and frigates just fine. Indeed, and cruisers can kill battleships and frigates just fine ; and frigates can kill cruisers just fine, but for battleship you need to be careful with smartbombs. |

Sgt Ocker
State War Academy Caldari State
65
|
Posted - 2013.11.29 15:33:00 -
[2416] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:Ok now I'm not sure whether you are being deliberately insulting or simply don't read what it is your responding to.. NOWHERE in the post you initially responded to or the one in which you decided to try and insult me was there mention of fleets.. We were specifically talking about solo, small gang 2-3 members.. The dynamics are entirely different to what you are describing with logi ewar etc. A fleet start with two people, and with 5 of them, you can benefit a lot from EWAR. Oh, and in small gangs like that, long range weapons are not prefered, because they lack the punch to kill the ennemy fast and go away before renforcement arrive. Why would you want to use a weapon with 90km range if you only need to shoot in scram range ? . I do wish you would go back and read the posts prior to the one you responded to.. You have taken what was being discussed misinterpreted it and now seem intent on completely derailing it .
The small gang I fly with does indeed fly ships with a potential 90k range (with HML's), 3 of us flew RLML Caracals as anti frigate ships.. Which oddly enough is what we were discussing.
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Moonaura
The Dead Rabbit Society
423
|
Posted - 2013.11.29 15:40:00 -
[2417] - Quote
Bouh Revetoile wrote:That is an important thing to underline a problem I can see.
On the other hand, hiting a painted AB Incursus for 80dps to be a lot in fact, because a turret ship won't hit this incursus, like never if the incursus have tackle on the cruiser ; and 80dps is what a frigate will do at 8km, and it's more than enough to kill the said frigate in a minute or two.
Buoh, you're a good chap, I'll say this for you, you're getting the best out of my time replying to you on this thread, and hopefully this will help CCP Rise see some of the underlying issues facing missiles - wait are you a secret CCP Rise alt trolling me? lol
So to be clear, you're saying a gun based Cruiser can't hit an AB Incursus as well as the terrible missiles?
Which ship would you like me to show you that isn't the case with?
I know you fly the Thorax so let us begin.
With a tracking computer with speed script, tracking enhancer and a web - all of which are easily doable on this boat, with anti matter and Heavy Electron Blasters, you will hit for 90 dps peak at 5km with faction Anti Matter. That is with both ships at 70% of their speed and I haven't turned on any propulsion in the Thorax, as if its being brawled by an Incursus, there is little point. Overall I would say the missiles are indeed better, but I've not added a few things.
No rigs, and no DPS modules.
And no Drones - something the Thorax gets a lot from. Add even medium drones, and DPS hits 240 on the Thorax against your Incursus. Granted you can shoot the drones, but I can also improve the gun situation. If I stop moving in the Thorax and let the Incursus do its thing around me, tracking improves, Now I do 282 peak DPS in total.
If you are approaching or moving away from me in any form, the tracking changes completely and I start to do close to full gun damage. Which is how you should fly the Thorax, constantly going towards and away from your target to get the best tracking.
With wee tiny Electron Blasters I can get better tracking, and with Void ammo, if you got within their range, I'd do 134 dps or there abouts. Still better than the missiles. Blasters are a funny thing though, even with Lead in they still don't reach much further, but with the smallest guns in, and the lowest DPS ammo, you can still do more DPS than the missiles from a three BCU Caracal with Precision Heavy missiles in. That is without drones.
Now, given I guess you're orbiting around 9 or so KM with your Incurus right? Given the range of your guns, if I pop in Javelins, I can hit you with the rails for around 168 dps. That is just with the guns. That is twice that of the heavy precision missiles.
Again, Rails are very good anti-frigate guns as long as you control your fight, which with a web or two is very easy to do. So the Rail Thorax is basically your best all round Anti-Frigate cruiser. Combine them with their drones and you have, technically, a very decent boat that can easily out DPS a Caracal with Precision Heavy Missiles. You can either tank it or add more DPS, given its anti-frigate, a buffer tank and EANM and a DPS module seem to make sense in this configuration, but you can active tank them instead.
The RLML Caracal is another story though. The old one at least.
Before the recent changes, it could do 190 dps peak damage in a typical Caracal across 33km. It hit almost all targets well, and it would certainly hit your Incursus for full damage almost every time, AB or not. It only does less damage against kiting frigates, like a Condor, but those ships can also burn away from a Caracal if flown well.
It only has two light drones. With Hob's in, it does 225 dps peak. Very solid.
But that number is still not as high as the peak rail damage Thorax with drones, which can reach 318 at 6 km and 260 dps at longer ranges 25km)
Overall then, the Caracal is simpler, and without question more effective in a broader sense, mainly because of its range and consistent damage, but only against frigates. But flown well and fit right, an Anti Frigate Thorax can easily out damage it, and both chasing or running away from targets, will do far more damage - painfully so, while doing more better peak damage in orbits if you pick the right ammo.
Given that the Caracal then, is a one trick pony in this fit, and cannot do the better damage against Cruisers than it can against frigate, that the Thorax happily can (typically twice the DPS), its fair to say the Caracal is a bit limited with a RLML fit.
It best role, is anti-frigate, without question in this configuration. At least it was... Those numbers on the Caracal are now a thing of the past, and now, on average when you take into account the reload time, the new RLML will only do 153 dps against your incursus - and that is before accounting for your resists.
That is where the nerf comes in. Overall they do less DPS, and the don't fire for 40 seconds. Sure it does a peak DPS of 205, but this is only 15 dps more than the 190 dps it used to be able to do. If that is 'Burst Damage' you can keep it.
As demonstrated, the Thorax has none of these drawbacks, does more DPS, has more fitting flexibility, and can reload or change ammo in 5 seconds.
My advice Bouh. Keep flying Gallente. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
423
|
Posted - 2013.11.29 15:41:00 -
[2418] - Quote
Bouh Revetoile wrote:Moonaura wrote:tl:dr - Battleships can kill cruisers - and frigates just fine. Indeed, and cruisers can kill battleships and frigates just fine ; and frigates can kill cruisers just fine, but for battleship you need to be careful with smartbombs.
They don't need smartbombs to be able to kill Frigates. See Raven video. Guns can do the same at those ranges. And I'll have to look at, probably with guns close in if you fit right. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
423
|
Posted - 2013.11.29 15:54:00 -
[2419] - Quote
If anyone wants to test these fits out, happy to give it a go on Sisi. I also have a TS3 we can use. E-mail is the best bet. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.11.29 16:18:00 -
[2420] - Quote
Moonaura wrote:killing AB incursus in a Thorax You are far from reality here. An AB frigate, whatever its guns, will never orbit a cruiser at 5km. Against a cruiser, you dive with 500m orbit, and overload the AB as long as you are not in there.
With scram+web, the cruiser is not gonna move a bit compared to the frigate, and 3 slots tank Thorax is light tank or slow 1600mm plate + trimark (what is the speed of this one ? something like 1600-1700m/s with MWD I'd say...)
So, even webed, the Incursus going at 300m/s orbiting at 500m will never be hit by the Thorax, and will have plenty of time to kill the drones. And that is if you are lucky enough for the Incursus to not manually orbit at less than 500m.
And with a web, your rail Thorax is in web range. And I bet everything on the frigate in a fight vs a rail cruiser in scram range, unless the frig pilot make huge mistakes.
Also, my goto frigate would have MWD+scram+web. Against such frigate, a LR turret cruiser have absolutely no chance. It's just tackle and profit.
Also, TD, Condor and Atron like them a lot.
The only T1 cruisers which might not be affraid of frigates are Caracal and Vexor, and the first will be better than the second because drones can be killed, that's as simple as that.
In fact, most of your turret cruiser vs anything scenario are *very* optimistic in favor of the turret cruiser. You never consider what could go wrong, and a lot of things often go wrong in a fact.
So as I already said, if you are pro enough to be sure that nothing is going to be wrong, the only reason you should use missiles is for the longest ranges (>60km). Otherwise, indeed turrets are always better because you discarded all the things which could go wrong.
But in the actual game, when you see a turret cruiser, it's either a bait or he have a lot of cruiser friends around him, because except for the Caracal and Vexor, a lone cruiser is often a prey for frigates. |
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Moonaura
The Dead Rabbit Society
424
|
Posted - 2013.11.29 16:25:00 -
[2421] - Quote
If your Incursus is going to dive in and get in and try to sit at 500m, why are you fitting Rails on your Incursus then? They don't hit anything like as well at that close range.
If I fit blasters on the Thorax instead, I am absolutely still going to eat you alive at those close ranges, especially if I bring webs. As I said. I'm available for tests on Sisi. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Dr Sraggles
The Covenant of Blood
23
|
Posted - 2013.11.29 16:36:00 -
[2422] - Quote
Bouh Revetoile wrote:Dr Sraggles wrote: Yes, t1 AB frigs get hurt. They should get hurt by a ~$200++ mill dedicated anti Frig ship. He should have 20 $10 mill frigs on his killboard before he goes down or he's doing it wrong. That's where you get wrong. AB frigates should not get hurt by a cruiser because you spent 200Misks in it, they should get hurt by destroyers. And interceptors get hurt by destroyers and combat interceptors. There's not only your precious missiles cruisers in the game. There are dozens of other ships. And if your amazing Naga can indeed do 450dps to a frigate at 200km, please tell me how much he will do to any ship with any semblance of transversale speed below 100km, you the ranges where people actually fly in game.
Still waiting for the "ungodly dps" and range from a missile boat. Yes, the Naga can do exactly that at 200km. Maybe not 100% applied (because nothing is, in this game) but a gate sniping Naga stacks up the kills.
Btw, at 100Km transversal is nearly meaningless unless the ship is truly going fast. By the time the frig is aware he is getting shot at it is usually too late. And apparently you do not have enough game experience to use the "warp to at 100km" button that when you come in from your "safe" often puts you at ranges of up to 200km from the Naga that is sitting at 100km from the gate sniping with...wait for it....antimatter and doing even more dps.
And lastly, no my friend, that 200mill isk dedicated anti-frig ship should be better than a 10 mill T1 destroyer. Why? Because the player has spent several months on the train to make that ship better than a ship a rookie with 2 weeks in game can be sporting. In case you haven't figured it out CCP made the HAC version of the Caracal to kill frigs.
The rest of your post is just utter garbage and not even worth addressing. All that comes through is a pedant that cannot acknowledge that he cannot fly and hates missiles because all you have to do is maintain range and can neglect transversal. YES, that is true and why missiles are such crap DPS. But Medium Turrets can hit frigates and posts in this thread have clearly demonstrated that medium missiles cannot for meaningful dps.
Still waiting for one single post that is not from a nerf herder. My guess is I'll be waiting for awhile. |

Moonaura
The Dead Rabbit Society
429
|
Posted - 2013.11.29 16:39:00 -
[2423] - Quote
Bouh Revetoile wrote:Also, TD, Condor and Atron like them a lot.
Yes, the first thing I did when the frigate changes came along, is fit those on there. If you also have the skills, you can use Sensor Damps instead on the Condor. Its not as good as a Maulus, and tricky to fly, but it works well.
But given you play in Faction Warfare, you know full well that an Incursus sitting at a Plex entrance can scram and web a condor before its even got its socks on. So they are pretty useless in that scenario.
A well fit rail thorax though, reckon will still kill a kiting Condor quite happily, but we can test it.
As for the range stuff you mentioned, and how your Incursus would dive in, if I double web the thorax, which is easily doable and makes up for the lost tracking computer (which I can fix with either rigs or enhancers), then your Incursus is only doing 200m/s with perfect skills. Without any propoulsion mod, the Thorax will do 300m/s, so I can, indeed control the range, and keep you where my guns hurt the most. And you can't overload for long in a frigate. Even then you only reach 254m/s, so I can still keep you at range if I want too. If I fit an AB, its very easy for me. If you fit a web as well, you can't fit a cap booster, so you can't tank for long.
Trust me, Incursus is going to die to a Thorax. 500m orbit or not. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Dr Sraggles
The Covenant of Blood
25
|
Posted - 2013.11.29 16:58:00 -
[2424] - Quote
GlueShooz wrote:A lot of great information in this thread but I'm not sure where you guys are getting into these big open field fights. I have two FW toons and they're getting into fights within 9 km of their opponents, frequently less than 5 km (not by my choice, that's the usual range of the inevitable pirate gank). Trying to blast your way out of a gate gank is even closer range. RLML used to be a good delivery system in pvp and pve. Now it sucks. And it's pointed straight at the Caldari.
Caldari ships are mostly missile ships. CCP nerfed the principal tool of the lighter Caldari navy.: and that's all that gets into it in most FW battles. I haven't seen BC in a plex fight yet. Was this nerf the result of the Caldari ruling in PVP? Nope. They were losing to Gallente. Apparently the Caldari just plain had it coming.
Honestly the calculations you all are making are intriguing but they have no bearing upon pvp I'm experiencing.
In PVE the RLML is now useless. You used to be able to put out a steady stream of missiles with a couple RLML's. You sacrificed range on the Drake but gained close in/frig defense. That's gone. I'm training up HAM but they're power hogs, their explosive radius is about 4x your average frigate's profile and their range is inexplicably low (a bigger missile has less range?).
The RLML nerf was excessive, unnecessary and very sided.
For PvE you'll be fine in a HAM Caracal (FWIW). The precisions plus a target painter takes out frigs fine. Mostly because they are only going 200m/s as this seems to pass for frigs "burning" at you in PvE.
As far as all the theory crafting and EFT warrior-ing you are absolutely right that it bears little resemblance to the vast majority of EVE pvp which is the primary target/gate camp victim getting blobbed by 10 guys. It all goes out the window at that point.
I think this is one of the things that makes balance so difficult is that so little of the game is 1v1 or even 2v2 where tiny differences in the performance of ships/weapons is critical. I honestly think it makes the use of "user metrics" very difficult as terrible solo ships/weapons can still be used in gangs where their critical shortcomings are hidden. This delays their being dropped from use and muddies the issues. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
123
|
Posted - 2013.11.29 17:14:00 -
[2425] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:Not always. Because of fitting stats and stacking penalties sometimes is more reasonable to add T2 Flare than a T1 Rigor. There aren't any stacking penalties for rigors or flares, just CPU penalties. And I don't have the link handy (the discussion is somewhere at the beginning of the original RHML thread), but the way missile mechanics work is that an explosion radius smaller than the target signature will also offset target velocity to some extent, whereas flares just apply to target velocity. That's why an explosion radius bonus is worth substantially more than an explosion velocity bonus and one reason RLMLs were so deadly in certain configurations. The problem with utilizing rigors is that while, yes - you do improve your damage application - this comes at the expense of tank. Again, something a passive/low Ballistic Enhancer would change immeasurably. There are stacking penalties for multiple rigs (Flare or Rigor) of the same type. |

Zvaarian the Red
Evil Leprechaun Brigade
104
|
Posted - 2013.11.29 17:21:00 -
[2426] - Quote
Here's some interesting damage application numbers to consider:
Hookbill (faction light missiles) vs Kestrel: 88.5% Hookbill (faction rockets) vs Kestrel: 100% Caracal (faction heavy missiles) vs Rupture: 59.5% Caracal (faction heavy assault missiles) vs Rupture: 79.5% Raven (faction cruise missiles) vs Apocalypse: 100% Raven (faction torpedoes) vs Apocalypse: 85.7% Phoenix (standard citadel cruise missiles) vs Moros: 100% Phoenix (standard citadel torpedoes) vs Moros: 69.6%
All these numbers involve no damage application modules on ships shooting at targetsin their own class moving at top speed (without any prop mods). Can you say "lack of internal consistency"? |

Moonaura
The Dead Rabbit Society
432
|
Posted - 2013.11.29 17:25:00 -
[2427] - Quote
Dr Sraggles wrote:GlueShooz wrote:A lot of great information in this thread but I'm not sure where you guys are getting into these big open field fights. I have two FW toons and they're getting into fights within 9 km of their opponents, frequently less than 5 km (not by my choice, that's the usual range of the inevitable pirate gank). Trying to blast your way out of a gate gank is even closer range. RLML used to be a good delivery system in pvp and pve. Now it sucks. And it's pointed straight at the Caldari.
Caldari ships are mostly missile ships. CCP nerfed the principal tool of the lighter Caldari navy.: and that's all that gets into it in most FW battles. I haven't seen BC in a plex fight yet. Was this nerf the result of the Caldari ruling in PVP? Nope. They were losing to Gallente. Apparently the Caldari just plain had it coming.
Honestly the calculations you all are making are intriguing but they have no bearing upon pvp I'm experiencing.
In PVE the RLML is now useless. You used to be able to put out a steady stream of missiles with a couple RLML's. You sacrificed range on the Drake but gained close in/frig defense. That's gone. I'm training up HAM but they're power hogs, their explosive radius is about 4x your average frigate's profile and their range is inexplicably low (a bigger missile has less range?).
The RLML nerf was excessive, unnecessary and very sided.
For PvE you'll be fine in a HAM Caracal (FWIW). The precisions plus a target painter takes out frigs fine. Mostly because they are only going 200m/s as this seems to pass for frigs "burning" at you in PvE. As far as all the theory crafting and EFT warrior-ing you are absolutely right that it bears little resemblance to the vast majority of EVE pvp which is the primary target/gate camp victim getting blobbed by 10 guys. It all goes out the window at that point. I think this is one of the things that makes balance so difficult is that so little of the game is 1v1 or even 2v2 where tiny differences in the performance of ships/weapons is critical. I honestly think it makes the use of "user metrics" very difficult as terrible solo ships/weapons can still be used in gangs where their critical shortcomings are hidden. This delays their being dropped from use and muddies the issues.
Yeah, I agree entirely about that, EFT is no substitute for the game, which is why I think we should give SISI a whirl. I can happily base of lot of my experience though, on Faction Warfare PVP, and if you look at my corps history, that is what I basically did with when I have been active. At the time we were Caldari only corp - what can I say - I like a challenge!
I think for the current mechanics of how Faction Warfare works, Caldari ships in particular are at disadvantage.
This is down to the fact that the Plex entrances, on either side, can be camped. Anything landing or coming in, is going to get a face full of blasters or autocannons. The Moa isn't bad in that scenario either, but sadly not many Caldari pilots have cross trained the guns for it. Overall though, Caldari leadership was terrible, with plenty of infighting (several Caldari Faction corps wardecced each other) and Gallente were better organised with better pilots. That is why they won. They are losing sov now because an organised 0.0 alliance came to town. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
422
|
Posted - 2013.11.29 17:29:00 -
[2428] - Quote
Zvaarian the Red wrote:Here's some interesting damage application numbers to consider:
Hookbill (faction light missiles) vs Kestrel: 88.5% Hookbill (faction rockets) vs Kestrel: 100% Caracal (faction heavy missiles) vs Rupture: 59.5% Caracal (faction heavy assault missiles) vs Rupture: 79.5% Raven (faction cruise missiles) vs Apocalypse: 100% Raven (faction torpedoes) vs Apocalypse: 85.7% Phoenix (standard citadel cruise missiles) vs Moros: 100% Phoenix (standard citadel torpedoes) vs Moros: 69.6%
All these numbers involve no damage application modules on ships shooting at targetsin their own class moving at top speed (without any prop mods). Can you say "lack of internal consistency"? This calls for nerf of cruise missile's and citadel cruise's damage application? Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |

Moonaura
The Dead Rabbit Society
433
|
Posted - 2013.11.29 17:30:00 -
[2429] - Quote
Zvaarian the Red wrote:Here's some interesting damage application numbers to consider:
Hookbill (faction light missiles) vs Kestrel: 88.5% Hookbill (faction rockets) vs Kestrel: 100% Caracal (faction heavy missiles) vs Rupture: 59.5% Caracal (faction heavy assault missiles) vs Rupture: 79.5% Raven (faction cruise missiles) vs Apocalypse: 100% Raven (faction torpedoes) vs Apocalypse: 85.7% Phoenix (standard citadel cruise missiles) vs Moros: 100% Phoenix (standard citadel torpedoes) vs Moros: 69.6%
All these numbers involve no damage application modules on ships shooting at targetsin their own class moving at top speed (without any prop mods). Can you say "lack of internal consistency"?
The scariest number out of these is the HAM. A HAM should not hit better in ANY scenario than a Heavy Missile, whether it is precision or not. Yet there it is.
Still, you're going to want a Bellicose in gang to make the most of the HAM's DPS potential. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
138
|
Posted - 2013.11.29 17:45:00 -
[2430] - Quote
Kenshi Hanshin wrote:Arthur Aihaken wrote:Niena Nuamzzar wrote:Not always. Because of fitting stats and stacking penalties sometimes is more reasonable to add T2 Flare than a T1 Rigor. There aren't any stacking penalties for rigors or flares, just CPU penalties. And I don't have the link handy (the discussion is somewhere at the beginning of the original RHML thread), but the way missile mechanics work is that an explosion radius smaller than the target signature will also offset target velocity to some extent, whereas flares just apply to target velocity. That's why an explosion radius bonus is worth substantially more than an explosion velocity bonus and one reason RLMLs were so deadly in certain configurations. There are stacking penalties for multiple rigs (Flare or Rigor) of the same type. I was wrong on that one, there are no penalties for precision rigs but I still think fitting two T2 Rigors and one T2 Flare is better than two T2 Rigors and one T1 Rigor. Not that difference will be visible or anything. |
|

Zvaarian the Red
Evil Leprechaun Brigade
105
|
Posted - 2013.11.29 17:48:00 -
[2431] - Quote
Kirimeena D'Zbrkesbris wrote:Zvaarian the Red wrote:Here's some interesting damage application numbers to consider:
Hookbill (faction light missiles) vs Kestrel: 88.5% Hookbill (faction rockets) vs Kestrel: 100% Caracal (faction heavy missiles) vs Rupture: 59.5% Caracal (faction heavy assault missiles) vs Rupture: 79.5% Raven (faction cruise missiles) vs Apocalypse: 100% Raven (faction torpedoes) vs Apocalypse: 85.7% Phoenix (standard citadel cruise missiles) vs Moros: 100% Phoenix (standard citadel torpedoes) vs Moros: 69.6%
All these numbers involve no damage application modules on ships shooting at targetsin their own class moving at top speed (without any prop mods). Can you say "lack of internal consistency"? This calls for nerf of cruise missile's and citadel cruise's damage application?
Do you work for CCP? Because no, that is not what those numbers mean. Every one of these weapons should have close to 100% damage application against non-prop modded ships in their appropriate class.
The citadel cruise number is actually interesting as it may indicate that the Phoenix is actually in a good spot with them and that other dreads are simply too good against smaller targets. |

Zvaarian the Red
Evil Leprechaun Brigade
105
|
Posted - 2013.11.29 17:50:00 -
[2432] - Quote
Moonaura wrote:Zvaarian the Red wrote:Here's some interesting damage application numbers to consider:
Hookbill (faction light missiles) vs Kestrel: 88.5% Hookbill (faction rockets) vs Kestrel: 100% Caracal (faction heavy missiles) vs Rupture: 59.5% Caracal (faction heavy assault missiles) vs Rupture: 79.5% Raven (faction cruise missiles) vs Apocalypse: 100% Raven (faction torpedoes) vs Apocalypse: 85.7% Phoenix (standard citadel cruise missiles) vs Moros: 100% Phoenix (standard citadel torpedoes) vs Moros: 69.6%
All these numbers involve no damage application modules on ships shooting at targetsin their own class moving at top speed (without any prop mods). Can you say "lack of internal consistency"? The scariest number out of these is the HAM. A HAM should not hit better in ANY scenario than a Heavy Missile, whether it is precision or not. Yet there it is. Still, you're going to want a Bellicose in gang to make the most of the HAM's DPS potential.
Don't know if I agree with that. I think all the close range missile systems should have slightly better damage application. That is, after all, how turrets work. So to me torps vs cruise are what's really out of whack.
Of course it is pretty clear why people are unhappy with heavy missiles when you see that they have worse damage application within their own class than citadel torps. |

Moonaura
The Dead Rabbit Society
437
|
Posted - 2013.11.29 17:53:00 -
[2433] - Quote
That is a fair point, but Heavy Missiles shouldn't hit a Cruiser for so little damage either. And I also agree, Torpedos are, without question, the worst weapon platform in the game. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
123
|
Posted - 2013.11.29 17:58:00 -
[2434] - Quote
Niena Nuamzzar wrote:Kenshi Hanshin wrote:Arthur Aihaken wrote:Niena Nuamzzar wrote:Not always. Because of fitting stats and stacking penalties sometimes is more reasonable to add T2 Flare than a T1 Rigor. There aren't any stacking penalties for rigors or flares, just CPU penalties. And I don't have the link handy (the discussion is somewhere at the beginning of the original RHML thread), but the way missile mechanics work is that an explosion radius smaller than the target signature will also offset target velocity to some extent, whereas flares just apply to target velocity. That's why an explosion radius bonus is worth substantially more than an explosion velocity bonus and one reason RLMLs were so deadly in certain configurations. There are stacking penalties for multiple rigs (Flare or Rigor) of the same type. I was wrong on that one, there are no penalties for precision rigs but I still think fitting two T2 Rigors and one T2 Flare is better than two T2 Rigors and one T1 Rigor. Not that difference will be visible or anything. Agreed, I would point out that it won't make any substantial difference either way you go. Simply for that you will lose tank. So yea, you can hit harder but any good opponent will quickly determine that your tank is weak and exploit that weakness. That and shield rigs do also make Caldari ships (which have insanely big sig-radius compared to ships in the same class) even bigger. LOL! I would love to know whose brilliant idea that was.
Moonaura wrote:That is a fair point, but Heavy Missiles shouldn't hit a Cruiser for so little damage either. And I also agree, Torpedos are, without question, the worst weapon platform in the game. Agreed and I think that you, I and multiple others have said as much at least 50-times. The issue is also that turrets will deal nearly 100% to size-intended targets in non-prop-mod scenarios within a given ammo's optimal range. Makes the issue with missile mechanics even more glaringly obvious. |

Zvaarian the Red
Evil Leprechaun Brigade
107
|
Posted - 2013.11.29 17:59:00 -
[2435] - Quote
Moonaura wrote:That is a fair point, but Heavy Missiles shouldn't hit a Cruiser for so little damage either. And I also agree, Torpedos are, without question, the worst weapon platform in the game.
Agreed on both points. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
138
|
Posted - 2013.11.29 18:06:00 -
[2436] - Quote
Moonaura wrote:That is a fair point, but Heavy Missiles shouldn't hit a Cruiser for so little damage either. And I also agree, Torpedos are, without question, the worst weapon platform in the game. I'd disagree on the second one. Faction torps are not too bad at doing damage to BS's (EDIT1: for PvE they struggle more with range than application) but heavy missiles (EDIT2: faction or precision, doesn't matter) are very bad at damaging cruisers. |

Zvaarian the Red
Evil Leprechaun Brigade
108
|
Posted - 2013.11.29 18:27:00 -
[2437] - Quote
Niena Nuamzzar wrote:Moonaura wrote:That is a fair point, but Heavy Missiles shouldn't hit a Cruiser for so little damage either. And I also agree, Torpedos are, without question, the worst weapon platform in the game. I'd disagree on the second one. Faction torps are not too bad at doing damage to BS's (EDIT1: for PvE they struggle more with range than application) but heavy missiles (EDIT2: faction or precision, doesn't matter) are very bad at damaging cruisers.
The issue with torps is that you have massively shorter range and with inferior damage application you are generally only doing roughly comparable damage when finally in range. Now you can put on some rigors or use a BS with application bonuses to negate that, but in the end that same ship could be using those bonuses to kill cruisers more effectively while you are doing it to simply do max damage to BS's.
|

Dr Sraggles
The Covenant of Blood
28
|
Posted - 2013.11.29 18:28:00 -
[2438] - Quote
Zvaarian the Red wrote:Here's some interesting damage application numbers to consider:
Hookbill (faction light missiles) vs Kestrel: 88.5% Hookbill (faction rockets) vs Kestrel: 100% Caracal (faction heavy missiles) vs Rupture: 59.5% Caracal (faction heavy assault missiles) vs Rupture: 79.5% Raven (faction cruise missiles) vs Apocalypse: 100% Raven (faction torpedoes) vs Apocalypse: 85.7% Phoenix (standard citadel cruise missiles) vs Moros: 100% Phoenix (standard citadel torpedoes) vs Moros: 69.6%
All these numbers involve no damage application modules on ships shooting at targetsin their own class moving at top speed (without any prop mods). Can you say "lack of internal consistency"?
Well, to be fair I think it appears inconsistent but in actual fact the application of the various tools is different. Once you start talking Cruises and Torps in PvP (in general) you start talking about huge fleet fights and what hits Capital Ships harder etc.
They tell me torps are for Dreads and Carriers but I have not the slightest experience. I do know that in those recent huge fleet fights between Test and Goons that SB and Torps got like 50% of the kills if I remember the KMs accurately. You gotta factor in hot drops and Ewar in the Torp equation as well as Fleet mechanics.
Anyways, with the Frigates and Cruisers you are taking a range advantage and getting an applied damage reduction in trade. The problem is that HAMs do so much more dps than HML that when you combine them with their applied damage it makes them vastly better. That applied damage is also within long point range so you can actually kill something that doesn't want to stick around and die.
This is why ships that should be sporting Heavies were sporting RLML.
Lastly (to beat a dead horse) if you are sporting heavies on a cruiser you have no real defense against frigs. Other racial cruisers have far, far more with their "medium" class of weapons and drones.
This is why we need a proper balancing of RLML and HML. |

Fourteen Maken
State Protectorate Caldari State
85
|
Posted - 2013.11.29 18:30:00 -
[2439] - Quote
Zvaarian the Red wrote:Here's some interesting damage application numbers to consider:
Hookbill (faction light missiles) vs Kestrel: 88.5% Hookbill (faction rockets) vs Kestrel: 100% Caracal (faction heavy missiles) vs Rupture: 59.5% Caracal (faction heavy assault missiles) vs Rupture: 79.5% Raven (faction cruise missiles) vs Apocalypse: 100% Raven (faction torpedoes) vs Apocalypse: 85.7% Phoenix (standard citadel cruise missiles) vs Moros: 100% Phoenix (standard citadel torpedoes) vs Moros: 69.6%
All these numbers involve no damage application modules on ships shooting at targetsin their own class moving at top speed (without any prop mods). Can you say "lack of internal consistency"?
Those numbers will probably be a lot worse with T2 missiles instead of faction |

Arthur Aihaken
The.VOID
686
|
Posted - 2013.11.29 18:33:00 -
[2440] - Quote
Kenshi Hanshin wrote:There are stacking penalties for multiple rigs (Flare or Rigor) of the same type. No, there aren't. http://wiki.eveuniversity.org/Stacking_penalties#What_suffers_stacking_penalties.3F I am currently away, traveling through time and will be returning last week. |
|

Zvaarian the Red
Evil Leprechaun Brigade
108
|
Posted - 2013.11.29 18:37:00 -
[2441] - Quote
Dr Sraggles wrote: Well, to be fair I think it appears inconsistent but in actual fact the application of the various tools is different. Once you start talking Cruises and Torps in PvP (in general) you start talking about huge fleet fights and what hits Capital Ships harder etc.
Perhaps (I don't personally agree with balancing everything around large fleet combat but that's a different topic), but it still doesn't answer the question of why heavy missiles have by far the worst damage application against same class targets in the game. |

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.11.29 18:40:00 -
[2442] - Quote
Dr Sraggles wrote:And lastly, no my friend, that 200mill isk dedicated anti-frig ship should be better than a 10 mill T1 destroyer. Why? Because the player has spent several months on the train to make that ship better than a ship a rookie with 2 weeks in game can be sporting. In case you haven't figured it out CCP made the HAC version of the Caracal to kill frigs. Yeah, bring back AOE doomsday for titans !
Moonaura wrote:Bouh Revetoile wrote:Also, TD, Condor and Atron like them a lot. Yes, the first thing I did when the frigate changes came along, is fit those on there. If you also have the skills, you can use Sensor Damps instead on the Condor. Its not as good as a Maulus, and tricky to fly, but it works well. But given you play in Faction Warfare, you know full well that an Incursus sitting at a Plex entrance can scram and web a condor before its even got its socks on. So they are pretty useless in that scenario. A well fit rail thorax though, reckon will still kill a kiting Condor quite happily, but we can test it. As for the range stuff you mentioned, and how your Incursus would dive in, if I double web the thorax, which is easily doable and makes up for the lost tracking computer (which I can fix with either rigs or enhancers), then your Incursus is only doing 200m/s with perfect skills. Without any propoulsion mod, the Thorax will do 300m/s, so I can, indeed control the range, and keep you where my guns hurt the most. And you can't overload for long in a frigate. Even then you only reach 254m/s, so I can still keep you at range if I want too. If I fit an AB, its very easy for me. If you fit a web as well, you can't fit a cap booster, so you can't tank for long. Trust me, Incursus is going to die to a Thorax. 500m orbit or not. I'm pretty sure about that : at 500m you won't hit an orbiting AB frigate. And remember the frigate have a web too. And if the frigate have a MWD, you won't catch it.
That's the thing with turret : it's either tracking or range, not both except in a narrow band at your optimale range.
Missiles can hit everything in their range without hypothesis or hope, it's a given.
About my Incursus : the fit you saw was not meant to combat against a cruiser, it's a brawling frigate fit. My fleet fit have blasters and MWD/scram/web, as should have any heavy tackling frigate IMO. |

Zvaarian the Red
Evil Leprechaun Brigade
109
|
Posted - 2013.11.29 18:51:00 -
[2443] - Quote
Bouh Revetoile wrote: Missiles can hit everything in their range without hypothesis or hope, it's a given.
You're right, there's very little hope when a T2 precision heavy missile only does ~33% of its DPS against a frigate with no prop mod. It's a given that you are wasting your time. |

Dr Sraggles
The Covenant of Blood
28
|
Posted - 2013.11.29 19:08:00 -
[2444] - Quote
Zvaarian the Red wrote:Dr Sraggles wrote: Well, to be fair I think it appears inconsistent but in actual fact the application of the various tools is different. Once you start talking Cruises and Torps in PvP (in general) you start talking about huge fleet fights and what hits Capital Ships harder etc.
Perhaps (I don't personally agree with balancing everything around large fleet combat but that's a different topic), but it still doesn't answer the question of why heavy missiles have by far the worst damage application against same class targets in the game.
Absolutely correct. Heavies suck. In pvp a cruiser other than a 100mn Tengu has no use for them which is dead wrong.
It seems these mechanics are intended to make heavies hit BS for near full, and not be OP against smaller ships, but don't hit cruisers remotely hard enough. You could greatly improve the applied and make cruiser to cruiser more fair without remotely making heavies a choice for anti-frig dedicated use, though you might be able to kill one slowly instead of never.
If the old RLML are too good give the launchers a magazine nerf (my first choice). The extra reloads will be a total damage over time nerf but not destroy them for solo or PvE.
|

Dr Sraggles
The Covenant of Blood
29
|
Posted - 2013.11.29 19:27:00 -
[2445] - Quote
Bouh Revetoile wrote:Yeah, bring back AOE doomsday for titans!
Do you know what a Straw Man argument is? It's when you compare things that are not the same and try to make one as wrong as the other one clearly is. But they are not the same. It's a way of saying you actually have no argument and want to distract from that.
Bouh Revetoile wrote:
Missiles can hit everything in their range without hypothesis or hope, it's a given.
It sounds like you cannot pilot your Thorax and want your opponents nerfed, no more. Many people in this thread with far more experience than you have pointed out your false thinking on this topic and you refuse to hear it.
What you really should do is fly a missile boat and share with us your new found leetness and actual experience with the new and old RLML launchers. Missile boats are OP clearly in your mind, you should fly them.
Until then, you are a scrub turret guy trying to get your opponents nerfed because you are butthurt that a Cerb killed your Incursus, no more.
Spare us the turret guy woes when you are talking to missile guys that have gone to turrets to fight in the cruiser class because they have actual experience with the issues of missiles and actually know what works. |

Fourteen Maken
State Protectorate Caldari State
85
|
Posted - 2013.11.29 20:08:00 -
[2446] - Quote
Bouh Revetoile wrote:]I'm pretty sure about that : at 500m you won't hit an orbiting AB frigate. And remember the frigate have a web too. And if the frigate have a MWD, you won't catch it.
That's the thing with turret : it's either tracking or range, not both except in a narrow band at your optimale range.
Missiles can hit everything in their range without hypothesis or hope, it's a given.
About my Incursus : the fit you saw was not meant to combat against a cruiser, it's a brawling frigate fit. My fleet fit have blasters and MWD/scram/web, as should have any heavy tackling frigate IMO.
You know your MWD dosent work when your scrammed, what kind of dumass thorax has long point with blasters? and what kind of 30 second wonder Incursus is that with no cap booster in the med slots... is it hero tackle? As for orbiting at 500 you'll end up closer to 1km even if your target is stationary, and you'll end up with an angular velocity of no better than 0.13 if he has you scrammed and webbed and is burning away from you that's well within med tracking abillities, and he has 2 full flights of light drones to boot. I can't believe your trying to say an incursus could live with a Thorax in scram range, he'll melt in 20 seconds... not so against HML Caracal, never mind hero tackle he could probably solo it. |

Zvaarian the Red
Evil Leprechaun Brigade
110
|
Posted - 2013.11.29 20:19:00 -
[2447] - Quote
Fourteen Maken wrote:Bouh Revetoile wrote:]I'm pretty sure about that : at 500m you won't hit an orbiting AB frigate. And remember the frigate have a web too. And if the frigate have a MWD, you won't catch it.
That's the thing with turret : it's either tracking or range, not both except in a narrow band at your optimale range.
Missiles can hit everything in their range without hypothesis or hope, it's a given.
About my Incursus : the fit you saw was not meant to combat against a cruiser, it's a brawling frigate fit. My fleet fit have blasters and MWD/scram/web, as should have any heavy tackling frigate IMO. You know your MWD dosent work when your scrammed, what kind of dumass thorax has long point with blasters? and what kind of 30 second wonder Incursus is that with no cap booster in the med slots... is it hero tackle? As for orbiting at 500 you'll end up closer to 1km even if your target is stationary, and you'll end up with an angular velocity of no better than 0.13 if he has you scrammed and webbed and is burning away from you that's well within med tracking abillities, and he has 2 full flights of light drones to boot. I can't believe your trying to say an incursus could live with a Thorax in scram range, he'll melt in 20 seconds... not so against HML Caracal, never mind hero tackle he could probably solo it.
I think at this point only Bouh thinks he has any credibility in this discussion. The rest of us are like this:  |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
139
|
Posted - 2013.11.29 21:12:00 -
[2448] - Quote
Arthur Aihaken wrote: Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...
Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
25
|
Posted - 2013.11.29 21:16:00 -
[2449] - Quote
Niena Nuamzzar wrote:Arthur Aihaken wrote: Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...
Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). Is that showing the actual application though? In my limited testing experience rigors beat out flares everytime. They shouldn't but EVE physics mean that they do. Of course I make no claim to being absolutely right and acknowledge that I could be quite wrong. :) |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
139
|
Posted - 2013.11.29 21:44:00 -
[2450] - Quote
scorchlikeshiswhiskey wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote: Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...
Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). Is that showing the actual application though? Yes.
|
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1256
|
Posted - 2013.11.29 21:59:00 -
[2451] - Quote
Dr Sraggles wrote: Do you know what a Straw Man argument is? It's when...
Oh dear. Is it that bad in this thread again? I guess I'd better leave another one of these right over here.
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
25
|
Posted - 2013.11.29 22:02:00 -
[2452] - Quote
Niena Nuamzzar wrote:scorchlikeshiswhiskey wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote: Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...
Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). Is that showing the actual application though? Yes. Very enlightening then. |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.11.29 22:11:00 -
[2453] - Quote
Rigors have the advantage to work against a more static stat that is missile radius, and at the same time it brings an indirect bonus to explosion velocity against targets smaller the your current used explosion radius.
At all level five a T1 Citadel torpedo has an explosion radius of 1500 which is the largest possible value you can get to work against for that stat. While the explosion radius only boosts its intended stat, explosion velocity have a much larger range to cover with its stat range.
Basically starting at 30/ms (is the base stat for T1 Citadel torpedoGÇÖs at all level five) up to the fastest ship speed in game that is if your loaded ammo have enough speed and travel time to catch the target.
I can off course have misunderstood some thing if so please correct me.
|

Zvaarian the Red
Evil Leprechaun Brigade
111
|
Posted - 2013.11.29 22:27:00 -
[2454] - Quote
Alvatore DiMarco wrote:Dr Sraggles wrote: Do you know what a Straw Man argument is? It's when...
Oh dear. Is it that bad in this thread again? I guess I'd better leave another one of these right over here.
Bouh's been posting in this thread since the beginning. Nothing's changed. He's right and all the knowledgeable people in this thread with numbers to back up their claims are wrong. He's simply smarter than the rest of us.
I'm actually kind of worried that CCP may hire him. They seem to like that attitude in their balance department. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
139
|
Posted - 2013.11.29 22:35:00 -
[2455] - Quote
Zvaarian the Red wrote:Bouh's been posting in this thread since the beginning....
I'm actually kind of worried that CCP may hire him. They seem to like that attitude in their balance department.
 Shhh!!!!!! |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
25
|
Posted - 2013.11.29 22:42:00 -
[2456] - Quote
Zvaarian the Red wrote:Alvatore DiMarco wrote:Dr Sraggles wrote: Do you know what a Straw Man argument is? It's when...
Oh dear. Is it that bad in this thread again? I guess I'd better leave another one of these right over here. Bouh's been posting in this thread since the beginning. Nothing's changed. He's right and all the knowledgeable people in this thread with numbers to back up their claims are wrong. He's simply smarter than the rest of us. I'm actually kind of worried that CCP may hire him. They seem to like that attitude in their balance department. If you don't understand how right he is, you must be a Caldari pilot who likes to throw *****. Obviously he is right because his argument changes every time I see it. |

Arthur Aihaken
The.VOID
687
|
Posted - 2013.11.30 00:35:00 -
[2457] - Quote
Niena Nuamzzar wrote:Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). I had assumed we were referring to T1 rigs, since T2 rigs are a tad expensive for PvP. So yes, 2x T2 Rigors and a T2 Flare will be marginally better (albeit expensively more so) than 2x T2 Rigors and a T1 Rigor (400 calibration not being enough to fit 3x T2 Rigors). 3x T1 Rigors will easily outperform 3x T1 Flares or 2x T1 Rigors and a T1 Flare.
So rigor, rigor, rigorGǪ  GǪ..
How did this thread manage to get derailed again into a missiles vs. guns debate? Weren't we discussing RLMLsGǪ? I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
25
|
Posted - 2013.11.30 00:44:00 -
[2458] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). I had assumed we were referring to T1 rigs, since T2 rigs are a tad expensive for PvP. So yes, 2x T2 Rigors and a T2 Flare will be marginally better (albeit expensively more so) than 2x T2 Rigors and a T1 Rigor (400 calibration not being enough to fit 3x T2 Rigors). 3x T1 Rigors will easily outperform 3x T1 Flares or 2x T1 Rigors and a T1 Flare. So rigor, rigor, rigorGǪ  GǪ.. How did this thread manage to get derailed again into a missiles vs. guns debate? Weren't we discussing RLMLsGǪ? Bouh was attempting to convince us that missiles are still OP because he's toeing the party line of missile-hate |

Moonaura
The Dead Rabbit Society
441
|
Posted - 2013.11.30 00:52:00 -
[2459] - Quote
So the argument from Buoh put across is that basically RLML and missiles in general are overpowered because missiles can reach further and do more damage consistently than guns. They are also immune to TD (a valid arguement).
For those that have read it, I supposed that guns can still be far better than missiles and that there were many better anti-frigate cruisers out there than the Caracal that can still do more damage to other cruisers as well.
Given DPS for the RLML is now averaging at 154 dps with three BCU, I can get a Rail fit Thorax to hit 440 dps (if you use medium drones) without any DPS mods, that does far more damage than even the peak burst damage of the new RLML which hits 293 dps for those brief, 18 missiles.
The rail guns also shoot just as fast as the missiles.
But frankly, although I've flown plenty of other gun boats, I hadn't flown the Thorax. I can fly them, but never tried. The argument is that if you use rails, the Incursus can get in under their range, even with the AB.
Erm. No.
Me and a friend went to town. Outside of range, I can hit him happily at Disruptor level ranges, and eventually once he has to reload the Nanite paste, his tank breaks with guns alone. With the drones on him, things improve, but he can shoot them (and he did the rotter).
If I was going into a plex and he was camping the entrance, such as in FW - something you'll see an Incursus do a lot - then the Thorax just double webs him, and moves away easily. Even if I am webbed, I can still dictate the range, because I can overload the MWD and move twice the speed, even if he has a web. Fitting a web means he has no cap stability either. Once he's at 5-7km that is when rail guns with Javelins will really start to work.
By work, I mean they utterly rip him to shreds, combine it with drones and the frigate is dead in 10-20 seconds. I am in complete control of the engagement and his guns are unable to reach me. The only damage I take is from the single light drone.
It is a perfect anti-frigate cruiser.
Now, the complaint is of course, that a Tracking Disruptor fit Condor will be able to kite such a ship, nerfing its guns, orbiting at Disruptor range. But the Thorax with Rails like this can reach a long way with its ammo. Given that it takes the best part of a month to train level V turret destabilisation - and given what I've seen from past recruitment and API's, its unlikely you'll meet many pilots who have maxed TD skills out, apart from long term vets, but even so, while the condor is closing range, you can still hit it for 90 dps, but it gets down to 14-22 dps once it is in orbit (and the thorax aims in a direction and burns away with the AB to increase tracking). That doesn't sound like a lot does it, but it can still kill the condor in 60-120 seconds, as it has no tank, just the e-war to rely on. The condor is unable to break the Thorax tank in a hurry either, doing just 70 dps.
What is better - far better - is to use Warrior Drones instead of the medium drones. These can catch and kill the Condor easily, in addition to the guns, and once a Condor pilot deviates from his orbit as his arse twitches, you're guns go back up to 90 DPS.
I reckon this makes the Thorax basically very resistant to kiting frigates or brawling frigates when fit, and flown properly - but I've yet to test on Sisi. Naturally things change fighting a gang, but I'm quite happy I could take on several brawling frigates, control the fight and take them out before my tank reloads or EHP runs out. I'd happily go against 3, maybe 4 solo. Its clear I'd need warrior drones to combat more than one kiting frigate with e-war.
Personally I want to try it a lot more and give it a whirl in game. I think it will be a lot of fun. Far better than the old or new RLML Caracal, mainly because it can control the engagement much more effectively, and dramatically out DPS a Caracal with the new RLML it when it does, and doesn't suffer a 40 second reload.
If CCP Rise's goal to get me to leave Caldari ships behind, I think he's slowly succeeding. 
I would say - and I've used both guns and the TD myself in the past and found it very effective either against me or against my target. As it stands, I would say TD is probably over powered. A rail thorax that can reach over 90km, shouldnt be nerfed to 20km with a non TD bonused ship surely?
If you're going *hopefully* to fix Heavy Missiles and *hopefully* give us a choice over the RLML (Original) and the new ones, then also consider the TD issue.
[Thorax, Anti-Frigate] Damage Control II Medium Ancillary Armor Repairer, Nanite Repair Paste Reactive Armor Hardener Tracking Enhancer II Tracking Enhancer II
Stasis Webifier II Stasis Webifier II 10MN Afterburner II Warp Disruptor II
200mm Railgun II, Caldari Navy Uranium Charge M 200mm Railgun II, Caldari Navy Uranium Charge M 200mm Railgun II, Caldari Navy Uranium Charge M 200mm Railgun II, Caldari Navy Uranium Charge M 200mm Railgun II, Caldari Navy Uranium Charge M
Medium Hybrid Metastasis Adjuster I Medium Low Friction Nozzle Joints I Medium Polycarbon Engine Housing I
Hammerhead II x5
[Incursus, Double Tank] Small Armor Repairer II Small Ancillary Armor Repairer, Nanite Repair Paste Energized Adaptive Nano Membrane II Damage Control II
Small Capacitor Booster II, Navy Cap Booster 400 1MN Afterburner II Faint Epsilon Warp Scrambler I
Light Electron Blaster II, Void S Light Electron Blaster II, Void S Light Electron Blaster II, Void S
Small Nanobot Accelerator I Small Anti-Kinetic Pump I Small Anti-Explosive Pump I
Hobgoblin II x1
"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Zvaarian the Red
Evil Leprechaun Brigade
111
|
Posted - 2013.11.30 01:02:00 -
[2460] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). I had assumed we were referring to T1 rigs, since T2 rigs are a tad expensive for PvP. So yes, 2x T2 Rigors and a T2 Flare will be marginally better (albeit expensively more so) than 2x T2 Rigors and a T1 Rigor (400 calibration not being enough to fit 3x T2 Rigors). 3x T1 Rigors will easily outperform 3x T1 Flares or 2x T1 Rigors and a T1 Flare. So rigor, rigor, rigorGǪ  GǪ.. How did this thread manage to get derailed again into a missiles vs. guns debate? Weren't we discussing RLMLsGǪ?
Because the entire missile line, and especially the **** poor damage application of HMs and HAMs is why RLMLs became so popular and by extension why RLMLs were nerfed (because they were "too good" compared to underpowered missile systems). |
|

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.11.30 01:22:00 -
[2461] - Quote
Great, so now a Thorax hiting a Condor for 20 dps is fine, but a Caracal hiting it for 80 is not. Very good ! Also the Condor should be using tracking disruption script, not optimal range disruption one.
Now I have to admit your Thorax fit will be pretty effective against frigates, yet it will die to any cruiser and still don't have the range or dps a RLML Caracal have. It is also rather static because of the AB. And well it have a lot of flaws in fact but indeed against a lone T1 frigate it will be quite good.
Though your Incursus fit is trash. This Incursus fit was the fotm fit after T1 frigate rebalance because it shows high numbers, but it didn't survive the battlefield and any correctly fit frigate will kill it.
Also, I *never* said that HML or HAML are OP. Only that RLML *were*. And I'm only trying to show you that in fact HML and HAML are actually balanced. |

Arthur Aihaken
The.VOID
687
|
Posted - 2013.11.30 01:29:00 -
[2462] - Quote
scorchlikeshiswhiskey wrote:Bouh was attempting to convince us that missiles are still OP because he's toeing the party line of missile-hate The problems with missiles isn't just that damage application is abysmal, but that they're almost always tied to a shield tank. Total shield resistances are lower than armor, shield extenders don't offer the same tank as their armor equivalents, penalize signature (making it easier to hit) and don't offer adaptive passive hardeners. There's also no shield 'slave' implant equivalent. So to fit a half decent shield tank means giving up on things like stasis webs and scramblers. And since you really need 2x target painters to be halfway effectiveGǪ
The more I look at RLMLs the more I see the problem is not exclusively the new version. I'm no longer even necessarily convinced that the current stats for HMs and HAMs are inherently flawed, either. So here are a few suggestions (some rehashed, some original):
GÇó Slight tweaks to HM and HAM performance stats (explosion radius, explosion velocity). GÇó Passive, low-slot ballistic enhancer (explosion radius, explosion velocity, missile velocity); this would almost always replace the low-slot that a 4th ballistics module currently does. Target painters are the active tracking computer equivalent. GÇó Change all adaptive shield hardeners to passive (retain passive amplifiers and active fields). GÇó Change the penalty for shield extenders and shield extender rigs from signature radius to sensor strength.
What does all of this yield? 1. Slight better damage application through tweaked stats and the new ballistics module (valuable low-slot means trading damage, damage control or performance modules). 2. Equivalent armor option to utilize rigs for tank or better damage application. 3. Less capacitor-intensive fits that lead to faster ships and more mid-slot configuration options. 4. Reduced signature radius for heavy tank fits at the expense of increased EW vulnerability. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
688
|
Posted - 2013.11.30 01:34:00 -
[2463] - Quote
Bouh Revetoile wrote:Also, I *never* said that HML or HAML are OP. Only that RLML *were*. And I'm only trying to show you that in fact HML and HAML are actually balanced. Only from 100km+. Some of us are legitimately interested in discussing the changes to RLML, so perhaps you could choose to either contribute to the discussion or find a different thread to further the missile vs. guns debate? I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
442
|
Posted - 2013.11.30 02:10:00 -
[2464] - Quote
Sorry Arthur, you might not like this one, but I spent a very long time looking at the benefits and drawbacks of shields, because I created my corp to be a Caldari focused corp the first time around. Here are my thoughts:
Arthur Aihaken wrote: The problems with missiles isn't just that damage application is abysmal, but that they're almost always tied to a shield tank. Total shield resistances are lower than armor, shield extenders don't offer the same tank as their armor equivalents, penalize signature (making it easier to hit) and don't offer adaptive passive hardeners.
Arthur, I'll be honest mate, I don't think that is the case. I've had an old eagle fit (very specific eagle fit, for a very special role) that could hit 98% resists on a couple, and all the rest of the resists in the 90's. That was pre 5% resistance nerf, but it would still be very high. I designed it to actually be a fake target, left behind by a longer range gang - but it would still be in logistics range. I filled it full of smart bombs and the idea is that a larger gang chasing, would focus on the Eagle for far to long, lose a large percent of their drones and be killed and kited by the real DPS further away. Sadly I'm not in a corp at the moment to try it, but will one day. Erm, with several Basilisk repping it, I think its tank number was about 140,000 hp a second or something utterly stupid.
There is also another big factor that benefits active shield modules. They can overload for over twice the time armor hardeners can, which means they can easily surpass a armor tank overloading, over the life on an engagement. A smart shield pilot in a larger fleet, will also use nanite paste to get back the little heat damage he takes, which will repair faster due to their being less damage being done.
Shield resistance modules do not increase a ships signature. Only shield extenders and rigs.
The one area that is currently out of whack, is that there are only two factions that drop decent faction invuls. There are far more factions dropping faction armor pieces, which means the Dread Gurristas Invul is a very expensive investment indeed. Armor tankers can fit cheaper basically. Most hardcore alliances these days are fitting dead space hardeners on their battleships and T3.
Quote:There's also no shield 'slave' implant equivalent. So to fit a half decent shield tank means giving up on things like stasis webs and scramblers. And since you really need 2x target painters to be halfway effectiveGǪ
While there currently isn't a slave implant for shields (such things have been mooted by CCP before) there also isn't an active tank implant set for armor (also mumbled about by CCP before). Shields do get the Crystal implants, which with low grade are reasonably cheap, and are... well... frankly incredible.
One thing is for sure, it is a complete ***** to make them hit high EHP tank numbers and cover their resists nicely, but it can be done. The downside is you lose mid slots for other stuff, which means you have to be a lot smarter in your gang makeup and miss out on using things like a point for example! But even with the resist nerf, I can still make a Rokh reach 200,000 EHP with a Vulture gang linking it, and do 1049 DPS and a free mid slot for prop or point.
For a T1 Battleship, you have to say that is very strong. Navy Scorpions can reach even higher, along with the Rattlesnake if you want to get all fancy (it can reach massive EHP numbers if you have deep wallets).
I'd say that is a decent amount of buffer - it does come at the cost of dramatically increased signature - agreed. But the guns hit better than lasers, track better, although are not as flexible or reach as far.
I don't agree with the 5% resistance nerf on all ships. CCP's arguement was entirely valid, that the resistance mechnaic means you take less damage, so therefore tank better (use less cap etc) than an active tank bonused ship. But it was lazy on CCP's part because it was a global change, and there are several ships that now feel underpowered without it, both Amarr and Caldari.
But there is also another factor to consider for shields. I flew the Guardian role a lot when I was in Rooks and Kings, and one of the biggest disadvantages we had was that on armor logistics ships, was that the armor rep would only kick in after the entire cycle completed. This is the same for all armor repair modules.
By the time you've locked up a ship that is broadcasting, and started the cycle, sometimes it can be too late.
Shields do not have this issue. Their tank, whether local or on a shield logistics, can start to work at the start of the activation cycle. When you consider this in relation to a ship having 200,000 EHP, it is clear that you can transfer shields faster before the buffer is run down.
The downside for Caldari though, is that Basilisks do not have as good a tank as the Guardians, and have a larger signature (which is mitigated by having a faster speed) and they can have a resistance hole.
As for your thoughts on the Heavy Missile being okay overall, I disagree. If a gun user suddenly found it was only hitting stuff for a third of his damage consistently, or 2/3 against similar cruisers, you'd just not use them. They definitely need looking at.
HAM's are fine, but Rage's on both HAM and Torpedos need improving, unless the benefit of T2 rages is only to shoot POS's faster. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Dr Sraggles
The Covenant of Blood
32
|
Posted - 2013.11.30 02:13:00 -
[2465] - Quote
Bouh Revetoile wrote:Great, so now a Thorax hiting a Condor for 20 dps is fine, but a Caracal hiting it for 80 is not. Very good ! Also the Condor should be using tracking disruption script, not optimal range disruption one.
Now I have to admit your Thorax fit will be pretty effective against frigates, yet it will die to any cruiser and still don't have the range or dps a RLML Caracal have. It is also rather static because of the AB. And well it have a lot of flaws in fact but indeed against a lone T1 frigate it will be quite good.
Though your Incursus fit is trash. This Incursus fit was the fotm fit after T1 frigate rebalance because it shows high numbers, but it didn't survive the battlefield and any correctly fit frigate will kill it.
Also, I *never* said that HML or HAML are OP. Only that RLML *were*. And I'm only trying to show you that in fact HML and HAML are actually balanced.
That rail Thorax will kill any Caracal with superior DPS and superior tank. There is no way the Caracal survives in point range. You've never flown a Caracal so you have no clue. You were just shown what the dps over time is for the Caracal and yet you deny the reality that the 40second reload puts on the ship and it's massive effect. Any cruiser with a Med Repper is gonna survive the 50 seconds of missiles from the new RLML. Why do you not realize this is a fact? Because you simply are a know nothing nerf herder?
That "trash" Incursus fit is also very well known....as a standard tackler with some tank to go after dessies and cruisers and any frig that is foolish enough to neglect local and miss a gang coming in to gank. I think it is pretty obvious to anyone with a brain that it is limited by it's lack of a web so cannot control range. It's job is to point something that then gets involved in fighting it and then survive with it's strong tank until the gang arrives.
The point Moonaura was making is that this is the strongest tank of any t1 frig and the rail Thorax has no trouble with it. You claimed an Incursus would get under the rails and have it's way with a rail cruiser. You simply are wrong which was just demonstrated and refuse to admit it.
Maybe you should actually stick to what you know, though we are struggling to find out exactly what that is.
But you know nothing about RLML ships so maybe you could stop polluting this discussion.
|

Sgt Ocker
State War Academy Caldari State
71
|
Posted - 2013.11.30 02:17:00 -
[2466] - Quote
I'd like to congratulate all the posters for the last 5 or 6 pages of this thread.
It has been completely derailed and given CCP Rise no reason at all to continue following it.
Look at the title of this thread, then give yourselves a big pat on the back for so cleverly moving it so far off topic it is lost forever.
This Thread Is About RLML & RHML, or was anyway. Now it is just another thread that has totally lost its way
Apologies Dr Sraggles, you posted while I was typing and making coffee |

Moonaura
The Dead Rabbit Society
442
|
Posted - 2013.11.30 02:25:00 -
[2467] - Quote
Bouh Revetoile wrote:Great, so now a Thorax hiting a Condor for 20 dps is fine, but a Caracal hiting it for 80 is not. Very good ! Also the Condor should be using tracking disruption script, not optimal range disruption one.
Now I have to admit your Thorax fit will be pretty effective against frigates, yet it will die to any cruiser and still don't have the range or dps a RLML Caracal have. It is also rather static because of the AB. And well it have a lot of flaws in fact but indeed against a lone T1 frigate it will be quite good.
Though your Incursus fit is trash. This Incursus fit was the fotm fit after T1 frigate rebalance because it shows high numbers, but it didn't survive the battlefield and any correctly fit frigate will kill it.
Also, I *never* said that HML or HAML are OP. Only that RLML *were*. And I'm only trying to show you that in fact HML and HAML are actually balanced.
If you use the Warrior drones, the DPS for the Thorax is much higher mate.
What I'd do if I was (and will do) is take different drones in the Cargo hold, Mediums if I see brawlers in sites, and warriors if I see kiters. I can dock, change drones and be away again, I can also switch point types to stop MWD on a close range ship if I wanted too, as well as web it.
You have to admit - its damned flexible boat to go out solo and have fun with.
As for dying to a cruiser, quite possibly, but it can do 440 DPS across a decent close range engagement and use the webs to control things. I'd definitely would say its weak. The Caracal with the RLML is strong against cruisers, but only while its 18 missiles last, I was really hitting my mates Vagabond when we tested it on Sisi, but with one cycle of his ASB, he was back to full tank.
The RLML is not overpowered, either before or now (Now its worse overall and very situation and specific). What is currently, IMHO the issue, is that the Light Missiles that they fire, are too accurate with Precisions. We've already shown that with the other missiles and guns, that it takes at least a target painter for any of them to hit perfect (although some gun ships can regardless). As it stands, that isn't the case with Light Precision Missiles, they will hit almost all targets for full damage without a TP. But please don't forget those premium mid slots. Most shield frigates can't fit a TP and Point and Prop and Tank. So I don't think they need tweaking much, only very slightly. But then again, Rockets should also do more DPS.
"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
442
|
Posted - 2013.11.30 02:30:00 -
[2468] - Quote
Sgt Ocker wrote:I'd like to congratulate all the posters for the last 5 or 6 pages of this thread.
It has been completely derailed and given CCP Rise no reason at all to continue following it.
Look at the title of this thread, then give yourselves a big pat on the back for so cleverly moving it so far off topic it is lost forever.
This Thread Is About RLML & RHML, or was anyway. Now it is just another thread that has totally lost its way
Apologies Dr Sraggles, you posted while I was typing and making coffee
Sgt. There were over 120 pages of people basically saying the idea sucked, and CCP Rise didn't listen one iota. What I've tried to do at least, is dig into the balance issues to demonstrate why the RLML is poor compared to other ships, given that people are saying they are overpowered - when clearly they were not.
I will be quite happy to say the following again if it helps:
- The new RLML modules should be offered as separate module, called Swarm, Burst, whatever - but distinctly separate - this gives missile users the choice on what they want to use.
- Heavy Missiles need looking at, because they caused the shift to RLML in the first place.
- It is entirely reasonable to suggest that Light Precisions are hitting to good without any e-war assistance - but given they are also used on Frigates, its a hard one to balance. Only the Caracal reached such high numbers as 190 DPS consistently with them - hardly epic. But they would tickle you on the battlefield as long as you were in their decent range.
"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Sgt Ocker
State War Academy Caldari State
71
|
Posted - 2013.11.30 03:01:00 -
[2469] - Quote
Moonaura wrote:Sgt Ocker wrote:I'd like to congratulate all the posters for the last 5 or 6 pages of this thread.
It has been completely derailed and given CCP Rise no reason at all to continue following it.
Look at the title of this thread, then give yourselves a big pat on the back for so cleverly moving it so far off topic it is lost forever.
This Thread Is About RLML & RHML, or was anyway. Now it is just another thread that has totally lost its way
Apologies Dr Sraggles, you posted while I was typing and making coffee Sgt. There were over 120 pages of people basically saying the idea sucked, and CCP Rise didn't listen one iota. What I've tried to do at least, is dig into the balance issues to demonstrate why the RLML is poor compared to other ships, given that people are saying they are overpowered - when clearly they were not. I will be quite happy to say the following again if it helps:
- The new RLML modules should be offered as separate module, called Swarm, Burst, whatever - but distinctly separate - this gives missile users the choice on what they want to use.
- Heavy Missiles need looking at, because they caused the shift to RLML in the first place.
- It is entirely reasonable to suggest that Light Precisions are hitting to good without any e-war assistance - but given they are also used on Frigates, its a hard one to balance. Only the Caracal reached such high numbers as 190 DPS consistently with them - hardly epic. But they would tickle you on the battlefield as long as you were in their decent range.
I've read all your posts and totally agree. CCP Rise was at least still monitoring the thread and taking note of the more structured replies (like yours and a few others). The last 5 or 6 pages has been more about whether missiles on a whole are OP ( LOL) or whether a Throrax should hit a Condor harder than a Ham Caracal (examples only)
I am hoping to keep Rise following this thread, if for no other reason than to keep us updated on what's happening with the new missile systems. If the thread gets derailed further he will just stop following altogether and we will get nothing.
**I'm not saying the people posting are wrong, just that we need to try and keep the thread focused for it to be useful
|

Moonaura
The Dead Rabbit Society
442
|
Posted - 2013.11.30 03:19:00 -
[2470] - Quote
I think you're right, it has got side tracked a fair bit. And I personally got a bit sidetracked by the numbers... oh how they draw me in. But overall, I'm not sure what more can be said in this thread, that at this point hasn't been said before. I'll tweet CCP Rise and ask him to give the last 20 pages or so a once over as we've covered a lot of ground and hopefully he'll give us some feedback.
I can only hope we get some sort of choice returned for Missile users and some fixes to the issues being raised. I have a lot of Talwars left to play with, and a fair few Caracal's, but for small and solo stuff I'll definitely be leaving RLML behind. They are great for ganking something fast (If 285 DPS for 50 seconds is enough) and getting out, but... really, is ganking fun? I always prefer a complex fight, close fight where skill is involved as a player, to a one sided one, but that is just me. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|

Zvaarian the Red
Evil Leprechaun Brigade
112
|
Posted - 2013.11.30 04:01:00 -
[2471] - Quote
Sgt Ocker wrote:I'd like to congratulate all the posters for the last 5 or 6 pages of this thread.
It has been completely derailed and given CCP Rise no reason at all to continue following it.
Look at the title of this thread, then give yourselves a big pat on the back for so cleverly moving it so far off topic it is lost forever.
This Thread Is About RLML & RHML, or was anyway. Now it is just another thread that has totally lost its way
Apologies Dr Sraggles, you posted while I was typing and making coffee
Talking about RLMLs and RHMLs in a vacuum is pointless. The last 5 or 6 pages have been about the context in which these systems exist, and why nerfing RLMLs because they were more popular on cruisers than HML or HAMs was the wrong decision. If you can't follow that I'm not sure what to say. Here's hoping Rise is more capable of following complicated discussions involving many factors than yourself. |

Arthur Aihaken
The.VOID
689
|
Posted - 2013.11.30 04:19:00 -
[2472] - Quote
Zvaarian the Red wrote:Talking about RLMLs and RHMLs in a vacuum is pointless. EVE is a vacuum. I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
123
|
Posted - 2013.11.30 06:24:00 -
[2473] - Quote
Despite that I am much more inclined to use SiSi for stuff...I digged into EFT for the hell of it.
Now, for this comparison I used the now "awesome" CMLs. Awesome compared the missile options that are larger than LMs. Now, let's take a review of the DPS Graph. For the record, I compared it to a Railgun Fitted Hyperion and a Dominix with Sentries. All ships used in the DPS graph were with max skills.
The target ship is a Rifter PvP fitting. The rifter pilot is an idiot for this test and is headed straight at the enemy. Now, let's take a look at the DPS. Domi is using T2 Gardes. The Attacker is stationary and the frig is attacking at 100% velocity (~3km/s).
Domi: ~940 DPS @35-5 km Hyperion: ~360 DPS @55km inward using antimatter
And now drum-roll please...Raven at a pitiful 79-DPS with T2 Precision CMs from 150-0km.
That is just pathetic...Let's think about this in terms of simple math that hopefully Bouh can keep up with. The Raven we will say is doing 80-consistently. Now that means the Hyperion is doing about 4.5x the Raven over half the Raven's range using antimatter. Compared to that the Domi takes the gold medal at 11.75x the Raven. If we pick the halfway mark the Domi is still dealing 3.75x the Raven with GARDEs T2!!
The raven doesn't take the lead in terms of DPS till we pass the 105km mark. However, we all know that no-one would engage a frig with missiles that far out. Much less the 155km that the graph is showing for. _______________
So what happens if we change the target to another...Raven! Since Caldari ships have these insanely large sig-radius for a advanced shield-sensor using bunch. But hey, let's focus and take a look at the numbers using the same three battleships.
Raven suddenly gets a hell lot better with 600-DPS out to 110km. Hyperion delivers 360-DPS from 50km inward, ~60dps at 110km using antimatter. Domi still delivers 960-DPS from ~40km inward. If we switch to Warden T2s we deal 570-DPS out to 80km.
Again the only place the Raven stands a chance is at absurdly far out ranges that nearly no-one will lock or engage at (over 100km) with missiles in PvP. The end result of this little excercise further enforced that you don't want to use missile boats.
*Used T2 weapons, T2 or Faction Ammo, used weapon mods for missiles and only TCs for turrets. T2 Damage Amplifier (3) and (2) T2 Omnidirectional Tracking Links for the drones. |

Dr Sraggles
The Covenant of Blood
34
|
Posted - 2013.11.30 06:28:00 -
[2474] - Quote
Sgt Ocker wrote:I'd like to congratulate all the posters for the last 5 or 6 pages of this thread.
It has been completely derailed and given CCP Rise no reason at all to continue following it.
Look at the title of this thread, then give yourselves a big pat on the back for so cleverly moving it so far off topic it is lost forever.
This Thread Is About RLML & RHML, or was anyway. Now it is just another thread that has totally lost its way
Apologies Dr Sraggles, you posted while I was typing and making coffee
No worries, it has been a thread jack but it also has fleshed out the issues a bit.
In my fantasy those at CCP that are following this thread will at least see that we have some conception of the issues involved and those that maybe haven't gone down theorycraft lane will learn something about missiles and guns etc. if they take the time.
I feel that if you are gonna cry "nerf!" or "buff" you should demonstrate some greater grasp than a simply "I died, fix your broken game" sort of general butthurt complaint.
I would like to think we gained some credibility for our disappointment in the RLML changes particularly because we recognize some of the things that are OP about them (precision lights) and the amazing range of the Cerb with light missiles and the old gigantic magazine sizes.
best |

Arthur Aihaken
The.VOID
690
|
Posted - 2013.11.30 06:37:00 -
[2475] - Quote
Kenshi Hanshin wrote:Now, for this comparison... What fits were you using for this comparison? Because with a target moving at 3,000 m/sec I have to seriously question whether rails or Warden sentries would have much luck applying full DPS, either. It also stands to reason that sentries and railguns would also see more than a few misses. There's really not enough information to really draw any conclusions for this, other than frigates are not the best thing to hunt with battleships. I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
141
|
Posted - 2013.11.30 11:29:00 -
[2476] - Quote
Moonaura wrote: What is currently, IMHO the issue, is that the Light Missiles that they fire, are too accurate with Precisions. We've already shown that with the other missiles and guns, that it takes at least a target painter for any of them to hit perfect (although some gun ships can regardless). As it stands, that isn't the case with Light Precision Missiles, they will hit almost all targets for full damage without a TP.
Cerb with OH Federation web, 3 BCS, T2 damage rig, Warrior's II, capable of doing 519dps in total will have only 420 applied dps to a 2.05k m/s Executioner. Forget drones and your dps is 372. Drop web and you are dealing only 223dps with Precisions, which is 43% of what you could do. Replace web with faction TP and you get 60% applied dps. Even if you fit both web and TP, it will be 95% of your full damage. How's that too accurate is beyond me.. |

Sgt Ocker
State War Academy Caldari State
72
|
Posted - 2013.11.30 12:01:00 -
[2477] - Quote
I'm going to throw out an idea.. It may be stupid but I'd like someone who could do the numbers to look at it.
I have always considered RLML as a light HAM type weapon, high damage close range.
Caldari Navy Light Missile;
Attributes. . . . . . . . Current. . . . . New Max Velocity. . . . . . 3750... . . . . .3650 Max Flight Time. . . . . .5s. . . . . . . . .3 s Exp Velocity. . . . . . .170m/s. . . .150m/s Exp Radius. . . . . . . . 40 m. . . . . . .40 m Damage. . . . . . . . . . .95hp. . . . . . .95hp
Fury Light Missile;
Attributes. . . . . . . . Current. . . . . . New Max Velocity. . . . . . .3750. . . . . . . .3650 Max Flight Time. . . . .3.75s . . . . . . .2.75s Exp Velocity. . . . . . . 143m/s. . . . . 135m/s Exp Radius. . . . . . . . .69m. . . . . . . . 55m Damage. . . . . . . . . . . .116hp . . . . . . .118hp
Precision Light Missile;
Attributes. . . . . . . . .Current. . . . . . New Max Velocity. . . . . . . .3750. . . . . . . .3650 Max Flight Time. . . . . .2.5s. . . . . . . .2.25s Exp Velocity. . . . . . . . .204m/s. . . . .204m/s Exp Radius. . . . . . . . . ..25m. . . . . . . .20m Damage. . . . . . . . . . . . .83hp. . . . . . . .85hp
Now before the flaming starts, I looked at this from the point of view, Light missiles, not the RLML were a little op. This would create drawbacks for light missile users - Light Missile Launchers could have a built-in bonus to overcome the lower range of missiles (if needed)
It needs lots of tweaking.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
141
|
Posted - 2013.11.30 12:23:00 -
[2478] - Quote
Sgt Ocker wrote:I'm going to throw out an idea.. It may be stupid but I'd like someone who could do the numbers to look at it.
I have always considered RLML as a light HAM type weapon, high damage close range.
Caldari Navy Light Missile;
Attributes. . . . . . . . Current. . . . . New Max Velocity. . . . . . 3750... . . . . .3650 Max Flight Time. . . . . .5s. . . . . . . . .3 s Exp Velocity. . . . . . .170m/s. . . .150m/s Exp Radius. . . . . . . . 40 m. . . . . . .40 m Damage. . . . . . . . . . .95hp. . . . . . .95hp
Fury Light Missile;
Attributes. . . . . . . . Current. . . . . . New Max Velocity. . . . . . .3750. . . . . . . .3650 Max Flight Time. . . . .3.75s . . . . . . .2.75s Exp Velocity. . . . . . . 143m/s. . . . . 135m/s Exp Radius. . . . . . . . .69m. . . . . . . . 55m Damage. . . . . . . . . . . .116hp . . . . . . .118hp
Precision Light Missile;
Attributes. . . . . . . . .Current. . . . . . New Max Velocity. . . . . . . .3750. . . . . . . .3650 Max Flight Time. . . . . .2.5s. . . . . . . .2.25s Exp Velocity. . . . . . . . .204m/s. . . . .204m/s Exp Radius. . . . . . . . . ..25m. . . . . . . .20m Damage. . . . . . . . . . . . .83hp. . . . . . . .85hp
Now before the flaming starts, I looked at this from the point of view, Light missiles, not the RLML were a little op. If you think they were OP, which they were not, with your numbers Precision and Fury missiles will be even more OP. Hihi, don't get me wrong - I like it but it would be a bit too much. |

Sgt Ocker
State War Academy Caldari State
72
|
Posted - 2013.11.30 12:52:00 -
[2479] - Quote
Niena Nuamzzar wrote:Sgt Ocker wrote:I'm going to throw out an idea.. It may be stupid but I'd like someone who could do the numbers to look at it.
I have always considered RLML as a light HAM type weapon, high damage close range.
Caldari Navy Light Missile;
Attributes. . . . . . . . Current. . . . . New Max Velocity. . . . . . 3750... . . . . .3650 Max Flight Time. . . . . .5s. . . . . . . . .3 s Exp Velocity. . . . . . .170m/s. . . .150m/s Exp Radius. . . . . . . . 40 m. . . . . . .40 m Damage. . . . . . . . . . .95hp. . . . . . .95hp
Fury Light Missile;
Attributes. . . . . . . . Current. . . . . . New Max Velocity. . . . . . .3750. . . . . . . .3650 Max Flight Time. . . . .3.75s . . . . . . .2.75s Exp Velocity. . . . . . . 143m/s. . . . . 135m/s Exp Radius. . . . . . . . .69m. . . . . . . . 55m Damage. . . . . . . . . . . .116hp . . . . . . .118hp
Precision Light Missile;
Attributes. . . . . . . . .Current. . . . . . New Max Velocity. . . . . . . .3750. . . . . . . .3650 Max Flight Time. . . . . .2.5s. . . . . . . .2.25s Exp Velocity. . . . . . . . .204m/s. . . . .204m/s Exp Radius. . . . . . . . . ..25m. . . . . . . .20m Damage. . . . . . . . . . . . .83hp. . . . . . . .85hp
Now before the flaming starts, I looked at this from the point of view, Light missiles, not the RLML were a little op. If you think they were OP, which they were not, with your numbers Precision and Fury missiles will be even more OP. Hihi, don't get me wrong - I like it but it would be a bit too much. Yeah I know they would do more damage but at a much shorter range and if I got it right the slower Max Velocity means they would not hit a fast moving target as well. So for bigger targets - Cruisers and above they do more damage but to small fast targets they do about the same if not a bit l less.
I'm hoping someone who is better at math than me will play with the figures.. Maybe even a dev might get to look at it.
My overall goal, get the old RLML back (with modified missiles) and the new RLML becomes a weapon in its own right alongside the old RLML.
|

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.11.30 12:55:00 -
[2480] - Quote
Niena Nuamzzar wrote:Cerb with OH Federation web, 3 BCS, T2 damage rig, Warrior's II, capable of doing 519dps in total will have only 420 applied dps to a 2.05k m/s Executioner. Forget drones and your dps is 372. Drop web and you are dealing only 223dps with Precisions, which is 43% of what you could do. Replace web with faction TP and you get 60% applied dps. Even if you fit both web and TP, it will be 95% of your full damage. How's that too accurate is beyond me.. 220dps is what the gankiest frigates can do, but they will do it to 1km. And with 220dps, you can kill most frigate in less than 40s.
The frigate you are shooting at don't have the hp of a cruiser. With 420dps, the executioner will die in 10 seconds.
Frigate are on another scale than cruisers. The Moonaura Thorax for example is a tough frigate, but nobody would fly a cruiser with such low ehp except for hyper specialized role in hyper niche situations.
@Moonaura : your cruiser will be good for a few 1v1, but if a second frigate come, you're dead. You don't have capacitor, tank or mobility to survive anything more than one frigate. This fit is far more niche than the new RLML will ever be. And fitting a Caracal in the same way with HML can do 185dps in web range to the same Incursus but is cap stable and can actually hit frigates beyond web range. In fact, your Thorax is only marginaly better than a destroyer to duel a frigate.
And again, the change on RLML aimed at making the Caracal worse at shooting cruisers. For frigates, if you spend a fraction of the energy you spent designing this questionable Thorax, you'll **** any frigate with a lot more versatile fit.
[Caracal, lolanti-frig]
Ballistic Control System II Ballistic Control System II Ballistic Control System II Damage Control II
10MN Afterburner II Large Ancillary Shield Booster, Navy Cap Booster 150 X5 Prototype Engine Enervator 'Langour' Drive Disruptor I Faint Warp Disruptor I
Heavy Missile Launcher II, Scourge Precision Heavy Missile Heavy Missile Launcher II, Scourge Precision Heavy Missile Heavy Missile Launcher II, Scourge Precision Heavy Missile Heavy Missile Launcher II, Scourge Precision Heavy Missile Heavy Missile Launcher II, Scourge Precision Heavy Missile
Medium Warhead Rigor Catalyst I Medium Warhead Rigor Catalyst I Medium Processor Overclocking Unit I
Warrior II x2 |
|

Moonaura
The Dead Rabbit Society
447
|
Posted - 2013.11.30 12:56:00 -
[2481] - Quote
You can tweak the DAT files in EFT with this: http://www.editplus.com/ and see the results of the changes you are suggesting. Obviously make a backup of the DAT files first  "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
447
|
Posted - 2013.11.30 13:12:00 -
[2482] - Quote
Bouh, really, the Thorax is niche, but that Caracal isn't?
Its tank is laughable mate, truly, 10,000 EHP with a 12.5 EM resistance? and overloaded tank of 207hp that will run out of charges and take 60 seconds to reload? And the rigs? An AB is pointless on a Caracal unless its set to brawl tank (This fit isn't) as you'll want a MWD to keep range.
First off you're getting a stacking penalty with two rigs like that, and giving up tank / speed etc.
We get it. You think Caracal's are some epic ship that destroys everything in its path, whether its a frigate or cruiser, because its so awesome with its missiles and all. You're consistently forgetting the drawbacks the ship has (That EM resist you failed to fix is just one example) and it speed, signature and fitting limitations.
Your fit only hits an AB Incursus for 63 dps outside of missile range - before resists. I'm pretty sure that 317 peak tank I showed you with 60% average resists, can tank 24 dps or so happily while his mates come along.
If - and only if a ship comes within web range, I can hit the Incursus for 146 dps, which with resists means that is more like 90 DPS. I ain't going to be cracking any Incursus or pretty much anything else close range fit, with this ship.
You called the fit lol anti-frigate - it is indeed laughable.
The Thorax can potentially do over four times the DPS with the Rails within Web Range, and happily do 2x-3x more outside of them than this epic Caracal. The thorax is vulnerable to TD, which I've agreed with you about, but that doesn't affect every fight, and as shown, light drones will kill a kiting frigate no problem, the fact that none of your fellow Thorax pilots don't bother as they want to do peak DPS with their Blaster fit Thorax, is not the fault of the Thorax. If you want a stronger tank on the Thorax, it can easily do so, indeed it is one the best tanking cruisers in the game. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Sgt Ocker
State War Academy Caldari State
72
|
Posted - 2013.11.30 13:20:00 -
[2483] - Quote
Moonaura wrote:You can tweak the DAT files in EFT with this: http://www.editplus.com/ and see the results of the changes you are suggesting. Obviously make a backup of the DAT files first  Yeah thanks but I have no idea how to work with DAT files.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
141
|
Posted - 2013.11.30 13:41:00 -
[2484] - Quote
Bouh Revetoile wrote:The frigate you are shooting at don't have the hp of a cruiser. With 420dps, the executioner will die in 10 seconds. I agree with you - RLML are OP to the first one or two frigates, before they hit their period of inactivity, crippling the ship for 40 seconds. It has nothing to do with light missiles or deleted RLML being OP. Besides, how many pilots can say they are flying Cerberus (or Caracal) with perfect skills and adequate +3 implants? I bet not many.
Quote: [Caracal, lolanti-frig]
LOL really, large ancillary and an EM hole. |

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.11.30 13:55:00 -
[2485] - Quote
Moonaura wrote:Bouh, really, the Thorax is niche, but that Caracal isn't?
Its tank is laughable mate, truly, 10,000 EHP with a 12.5 EM resistance? and overloaded tank of 207hp that will run out of charges and take 60 seconds to reload? And the rigs? An AB is pointless on a Caracal unless its set to brawl tank (This fit isn't) as you'll want a MWD to keep range.
First off you're getting a stacking penalty with two rigs like that, and giving up tank / speed etc.
We get it. You think Caracal's are some epic ship that destroys everything in its path, whether its a frigate or cruiser, because its so awesome with its missiles and all. You're consistently forgetting the drawbacks the ship has (That EM resist you failed to fix is just one example) and it speed, signature and fitting limitations.
Your fit only hits an AB Incursus for 63 dps outside of missile range - before resists. I'm pretty sure that 317 peak tank I showed you with 60% average resists, can tank 24 dps or so happily while his mates come along.
If - and only if a ship comes within web range, I can hit the Incursus for 146 dps, which with resists means that is more like 90 DPS. I ain't going to be cracking any Incursus or pretty much anything else close range fit, with this ship.
You called the fit lol anti-frigate - it is indeed laughable.
The Thorax can potentially do over four times the DPS with the Rails within Web Range, and happily do 2x-3x more outside of them than this epic Caracal. The thorax is vulnerable to TD, which I've agreed with you about, but that doesn't affect every fight, and as shown, light drones will kill a kiting frigate no problem, the fact that none of your fellow Thorax pilots don't bother as they want to do peak DPS, then moan when a Condor with TD kills them with their Blaster fit Thorax, is not the fault of the Thorax, but of how its fit. If you want a stronger tank on the Thorax, it can easily do so, indeed it is one the best tanking cruisers in the game. Haha ! truly amazing ! The Thorax ? One of the best tanking cruiser in game ?! :D
And have you seen your fit ? 12kehp, 135dps while you have charges in the AAR, then it's reload or worse, but reload is welcome anyway as you only have 55s of capacitor. I at least never tryed to say the fit would be an excellent and versatile one. I only wanted to show you the same fit as your Thorax, but with a Caracal.
And of your 146dps outside of web range, 100 come from the drones... Exactly as I said a Vexor would be a lot better than the Thorax to hunt frigates. You didn't show that railguns were better than HML to shoot frigates but that drones were and I never denied that.
So again, focusing on best casee scenarios for turrets is just naive or dishonnest, but if you truly think you can offset all the drawbacks of turrets with your leet skills, then don't bother with missiles, because they are designed around average performances in all cases instead of very good sometimes and very bad others.
And if even you can't admit that medium LR turrets don't hit frigates at short range and short range turrets don't hit them a long range whereas missiles do hit them whatever the range, then I've nothing more to do in this thread because you are just reistant to reality and logic. That's just in front of you, in the numbers you just brought : LR turrets do nothing to frigates unless you dedicate all your fit to it, and even then the drones do most of the job. |

Moonaura
The Dead Rabbit Society
447
|
Posted - 2013.11.30 14:05:00 -
[2486] - Quote
Sgt Ocker wrote:Moonaura wrote:You can tweak the DAT files in EFT with this: http://www.editplus.com/ and see the results of the changes you are suggesting. Obviously make a backup of the DAT files first  Yeah thanks but I have no idea how to work with DAT files.
Its just a big table of names and then numbers. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
141
|
Posted - 2013.11.30 14:12:00 -
[2487] - Quote
Bouh Revetoile wrote:And of your 146dps outside of web range, 100 come from the drones... Exactly as I said a Vexor would be a lot better than the Thorax to hunt frigates. You didn't show that railguns were better than HML to shoot frigates but that drones were and I never denied that. Nerf drones? |

Moonaura
The Dead Rabbit Society
447
|
Posted - 2013.11.30 14:17:00 -
[2488] - Quote
Bouh Revetoile wrote: And have you seen your fit ? 12kehp, 135dps while you have charges in the AAR, then it's reload or worse, but reload is welcome anyway as you only have 55s of capacitor. I at least never tryed to say the fit would be an excellent and versatile one. I only wanted to show you the same fit as your Thorax, but with a Caracal.
You do realise that is a shifting hardener? Have you tried projecting the effects it would bring against your Incursus?
It takes the tank up to nearer 200hp a second once shifted and that isn't its peak shift. Your little Incursus can only do 115 DPS with its blasters - and it can't reach me, because you are webbed and out of their tiny range.
Lets say your little mate comes in to pew pew me with his ship. After resists he does around 30-40 dps to me a second. I have 12,000 hp he has to chew through.
I have realised that I can remove the tracking enhancers and use two DPS modules instead.
I am now hitting your Incursus for 544 DPS, accurately and without fail. Your Frigate is space dust and your in your Pod in less than 30 seconds, probably around 15 seconds if the fight starts with you coming in at me.
Is your mate and his epic DPS going to break me in that time? I don't think so.
Then I web him. Then I burn away from him. Then I shoot him in the face and laugh very hard indeed.
My alt is a couple of weeks from getting almost perfect armor tanking, at which point I will be taking these out in Black Rise and having myself a good old Incursus burning 
If any Caracal with Rapids is Stupid enough to try to get me, I can do more than twice his DPS and pray that my tank holds. It will be close, but fun. EDIT - I should say - Close until he hits the 40 second reload, at which point he dies.
PS. If you want to see it in action, I will happily show you on SISI. Free to test it anytime today. Send me an e-mail and I'm there. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Sgt Ocker
State War Academy Caldari State
72
|
Posted - 2013.11.30 15:14:00 -
[2489] - Quote
Moonaura wrote:Sgt Ocker wrote:Moonaura wrote:You can tweak the DAT files in EFT with this: http://www.editplus.com/ and see the results of the changes you are suggesting. Obviously make a backup of the DAT files first  Yeah thanks but I have no idea how to work with DAT files. Its just a big table of names and then numbers. All I'm seeing is a mess of names and letters with number letter combinations mixed in;
Mjolnir Fury Light MissileSabertooth Fury Light Missile ` I T | ~ | YYYY, and so on, lines and lines of it. Closest thing to numbers, $ 33SB YYYY. Which apparently coincides with Blood Gamma XL
|

Moonaura
The Dead Rabbit Society
448
|
Posted - 2013.11.30 15:26:00 -
[2490] - Quote
Bouh Revetoile wrote:And of your 146dps outside of web range, 100 come from the drones... Exactly as I said a Vexor would be a lot better than the Thorax to hunt frigates. You didn't show that railguns were better than HML to shoot frigates but that drones were and I never denied that.
That is the DPS of the guns hitting a kiting frigate which only has less than 1500 hp, which means its dead in 15 or so seconds after resists. I don't need to use a Vexor.
But you're right, it might even be more powerful that the Thorax. *eck!*
At range, against an normal frigate, coming in at me from range, or using an AB to close range, The guns will do 335 DPS alone. If he is orbiting at Disruptor range, my guns with Uranium faction can hit a normal frigate for 148 dps. An AB fit one for 122 (But I can also potentially get them inside of webbing range if I fly nicely). Very few pilots fit a disruptor ranged frigate with an AB, so I'm pretty safe there.
That is without drones.
The role the tracking enhancers give is actually quite interesting. Basically all you get is a smoother overall DPS application - the curve rises and drops smoother. If you really know your ammo range and capabilities, its better to fit DPS modules. The ammo range isn't as smooth, but it does more damage overall. So... fit DPS mods.
Once anything is in web range, its basically going to get full DPS.
Outside of that range, you're basically saying guns are useless. You're wrong.
Lets say, I DO have a fight with the new Caracal. Hitting my Thorax with the new RLML (or the original). Chances are the Caracal pilot is going to be flying with Precision Missiles, he can't reload when I warp in, so he's stuck with them (I will later show the damage if he had everything setup perfect to fight you).
He can shoot my Thorax out to 33km. Lets say he wants to make sure his missiles reach if you're burning away from him. That means he's going to sit himself in an orbit of 29km - well outside of his point range, but lets suppose he's there.
He does 189 DPS on average with the new 40 second reload. While he's active he will do 285 DPS with the burst damage. After resists then, that is going to be something averaging around 50% against me, so doing 143 DPS (I rounded up for you to be kind). I can actively repair for well over that, for the length of his burst damage, and reloading the nanite paste while he does so. Then I can turn my tank off and get cap back while he's doing nothing but sit there idly waiting for his reload to finish.
Meanwhile.... I've reloaded my best ammo for the range (in this case Uranium Faction). Wait five seconds. Then hit F1.
I am now hitting him for 411 DPS. With my fit on the Caracal, Overloaded, I have 66% resists against that damage, reducing it to around 185 DPS.
There are various ways to tank the Caracal, but if I go with the ASB - I can clearly tank that sort of damage - while the charges last.
And there is something very very important to remember in all of this. The Thorax doesn't stop shooting for 40 seconds. It is constantly doing damage.
The Caracal is not. While the Thorax can recover cap and reload nanite paste because his opponent stopped shooting, the Caracal doesn't have that luxury. Once he hits the 60 second reload for the ASB he's going to die.
The other point to consider is that the Caracal cannot remain cap stable with a MWD on without a Cap Booster or even more Capacitor Rechargers - which gimps the mid slots - or rigs... or whatever you want.
The Cap on the Thorax is also at a premium, but given it can stop its tank for 40 seconds, its in a far stronger position.
If the Caracal is within webbing range its absolutely dead, I can overload his tank reload and hp very quickly and I can STILL tank his damage throughout.
The RLML is useless. It cannot beat a well tanked Incursus. It cannot beat a Thorax with rails and a relatively weaker tank.
If the Caracal started the fight with Faction Lights, then the DPS he can do on average is 212 before resists, with his burst damage at 367. Again after resists - The thorax can tank that and reload nanite inbetween bursts, with only a 20 second window of not being tanked.
Its very tight, but if you get within point range, which solo - the Caracal has to do or I just warp off etc - then I can hit him for 460-480 if he has perfect transversal. If he doesn't I can reach full DPS. Again, he's taking consistent damage, once he has to reload the ASB - which won't take that long to run out at this rate - he's in all kinds of trouble.
So what would you honestly rather fly?
"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|

Moonaura
The Dead Rabbit Society
448
|
Posted - 2013.11.30 15:32:00 -
[2491] - Quote
Sgt Ocker wrote:Moonaura wrote:Sgt Ocker wrote:Moonaura wrote:You can tweak the DAT files in EFT with this: http://www.editplus.com/ and see the results of the changes you are suggesting. Obviously make a backup of the DAT files first  Yeah thanks but I have no idea how to work with DAT files. Its just a big table of names and then numbers. All I'm seeing is a mess of names and letters with number letter combinations mixed in; Mjolnir Fury Light MissileSabertooth Fury Light Missile ` I T | ~ | YYYY, and so on, lines and lines of it. Closest thing to numbers, $ 33SB YYYY. Which apparently coincides with Blood Gamma XL
Clearly editplus fails. Sorry for wasting your time. I know some people have edited these before, as folks have released dat files before an EFT is officially released - typically this happens before an expansion is release for example, and people want to see what new ships will do etc.
Post in the EFT thread and see what folks say. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Dr Sraggles
The Covenant of Blood
37
|
Posted - 2013.11.30 16:51:00 -
[2492] - Quote
Bouh Revetoile wrote:And of your 146dps outside of web range, 100 come from the drones... Exactly as I said a Vexor would be a lot better than the Thorax to hunt frigates. You didn't show that railguns were better than HML to shoot frigates but that drones were and I never denied that.
And there you have it: This clown is trying to tell people that shoot frigates every damn day with missiles and rails that HML are as good as rails.
Wow...just...wow, bro. You really really really are just talking out of your ass and have never used HML in your life.
Moonaura wrote:So what would you honestly rather fly? The RLML cannot kill a well tanked Incursus, and cannot kill enemy cruisers that have even pretty sucky tanks on, and cannot actively tank while fitting TP etc and burn cap with a MWD and Active tank so lose a mid slot to a cap booster. That leaves an ASB that has a 60 second reload time, and a passive fit tank which boosts the signature up. *Sigh* where are you trying to go with this Buoh? I'm not sure what else you can invent to demonstrate how terrible Gallente are and how epic missiles are.
The take home message for anyone with their eyes open is that both of these dedicated frig killers cannot remotely then take a well tanked cruiser. If any standard fit cruiser shows up on the field they are going down. If they engage each other it is gonna come down to piloting, imo. And most of those standard fit cruiser have little to fear from frigs, even if they don't project a dedicated anti-frig role well.
And that is precisely why the pigeonholing of the Caracal into a marginal role only for killing frigs has me annoyed. Yes, the new rapid launchers make the ship better at participating in a group gank (that is a welcome *option* when gank is the order of the day) but they gimp it for all around use and I feel for my PvE brothas that are just starting the grind.
It was really hard to tell a new player doing level 2 missions that he had to train HAMS for 2 weeks now that PvE in a Caracal was completely gutted and made more boring. I didn't even think that was possible.
For a game that really struggles to get new players through just about the worst few months in MMO gaming I simply think it was a bad idea to not give us options. |

KatanTharkay
V I R I I Ineluctable.
17
|
Posted - 2013.11.30 17:07:00 -
[2493] - Quote
One way to make RLML's viable for solo is to make the launchers to have a built in tracking bonus. That will help applying damage to the heavy tanked frigates but will not help much against bigger ships as they already have a much larger signature radius. Also the tracking bonus will not help gangs as they already have the DPS to kill anything. As for the T3's being OP, I guess that will be fixed when they are going to get balanced. |

Arthur Aihaken
The.VOID
692
|
Posted - 2013.11.30 17:23:00 -
[2494] - Quote
KatanTharkay wrote:One way to make RLML's viable for solo is to make the launchers to have a built in tracking bonus. That will help applying damage to the heavy tanked frigates but will not help much against bigger ships as they already have a much larger signature radius. Also the tracking bonus will not help gangs as they already have the DPS to kill anything. As for the T3's being OP, I guess that will be fixed when they are going to get balanced. RLMLs are viable for solo play (at least the first 50 seconds, anyway). Tracking isn't the problem: it's the combination of ammunition capacity and 40-second reload time. I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
125
|
Posted - 2013.11.30 18:18:00 -
[2495] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:Now, for this comparison... What fits were you using for this comparison? Because with a target moving at 3,000 m/sec I have to seriously question whether rails or Warden sentries would have much luck applying full DPS, either. It also stands to reason that sentries and railguns would also see more than a few misses. There's really not enough information to really draw any conclusions for this, other than frigates are not the best thing to hunt with battleships. Only the weapon systems in T2 for the Hyperion and Domi. I used rigs and BCS for the Raven to try and weight the test in the Raven's favor. Which well, failed miserably. Didn't add in any drones for the Hyperion since I was intending to test the Turrets for the Hyperion and Drones of the Domi.
For the raven it was a full set of seven T2 CMLs, loaded with Scourge Precision. Used this same load for both tests but switched it to Mjolnir Precisions for the Raven vs Raven. Both the Rifter and Raven fits were set for omni-tank as per general PvP standard. All modules used were T2 if fitt-able and otherwise Meta-4.
Does that answer your question? I saw no need to put a full fitting on a group of ships that served the only purpose of testing ranges and DPS over a known range. Tank mods don't affect the dps except on the target ships in EFT. Or at least that was my reasoning for minimal fittings on the Domi and Hyperion.
As I stated in the original posting. I had the Rifter pilot be an idiot and head straight for the Battleships. If I put transversal on the rifter the Hyperion wouldn't be able to track and the Domi's sentries might get a couple hits if that. Instead, i opted to take the most ideal situation possible for all three weapon systems. It still illustrates my point quite well...
Last thing is that I set all pilots involved with those ships to all skills at Lvl5. So there cannot be any "the raven pilot was better skilled" bullshit. |

Vincintius Agrippa
F L O O D
5
|
Posted - 2013.11.30 18:37:00 -
[2496] - Quote
Sgt Ocker wrote:Zamyslinski wrote:No to TE and TC for launchers,
Guys do you even know what youre saying?
where are you going to put those on your caracal?
low slots are already filled with bcs nanos dmg controls, caldari ships need the shield mods amarr need the webs.
just change ammo as someone sugested before or do something with the formulas,
no need for aditional mods for those, unless you want to get a 200 dps tengu with no tank etc
That is a very narrow minded opinion. I do know what I'm saying and it isn't ideal but it could be another "option" "choice" for those wanting to use Heavy Missiles. I don't think a trade off of losing a little dps (or a nano) for better tracking and range is too outrageous. Raw DPS is not always the best option, if it was everyone would be flying torp fit ravens. If missiles were true "GUIDED" missiles then why could they not be enhanced by better tracking and range as fitting options. I would gladly drop dps or a web if I knew my missiles were going to hit their target with better efficiency. Yes you need to make fitting trade off but then doesn't every other ship in eve?? Fit a tracking enhancer to a cane, you need to drop a gyro, fit a tracking computer to a brutix, you need to drop a web and so on. People do use these modules for guns so they must be worth the trade off. Why should missiles be the only weapon system that doesn't offer tracking and range enhancements (at a cost)?
I see no problem with rapid launchers. These are larger launchers that fire smaller missiles, which is why they had such a large charge size, equivalent to the dual 150mm or dual 180's that can shred frigs. They couldve simply removed that range bonus that the caracal, the only ship that uses rapid lights, had
I agree with some of what you are saying. As for those who were suggesting that td's effect missiles, no. They shouldn't. Td's effect the actual turrets, missile launchers do nothing but house self guided projectiles. Two entirely different systems. There is already a way to disrupt missiles, but its trash. Defender missiles are utterly useless. They use up a high slot and in addition most likely need more than one to effect any incoming damage. Instead, there should be a mid or low slot flare system that would have a 20-30% chance of diverting incoming missiles.
Long term: There is a larger problem here. A problem missile systems above lights, and caldari ships above destroyers have in general. HM's a terrible outside of high sec pve. Anything with an afterburner will receive only 20-30% of the damge you dish out. For some odd reason ccp has not only one, but two factors that reduce HM damage output. 1, Explosion radius, fine a smaller radius mean better applied damage like the sig radius on turrets. 2. Explosion velocity. Anything moving faster than the 150-170m/s explo velocity will not take any damage.Meaning the only thing you can really apply damage to is bs's and freighters. Plop on an ab and its over. My suggestion:
1. Ties explosion velocity with velocity of missile. If you target is moving faster than the missile plus the explosion velocity, then you would see a damage reduction. The guy doing 4k /sec, away from your missiles will take reduced damage.
2. Increase HM velocity, decrease flight time so that range in the same. Why, in the 10-15+ secs it takes you missile to reach the guys your shooting at from 30-50+km he will not be there, and thus your missiles disappear into the great black wilderness. Which is why people mostly use hams, trading terrible range to actually apply damage.
3. INCREASE EXPLOSION VELOCITY AND DECREASE EXPLOSION RADIUS SO THAT HEAVY MISSILES, WHICH ARE MEDIUM CRUISER WEAPONS CAN HIT CRUISERS!
4. Give them better agility so they wont spiral out of control trying to hit something. or better yet make a new skill specifically for that.
|

Arthur Aihaken
The.VOID
692
|
Posted - 2013.11.30 18:41:00 -
[2497] - Quote
Kenshi Hanshin wrote:Does that answer your question? Not really. Ravens only have 6 missile slots... I am currently away, traveling through time and will be returning last week. |

Vincintius Agrippa
F L O O D
5
|
Posted - 2013.11.30 19:14:00 -
[2498] - Quote
Also, buff caldari ships above destroyer. Caldari BC's and battleships are outclassed. No one in Caldari Militia uses them. We all use Amarr, Gallente and Minmatar in that order, except maybe a sniper naga. The scorp is an ecm boat, weve got a blacbird for that. the Rokh is laughed at by the megathron and friends, and the raven is a pve ship. sorry. The drake is a slow tug boat usefull only in high sec. Ive been in fw for over 6 months. Ive only seen drakes on 3 occasions: hub bashing, at that was 4 months ago. The ferox is utter trash. It has a hybrid range bonus oooooooh. most people i know that have flown the ferox just pop 425mm autocannons on and call it a day. these shield ships already have the potential risk with cap, so adding hybrids with a ****** bonus doesnt really help.
Buff shield ships. Buff Caldari ships in general Less penalties for shield extenders. More HP for shield Extenders, they should approach 1600's buff cruise missiles. We should be able to hit all bs and bcs at full damage, and hit cruisers at half. Should be equivalent to other turret based ships.I I I P.S, give us a pvp caldari battleship, not faction, that has 8 launcher hard points, 7 Mid slots, and 4 Low slots :) and 50Mbit drone bandwidth must have exposion radius bonus and a rate of fire bonus, if you un nerf rapid heavies, then i'll take rof and a shield resist or something.
oh yeah, nerf CM range by lets say 20 km if you want. |

Moonaura
The Dead Rabbit Society
452
|
Posted - 2013.11.30 20:03:00 -
[2499] - Quote
Vincintius Agrippa wrote:Also, buff caldari ships above destroyer. Caldari BC's and battleships are outclassed. No one in Caldari Militia uses them. We all use Amarr, Gallente and Minmatar in that order, except maybe a sniper naga. The scorp is an ecm boat, weve got a blacbird for that. the Rokh is laughed at by the megathron and friends, and the raven is a pve ship. sorry. The drake is a slow tug boat usefull only in high sec. Ive been in fw for over 6 months. Ive only seen drakes on 3 occasions: hub bashing, at that was 4 months ago. The ferox is utter trash. It has a hybrid range bonus oooooooh. most people i know that have flown the ferox just pop 425mm autocannons on and call it a day. these shield ships already have the potential risk with cap, so adding hybrids with a ****** bonus doesnt really help. Buff shield ships. Buff Caldari ships in general Less penalties for shield extenders. More HP for shield Extenders, they should approach 1600's buff cruise missiles. We should be able to hit all bs and bcs at full damage, and hit cruisers at half. Should be equivalent to other turret based ships.I I I  P.S, give us a pvp caldari battleship, not faction, that has 8 launcher hard points, 7 Mid slots, and 4 Low slots :) and 50Mbit drone bandwidth must have exposion radius bonus and a rate of fire bonus, if you un nerf rapid heavies, then i'll take rof and a shield resist or something. oh yeah, nerf CM range by lets say 20 km if you want.
I would be happy to comment extensively on all of this, IF you start another thread with this, as honestly, its off topic for the most part here. Please don't forget Minmitar have a ship that can use the RLML with a bonus as well and are also affected by the missile mechanics on a lot of their ships.
tl:dr Caldari have some advantages as well as drawbacks - the fact everyone keeps trying to fly them like armor boats, doesn't mean they suck, just that people are trained into one way of thinking. With a little creativity and a good set of pilots - Caldari can be utterly deadly. I've tried twice now to recruit those pilots and got damn close this second time, but real life and burn out meant I stopped. One day I will try again to fly an all Caldari fleet and video to show how great they truly can be.
PS. Yes the Ferox is an utter lemon. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
126
|
Posted - 2013.11.30 21:53:00 -
[2500] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:Does that answer your question? Not really. Ravens only have 6 missile slots... Sorry about that, was a bit late and after thanksgiving dinner so my apologies for the typo.
I would disagree with you there. It was a designed test with ideal situation. It clearly shows that Turrets out-damage missiles for anything within what is generally considered engagement range. The only time that missiles out-do turrets is when you have something orbiting at 3km/s. Which really would mean that you have bigger problems at that point.
Hyperion has a sizeable drone bay and bandwidth. Therefore, this ship really wouldn't be hurting too bad in the worst case. The domi is built around drone damage. Properly fitted the domi will pulverize that rifter at just about any range.
For the raven the applied 79-DPS is still too low to break any decently fitted PvP frigate's tank. No matter what you argue. That is with precision CMs too. Now I am not saying that CMs should blap frigs with one shot. Yet, it definitely points out a major disparity between the turret's applied-damage and the missile. According to EFT and EVEHQ and EVE the missile had the higher volley damage (~2x the turret's volley damage). Yet, it will lose over 90% of that damage on a freaking frigate heading right at it.
This problem is glaringly obvious for all T2 Precision missiles that are larger than LMs. This would include the HMLs that we have all been complaining about now for over 3-months. Anyone that uses missiles outside of PvE will very rapidly learn that their damage application is crap. It doesn't matter if my volley damage is higher than the turret-ship if I lose 50% or more. That is even before counting in the resistance of the target's shields or armor.
The bottom line is that if CCP Rise used EFT like he claimed the issues with HMs, CMs, HAMs and Torps is obvious. My 6yr old can even see that the missiles are broken. This is a kid in the 1st Grade that is doing simple arithmetic (adding/subtraction) in school. Once again, I am going to state that CCP and their employees have no damn excuse for not realizing the issue.
Keep in mind that EFT estimates on a best-case. Thus EFT values are always higher than what the reality will be on the EVE servers. It is the same thing for the EveHQ software as well. However, EveHQ attempts to estimate at what the Eve-actual value will be.
Is the point I was making clear now that I have expanded it? |
|

Arthur Aihaken
The.VOID
692
|
Posted - 2013.11.30 22:25:00 -
[2501] - Quote
Kenshi Hanshin wrote:Is the point I was making clear now that I have expanded it? I guess I'm understandably curious why you wouldn't just use the new RHMLs with 3 rigors. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
26
|
Posted - 2013.11.30 22:30:00 -
[2502] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:Is the point I was making clear now that I have expanded it? I guess I'm understandably curious why you wouldn't just use the new RHMLs with 3 rigors. My understanding is that Kenshi is showing the vast disparity in the application of damage of 3 different battleships in a best case scenario against a smaller target to highlight to problems underlying missiles as a whole and not just RLMLs. The test shows the reason that Caldari pilots are often exasperated and told to cross-train to be useful outside of PVE, missiles don't aren't as flexible as they appear (or as Bouh would have us believe). But since I am not Kenshi, I could easily be wrong about the full intent of the test and am not trying to speak for Kenshi. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
992
|
Posted - 2013.11.30 23:01:00 -
[2503] - Quote
Moonaura wrote: The RLML is useless. It cannot beat a well tanked Incursus.
You're not helping your arguments by putting this stuff in. |

Arthur Aihaken
The.VOID
692
|
Posted - 2013.11.30 23:21:00 -
[2504] - Quote
scorchlikeshiswhiskey wrote:My understanding is that Kenshi is showing the vast disparity in the application of damage of 3 different battleships in a best case scenario against a smaller target to highlight to problems underlying missiles as a whole and not just RLMLs. The test shows the reason that Caldari pilots are often exasperated and told to cross-train to be useful outside of PVE, missiles don't aren't as flexible as they appear (or as Bouh would have us believe). But since I am not Kenshi, I could easily be wrong about the full intent of the test and am not trying to speak for Kenshi. Best-case scenario is I'd use RHMLs with precision heavies and rigors on a Raven. I am currently away, traveling through time and will be returning last week. |

Astroniomix
Cryptic Meta-4
636
|
Posted - 2013.11.30 23:42:00 -
[2505] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:Is the point I was making clear now that I have expanded it? I guess I'm understandably curious why you wouldn't just use the new RHMLs with 3 rigors. Because that's 3 rig slots you could use for something else, why fly a raven at that point? a Dominix would do everything better and still not need to sacrifice all 3 of it's rig slots (2 riggor 1 flare is supperior btw) to apply any reasonable amount of damage to a frigate. |

Arthur Aihaken
The.VOID
692
|
Posted - 2013.12.01 00:01:00 -
[2506] - Quote
Astroniomix wrote:Because that's 3 rig slots you could use for something else, why fly a raven at that point? a Dominix would do everything better and still not need to sacrifice all 3 of it's rig slots (2 riggor 1 flare is supperior btw) to apply any reasonable amount of damage to a frigate. Yeah, you could use rigors to improve damage application. If you can't hit sh*t any kind of tank is pointless anyway. No, three T1 rigors are superior to two T1 rigors and a T1 flare. You're going to have a tough time convincing me that players are going to dump enough in T2 rigs equivalent to (or exceeding) the T1 Raven hull cost. That's like throwing good money after bad...
1. If you're using anything other than RHMLs or RLMLs on a Raven for smaller targets, you're doing in wrong. 2. If you're running uber-expensive T2 rigs on a Raven for PvP, you're doing it wrong. 3. If you choose a battleship to hunt frigates, you're doing it wrong.
Basically you're doing it wrong. GǪ..
If I was going to hunt in a Raven, I'd be running RHMLs with three T1 hydraulic rigs to extend my range out to almost 100km. Assuming I made it past the gate camps, interceptors and everything else that can basically turn me into a floating pile of cinders long before I reach my destination. In other words, I'd take my Tengu. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
26
|
Posted - 2013.12.01 00:14:00 -
[2507] - Quote
Arthur Aihaken wrote:Astroniomix wrote:Because that's 3 rig slots you could use for something else, why fly a raven at that point? a Dominix would do everything better and still not need to sacrifice all 3 of it's rig slots (2 riggor 1 flare is supperior btw) to apply any reasonable amount of damage to a frigate. Yeah, you could use rigors to improve damage application. If you can't hit sh*t any kind of tank is pointless anyway. No, three T1 rigors are superior to two T1 rigors and a T1 flare. You're going to have a tough time convincing me that players are going to dump enough in T2 rigs equivalent to (or exceeding) the T1 Raven hull cost. That's like throwing good money after bad... 1. If you're using anything other than RHMLs or RLMLs on a Raven for smaller targets, you're doing in wrong. 2. If you're running uber-expensive T2 rigs on a Raven for PvP, you're doing it wrong. 3. If you choose a battleship to hunt frigates, you're doing it wrong. Basically you're doing it wrong. GǪ.. If I was going to hunt in a Raven, I'd be running RHMLs with three T1 hydraulic rigs to extend my range out to almost 100km. Assuming I made it past the gate camps, interceptors and everything else that can basically turn me into a floating pile of cinders long before I reach my destination. In other words, I'd take my Tengu. Well the original test was very focused in scope. It pitted what I am assuming to be Large, Battleship class, Railguns, against Cruise Missiles, sentries. A brace of sentries in a Dominix is arguably a battleship class weapon. So my understanding of the test was that it was pitting 3 different battleship class weapons against a smaller target to show the difference in damage application. Now you can derp out and complain that it's stupid to use cruise missiles or a Raven against a smaller target, or you can take the test for what it is and realize the disparity in damage application between 3 major battleship class weapons. You can say that RHMLs are battleship class, which they are, but they don't have as near of an equivalent to compare to in the other weapon types. |

Astroniomix
Cryptic Meta-4
636
|
Posted - 2013.12.01 00:14:00 -
[2508] - Quote
Arthur Aihaken wrote:Astroniomix wrote:Because that's 3 rig slots you could use for something else, why fly a raven at that point? a Dominix would do everything better and still not need to sacrifice all 3 of it's rig slots (2 riggor 1 flare is supperior btw) to apply any reasonable amount of damage to a frigate. Yeah, you could use rigors to improve damage application. If you can't hit sh*t any kind of tank is pointless anyway. No, three T1 rigors are superior to two T1 rigors and a T1 flare. You're going to have a tough time convincing me that players are going to dump enough in T2 rigs equivalent to (or exceeding) the T1 Raven hull cost. That's like throwing good money after bad... 1. If you're using anything other than RHMLs or RLMLs on a Raven for smaller targets, you're doing in wrong. 2. If you're running uber-expensive T2 rigs on a Raven for PvP, you're doing it wrong. 3. If you choose a battleship to hunt frigates, you're doing it wrong. Basically you're doing it wrong. GǪ.. If I was going to hunt in a Raven, I'd be running RHMLs with three T1 hydraulic rigs to extend my range out to almost 100km. Assuming I made it past the gate camps, interceptors and everything else that can basically turn me into a floating pile of cinders long before I reach my destination. In other words, I'd take my Tengu. I understand that battleships in general are dinosaurs (have been for some time) but this doesn't change the fact that heavies are terrible. The fact that the tengu is the only ship that can do anything with them (and even then it's terrible, it just happens to be able to accomplish things eventually)
I'm not even sure what you're trying to say at this point, you just keep saying stupid ****. |

Astroniomix
Cryptic Meta-4
636
|
Posted - 2013.12.01 00:22:00 -
[2509] - Quote
scorchlikeshiswhiskey wrote:Arthur Aihaken wrote:Astroniomix wrote:Because that's 3 rig slots you could use for something else, why fly a raven at that point? a Dominix would do everything better and still not need to sacrifice all 3 of it's rig slots (2 riggor 1 flare is supperior btw) to apply any reasonable amount of damage to a frigate. Yeah, you could use rigors to improve damage application. If you can't hit sh*t any kind of tank is pointless anyway. No, three T1 rigors are superior to two T1 rigors and a T1 flare. You're going to have a tough time convincing me that players are going to dump enough in T2 rigs equivalent to (or exceeding) the T1 Raven hull cost. That's like throwing good money after bad... 1. If you're using anything other than RHMLs or RLMLs on a Raven for smaller targets, you're doing in wrong. 2. If you're running uber-expensive T2 rigs on a Raven for PvP, you're doing it wrong. 3. If you choose a battleship to hunt frigates, you're doing it wrong. Basically you're doing it wrong. GǪ.. If I was going to hunt in a Raven, I'd be running RHMLs with three T1 hydraulic rigs to extend my range out to almost 100km. Assuming I made it past the gate camps, interceptors and everything else that can basically turn me into a floating pile of cinders long before I reach my destination. In other words, I'd take my Tengu. Well the original test was very focused in scope. It pitted what I am assuming to be Large, Battleship class, Railguns, against Cruise Missiles, sentries. A brace of sentries in a Dominix is arguably a battleship class weapon. So my understanding of the test was that it was pitting 3 different battleship class weapons against a smaller target to show the difference in damage application. Now you can derp out and complain that it's stupid to use cruise missiles or a Raven against a smaller target, or you can take the test for what it is and realize the disparity in damage application between 3 major battleship class weapons. You can say that RHMLs are battleship class, which they are, but they don't have as near of an equivalent to compare to in the other weapon types. It's worth noting that the disparity is equally as bad with cruisers. |

Arthur Aihaken
The.VOID
692
|
Posted - 2013.12.01 00:27:00 -
[2510] - Quote
Astroniomix wrote:I'm not even sure what you're trying to say at this point, you just keep saying stupid ****. Maybe you'll figure out that this is a RLML/RHML thread and really has no bearings on cruise missiles... I am currently away, traveling through time and will be returning last week. |
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
26
|
Posted - 2013.12.01 00:32:00 -
[2511] - Quote
Arthur Aihaken wrote:Astroniomix wrote:I'm not even sure what you're trying to say at this point, you just keep saying stupid ****. Maybe you'll figure out that this is a RLML/RHML thread and really has no bearings on cruise missiles... Have you not been paying attention? This is a point of discussion because missiles as a whole are busted, and the problem is highlighted by the original RLMLs being preferable to heavies because of that which gave us this half-assed fix. |

Astroniomix
Cryptic Meta-4
636
|
Posted - 2013.12.01 00:34:00 -
[2512] - Quote
Arthur Aihaken wrote:Astroniomix wrote:I'm not even sure what you're trying to say at this point, you just keep saying stupid ****. Maybe you'll figure out that this is a RLML/RHML thread and really has no bearings on cruise missiles... Where did I mention cruise missiles? You're still just saying stupid **** over and over again. |

Moonaura
The Dead Rabbit Society
453
|
Posted - 2013.12.01 00:37:00 -
[2513] - Quote
Gypsio III wrote:Moonaura wrote: The RLML is useless. It cannot beat a well tanked Incursus.
You're not helping your arguments by putting this stuff in.
A non burst gun ship can blow up a very popular, very strong T1 Frigate. The RLML cannot. Given the mechanics of how the ASB and AAR work, frigates are able to survive the damage and reload their tanks in time for most of the next round of DPS from the RLML.
The RLML is basically becoming very good, at killing kiting frigates and poorly fit cruisers, or being part of a gank DPS squad - either way, other ships do far more DPS and can gank far better.
Gun boats, as shown can easily surpass the DPS of the missile boats with RLML by more than twice close in and more dps over the range of the RLML (33km) and do not have a 40 second downtime. This is the 'Burst fast DPS' gank missile system we're talking about, that is supposed to make up for the 40 second reload by being very strong in its opening. If another T1 cruiser can easily kill another frigate so fast it makes your eyes water, and the RLML cannot, then clearly the argument stands. It is only better outside of point range overall, against poor tanked ships.
I am happy to test it more on SISI with you if you're up for it, with a variety of ships. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
27
|
Posted - 2013.12.01 00:53:00 -
[2514] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:My understanding is that Kenshi is showing the vast disparity in the application of damage of 3 different battleships in a best case scenario against a smaller target to highlight to problems underlying missiles as a whole and not just RLMLs. The test shows the reason that Caldari pilots are often exasperated and told to cross-train to be useful outside of PVE, missiles don't aren't as flexible as they appear (or as Bouh would have us believe). But since I am not Kenshi, I could easily be wrong about the full intent of the test and am not trying to speak for Kenshi. Best-case scenario is I'd use RHMLs with precision heavies and rigors on a Raven. Best case scenario is I wouldn't be a Rifter pilot charging straight at a BS pilot. Test is invalid because internet derp. Congratulations you win 3.14 internets |

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.12.01 01:06:00 -
[2515] - Quote
Moonaura wrote:Gypsio III wrote:Moonaura wrote: The RLML is useless. It cannot beat a well tanked Incursus.
You're not helping your arguments by putting this stuff in. A non burst gun ship can blow up a very popular, very strong T1 Frigate. The RLML cannot. Given the mechanics of how the ASB and AAR work, frigates are able to survive the damage and reload their tanks in time for most of the next round of DPS from the RLML. The RLML is basically becoming very good, at killing kiting frigates and poorly fit cruisers, or being part of a gank DPS squad - either way, other ships do far more DPS and can gank far better. Gun boats, as shown can easily surpass the DPS of the missile boats with RLML by more than twice close in and more dps over the range of the RLML (33km) and do not have a 40 second downtime. This is the 'Burst fast DPS' gank missile system we're talking about, that is supposed to make up for the 40 second reload by being very strong in its opening. If another T1 cruiser can easily kill another frigate so fast it makes your eyes water, and the RLML cannot, then clearly the argument stands. It is only better outside of point range overall, against poor tanked ships. I am happy to test it more on SISI with you if you're up for it, with a variety of ships. LR Turret are better than RLML only in your fantasy scenario with your bad fit. And RLML *will* fill frigate hell of a lot more effectively than your Thorax.
What you showed is that in a fantasy where everything go perfectly well for the turret ship, turrets are better than missiles.
But what could possibly go wrong anyway if you are good enough ?...
I might not shoot missiles often, but I've been in front of both missiles and turrets cruisers in a frigate, and even in an interceptor I fear missiles ships a LOT more than turrets ones. The simple truth is that a missile ship in the area means "gtfo" whereas turrets means "careful". But I guess my experience mean nothing here, because I'm not leet enough, and finely selected numbers prove me wrong anyway... |

Moonaura
The Dead Rabbit Society
453
|
Posted - 2013.12.01 01:12:00 -
[2516] - Quote
Bouh, you have not e-mailed me to say when you're free to come see this terrible Thorax fit of mine, eat your frigates alive on the test server. Still available to test it any time. I know it works, because I have tested it, although I would like to test it against the Caracal, I mentioned earlier today. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Zvaarian the Red
Evil Leprechaun Brigade
117
|
Posted - 2013.12.01 01:19:00 -
[2517] - Quote
Bouh Revetoile wrote: I might not shoot missiles often, but I've been in front of both missiles and turrets cruisers in a frigate, and even in an interceptor I fear missiles ships a LOT more than turrets ones. The simple truth is that a missile ship in the area means "gtfo" whereas turrets means "careful". But I guess my experience mean nothing here, because I'm not leet enough, and finely selected numbers prove me wrong anyway...
Words simply fail me... |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
126
|
Posted - 2013.12.01 01:20:00 -
[2518] - Quote
scorchlikeshiswhiskey wrote:Arthur Aihaken wrote:Kenshi Hanshin wrote:Is the point I was making clear now that I have expanded it? I guess I'm understandably curious why you wouldn't just use the new RHMLs with 3 rigors. My understanding is that Kenshi is showing the vast disparity in the application of damage of 3 different battleships in a best case scenario against a smaller target to highlight to problems underlying missiles as a whole and not just RLMLs. The test shows the reason that Caldari pilots are often exasperated and told to cross-train to be useful outside of PVE, missiles don't aren't as flexible as they appear (or as Bouh would have us believe). But since I am not Kenshi, I could easily be wrong about the full intent of the test and am not trying to speak for Kenshi. You are correct Scorch! That is the point. It is a small target in an extremely ideal situation. If missiles were on any sort of parity to the turrets we wouldn't see the 300% difference in damage applied. Keep in mind those are Large-sized T2 Railguns on the Hyperion.
The issue with missiles is that they are designed for the tracking penalty that oversized turrets have on small targets. In addition missiles will suffer a further penalty due to the velocity of the target and the so-called explosion-velocity. The point is as Scorch correctly guessed was to clearly and concisely demonstrate why Missiles are not feasible in PvP and to an increasing extent (recently) in PvE. Simply as there are more efficient methods to destroy the target.
Nowadays, most noobs that I run into I do not recommend skilling for a Drake or Raven etc. I normally even tell them to forget that the Typhoon exists. Simply as it also uses the same broken system and its' bonuses don't truly compensate for that. However the Typhoon is in a slightly better position than the Raven. Most noobs I advise to either train Amarr, Gallente or Minmatar. Simply as the missiles' mechanics are just horrendous. That said the only benefit that missiles have at the moment is they are easier for noobs to understand conceptually. Keep in mind that I started playing Eve when you had to memorize or have a note with the ranges for each ammo you fired from a turret.
Arthur Aihaken wrote:Kenshi Hanshin wrote:Is the point I was making clear now that I have expanded it? I guess I'm understandably curious why you wouldn't just use the new RHMLs with 3 rigors. RHML suffers from the same issues that I and others already stated. HMs and CMs (HAMs and Torps too) are all extremely inefficient when it comes to damage-application. Turrets as you may remember gain damage bonuses from the specialization and surgical-strike skills. These bonuses offset the loss from less-than-perfect strikes to a decent degree.
Missiles have no such bonus to damage except for the warhead-upgrades skill. Which doesn't do anything useful to offset the damage applied by the missile due to stupidly designed mechanics. Rigs such as the RIgor and Flare will help recover some of that lost damage but not enough to make any substantial difference. A missile user will still lose about 50% or more of their damage on a given moving target.
All that RHMLs do is try to cover up the obscenely bad missile mechanics by spamming them faster from a small magazine with a draconian reload timer. In short, even in EFT it is painfully obvious that missiles are not feasible for PvP except in one of those "Blue Moon" scenarios. Missiles are not and will not be useful or worth the SP till the mechanics and underlying issues are properly/correctly fixed.
Something that CCP needs to have been working on before they add more complex systems that add to the issues with that system. If that isn't clear enough I dare any CCP employee to take the same number of SP as my character (toon) of choice and fight me 1v1 on SiSi. The CCP employee must however use these so called balanced and optimized missiles that he keeps going on about. But hey, I know you won't take the challenge for a simple reason.
You know that you will lose practically every match against me!
For a simple reason the amount of damage you can apply with your missiles will not beat my tank. If you go for continuous fire, you only deal half the dps. Which still won't break my tank. Regardless of what approach you take, I will kill you and take your frozen corpse. Simply cause you cannot fight me 1v1 with a missile boat using the present mechanics for missiles. Missiles don't apply their damage even remotely efficiently. If Eve was real, I would fire whomever was the engineer that designed those warheads. It is that simple!
21st Century Air-to-Air missiles are more efficient against their designed-for target than these pieces of garbage. So, good luck convincing me that the advanced New Eden empires' are unable to design a missile. So, can I please have some AMRAAMs, Sidewinders, or Sparrow air-to-air missiles for my Caldari missile boat next patch? I couldn't possibly be worse off... |

Zircon Dasher
310
|
Posted - 2013.12.01 01:28:00 -
[2519] - Quote
scorchlikeshiswhiskey wrote: Well the original test was very focused in scope. It pitted what I am assuming to be Large, Battleship class, Railguns, against Cruise Missiles, sentries. A brace of sentries in a Dominix is arguably a battleship class weapon. So my understanding of the test was that it was pitting 3 different battleship class weapons against a smaller target to show the difference in damage application. Now you can derp out and complain that it's stupid to use cruise missiles or a Raven against a smaller target, or you can take the test for what it is and realize the disparity in damage application between 3 major battleship class weapons. You can say that RHMLs are battleship class, which they are, but they don't have as near of an equivalent to compare to in the other weapon types.
OR you can notice that the entire original 'analysis' was bogus to begin with..... Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
29
|
Posted - 2013.12.01 01:31:00 -
[2520] - Quote
Zircon Dasher wrote:scorchlikeshiswhiskey wrote: Well the original test was very focused in scope. It pitted what I am assuming to be Large, Battleship class, Railguns, against Cruise Missiles, sentries. A brace of sentries in a Dominix is arguably a battleship class weapon. So my understanding of the test was that it was pitting 3 different battleship class weapons against a smaller target to show the difference in damage application. Now you can derp out and complain that it's stupid to use cruise missiles or a Raven against a smaller target, or you can take the test for what it is and realize the disparity in damage application between 3 major battleship class weapons. You can say that RHMLs are battleship class, which they are, but they don't have as near of an equivalent to compare to in the other weapon types.
OR you can notice that the entire original 'analysis' was bogus to begin with.....  Your logic is obviously infallible given the examples and numbers you have provided. Thank you so much for so effectively refuting a well focused test. |
|

Moonaura
The Dead Rabbit Society
455
|
Posted - 2013.12.01 01:31:00 -
[2521] - Quote
Wow this thread is hot. Hotter than hot.
http://cdn2.holytaco.com/wp-content/uploads/images/2009/12/fire-funny.jpg "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
126
|
Posted - 2013.12.01 01:42:00 -
[2522] - Quote
Zircon Dasher wrote:scorchlikeshiswhiskey wrote: Well the original test was very focused in scope. It pitted what I am assuming to be Large, Battleship class, Railguns, against Cruise Missiles, sentries. A brace of sentries in a Dominix is arguably a battleship class weapon. So my understanding of the test was that it was pitting 3 different battleship class weapons against a smaller target to show the difference in damage application. Now you can derp out and complain that it's stupid to use cruise missiles or a Raven against a smaller target, or you can take the test for what it is and realize the disparity in damage application between 3 major battleship class weapons. You can say that RHMLs are battleship class, which they are, but they don't have as near of an equivalent to compare to in the other weapon types.
OR you can notice that the entire original 'analysis' was bogus to begin with.....  Zircon,
It a test well designed to show the disparity between supposedly equivalent and balanced systems. In fact it clearly indicates that they are not balanced when you have over a 300% difference in the DPS.
If you cannot see and comprehend that, than I am not sure that you are worth attempting to hold any form of conversation with. |

Zircon Dasher
310
|
Posted - 2013.12.01 02:19:00 -
[2523] - Quote
Kenshi Hanshin wrote: Zircon,
It a test well designed to show the disparity between supposedly equivalent and balanced systems. In fact it clearly indicates that they are not balanced when you have over a 300% difference in the DPS.
If you cannot see and comprehend that, than I am not sure that you are worth attempting to hold any form of conversation with.
Maybe we have a different idea of what constitutes a well designed test then. If all other weapon systems are significantly better at applying damage compared to Missiles, then a well designed test would set initial conditions that were not already biased towards those other weapon systems. If they were a LOT better, then you could set up the test so that the other weapon systems would shine even under adverse conditions. Just leveling the playing field a small degree (not even trying to put guns+drones in the worst situation possible) means adding in a non-derp Rifter and isolating the weapons systems completely. But then, that causes problems for your argument because when you level the playing field that amazing difference you find dissipates.
I have not checked EFT yet, but experience says any large rail is pointless at killing off a Rifter if that Rifter can get under about 45km and doesn't do stupid things like approach at 0 trans. Nor does not take crazy angles or incredible piloting skills to get enough trans to effectively ignore large rails (maybe 15-20deg off the BS's vector). Between 425 rails and a cruise missiles, over time, a Rifter will take more dmg from the cruise.
Moreover, the use of drones to your test adds an additional confound which you (intentionally or not) did not take into consideration. Since your thesis is that a weapon system is sub-par, adding other variables only makes the picture muddier. If the comparison BS out DPS's a Cruise Raven with drones, but not when considering vaguely realistic guns alone, then the problem is not with the cruise missile but with the drone bandwidth/bay.
Those were just the problems that are blatantly obvious to anyone with a modicum of critical thinking ability and there may be more problems upon a closer analysis. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
29
|
Posted - 2013.12.01 02:24:00 -
[2524] - Quote
Zircon Dasher wrote:Kenshi Hanshin wrote: Zircon,
It a test well designed to show the disparity between supposedly equivalent and balanced systems. In fact it clearly indicates that they are not balanced when you have over a 300% difference in the DPS.
If you cannot see and comprehend that, than I am not sure that you are worth attempting to hold any form of conversation with.
Maybe we have a different idea of what constitutes a well designed test then. If all other weapon systems are significantly better at applying damage compared to Missiles, then a well designed test would set initial conditions that were not already biased towards those other weapon systems. If they were a LOT better, then you could set up the test so that the other weapon systems would shine even under adverse conditions. Just leveling the playing field a small degree (not even trying to put guns+drones in the worst situation possible) means adding in a non-derp Rifter and isolating the weapons systems completely. But then, that causes problems for your argument because when you level the playing field that amazing difference you find dissipates. I have not checked EFT yet, but experience says any large rail is pointless at killing off a Rifter if that Rifter can get under about 45km and doesn't do stupid things like approach at 0 trans. Nor does not take crazy angles or incredible piloting skills to get enough trans to effectively ignore large rails (maybe 15-20deg off the BS's vector). Between 425 rails and a cruise missiles, over time, a Rifter will take more dmg from the cruise. Moreover, the use of drones to your test adds an additional confound which you (intentionally or not) did not take into consideration. Since your thesis is that a weapon system is sub-par, adding other variables only makes the picture muddier. If the comparison BS out DPS's a Cruise Raven with drones, but not when considering vaguely realistic guns alone, then the problem is not with the cruise missile but with the drone bandwidth/bay. Those were just the problems that are blatantly obvious to anyone with a modicum of critical thinking ability and there may be more problems upon a closer analysis. So by creating a situation in which each weapon system had to opportunity to deal the maximum amount of damage, your argument is that Kenshi should have showcased how, in a crappy situation, the ass-tastic amount of damage that the Large missile does compared to large rails or drones somehow makes up for the massive amounts of suckage at any other time? You must be in cahoots with Bouh because you two both argue on the same level of derp.
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Sgt Ocker
State War Academy Caldari State
72
|
Posted - 2013.12.01 02:44:00 -
[2525] - Quote
Bouh Revetoile wrote:LR Turret are better than RLML only in your fantasy scenario with your bad fit. And RLML *will* fill frigate hell of a lot more effectively than your Thorax.
What you showed is that in a fantasy where everything go perfectly well for the turret ship, turrets are better than missiles.
But what could possibly go wrong anyway if you are good enough ?...
I might not shoot missiles often, but I've been in front of both missiles and turrets cruisers in a frigate, and even in an interceptor I fear missiles ships a LOT more than turrets ones. The simple truth is that a missile ship in the area means "gtfo" whereas turrets means "careful". But I guess my experience mean nothing here, because I'm not leet enough, and finely selected numbers prove me wrong anyway... I'm curious as to what it is your basing your data that light missiles are awesome frigate killers while guns are no good.. Looking at your killboard, (frigate losses) you have not only never been soloed by anything able to fit light missiles but in fact have, on many occasions been killed by the very ships you say are not likely to kill a frigate.
Sorry, found 1, RLML Caracal BUT he was in a gang of 9 and did less damage to you than a thrasher???
Since March of this year you have lost some 20 frigates, not 1 of those was to a solo caracal, in fact the closest you came was dieing to 2 caracals in a tristan several months ago. On the other hand you and a friend in frigates killed a T2 fit RLML caracal.
Please enlighten me as where what it is your basing your "light missiles are OP" theories
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Arthur Aihaken
The.VOID
692
|
Posted - 2013.12.01 02:57:00 -
[2526] - Quote
Zircon Dasher wrote:Maybe we have a different idea of what constitutes a well designed test then. That was my point as well. In reality, even with hybrid rigs, tracking enhancers and scripted tracking computers one will be extremely hard-pressed to hit an ultra-fast frigate unless it's moving towards it in a straight line. Sentry drones will fare a bit better depending on the type (but not much), but only missiles will actually hit regardless of speed and angle for at least some damage. Which is better? None if you're in a battleship caught-out with only heavy weaponry (regardless of type).
Yes, guns have additional tracking modules. But they don't generally have the same range as missiles, only projectiles can apply all damage types (mixed, mind you), there's no counter to ECM (unlike FoF missiles) and while they can critical hit - they can also miss as well. There's a big difference between paper DPS and live DPS, and any number of criteria can greatly influence the outcome - the least of which is timing. GǪ..
I took out a Hawk with my Tengu using nothing more than Faction scourge heavy missiles. That wasn't my preferred method of choice, but you don't always get to pick your battles. After that I refit and drove off several attacks from frigates using a pair of the new RLMLs in combination with HMLs, and it wasn't until the odds were became stacked against me that I chose an exit strategy. As previously indicated, they're a great deterrent against frigates - but you can't use them solely as a primary weapon.
You can do a lot of paper DPS with a Tengu, but the 6th launcher means sacrificing a lot of other capabilities - so for all intents and purposes actual DPS is about 20% less. A Raven or Navy Raven will out-DPS a HML-equipped Tengu by almost double (with drones either of the Ravens will put out over 1000 DPS with faction ammunition). That's before rigors or flares if one opted for those. Battleships also have the option of dropping a flight of 5 light drones to help deal with frigates.
With the new warp mechanics it's even harder for battleships than ever, so while I love the concept in practice they're bigger ducks than ever. I am currently away, traveling through time and will be returning last week. |

Li-tan Lee
State War Academy Caldari State
0
|
Posted - 2013.12.01 03:13:00 -
[2527] - Quote
Dav Varan wrote:Very probably the worst idea ever to be presented by a dev to the player base.
40 seconds to switch damage type
No use to fleet players due to crap long term dps No use to solo players due to dying while switching to optimal ammo No use to PvE due to crap long term dps.
Take yourself to the HR department and ask to be fired please.
I really couldn't put it better myself.
You have essentially taken away RLML as a viable weapon for solo missions. I used to use them. Now they only carry 16 missiles each, and take 40 seconds to reload.
So now I have to stop using them and use something else.
40 seconds is just too long. They are called 'Rapid' for goodness sake. So rapid launchers now take 4 times as long to reload compared to regular launchers?
It all makes no sense to me. |

KatanTharkay
V I R I I Ineluctable.
17
|
Posted - 2013.12.01 03:19:00 -
[2528] - Quote
Arthur Aihaken wrote:KatanTharkay wrote:One way to make RLML's viable for solo is to make the launchers to have a built in tracking bonus. That will help applying damage to the heavy tanked frigates but will not help much against bigger ships as they already have a much larger signature radius. Also the tracking bonus will not help gangs as they already have the DPS to kill anything. As for the T3's being OP, I guess that will be fixed when they are going to get balanced. RLMLs are viable for solo play (at least the first 50 seconds, anyway). Tracking isn't the problem: it's the combination of ammunition capacity and 40-second reload time.
That's not true m8. AB and sig bonused frigates will tank you whit ease. Had this discussion earlier on the thread already. |

Arthur Aihaken
The.VOID
692
|
Posted - 2013.12.01 03:28:00 -
[2529] - Quote
KatanTharkay wrote:That's not true m8. AB and sig bonused frigates will tank you whit ease. Had this discussion earlier on the thread already. And yet, in my last 3 engagementsGǪ they didn't. But I'll let you know how my next engagement turns out. I am currently away, traveling through time and will be returning last week. |

KatanTharkay
V I R I I Ineluctable.
17
|
Posted - 2013.12.01 04:03:00 -
[2530] - Quote
Arthur Aihaken wrote:KatanTharkay wrote:That's not true m8. AB and sig bonused frigates will tank you whit ease. Had this discussion earlier on the thread already. And yet, in my last 3 engagementsGǪ they didn't. But I'll let you know how my next engagement turns out.
Numbers don't lie... you need at last a web to apply most of your DPS to an AB frigate, cause light missiles don't have infinite tracking.
|
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Sgt Ocker
State War Academy Caldari State
72
|
Posted - 2013.12.01 05:59:00 -
[2531] - Quote
Arthur Aihaken wrote:KatanTharkay wrote:That's not true m8. AB and sig bonused frigates will tank you whit ease. Had this discussion earlier on the thread already. And yet, in my last 3 engagementsGǪ they didn't. But I'll let you know how my next engagement turns out. To which of your last 3 engagements would you be referring? The RML Tengu, RHML Raven or the Rocket Hawk?
Maybe you could fit RLML to your tengu and give it a try, using HML and faction ammo is not really fitting the criteria for commenting on RLML. Please fit RLML's to your tengu for purposes of testing, I would really like to see how they perform. I mean other than how they perform in EFT.
For interests sake how did the RHML Raven go against the cruiser gang you bumped into? I know facing a T3 gang in a solo RHML fit Raven is not something that would happen every day (or is it) but were you able to get an idea how it would perform in the right situation, or did you just die too fast?
|

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
127
|
Posted - 2013.12.01 06:41:00 -
[2532] - Quote
Zircon Dasher wrote:Kenshi Hanshin wrote: Zircon,
It a test well designed to show the disparity between supposedly equivalent and balanced systems. In fact it clearly indicates that they are not balanced when you have over a 300% difference in the DPS.
If you cannot see and comprehend that, than I am not sure that you are worth attempting to hold any form of conversation with.
Maybe we have a different idea of what constitutes a well designed test then. If all other weapon systems are significantly better at applying damage compared to Missiles, then a well designed test would set initial conditions that were not already biased towards those other weapon systems. If they were a LOT better, then you could set up the test so that the other weapon systems would shine even under adverse conditions. Just leveling the playing field a small degree (not even trying to put guns+drones in the worst situation possible) means adding in a non-derp Rifter and isolating the weapons systems completely. But then, that causes problems for your argument because when you level the playing field that amazing difference you find dissipates. I have not checked EFT yet, but experience says any large rail is pointless at killing off a Rifter if that Rifter can get under about 45km and doesn't do stupid things like approach at 0 trans. Nor does not take crazy angles or incredible piloting skills to get enough trans to effectively ignore large rails (maybe 15-20deg off the BS's vector). Between 425 rails and a cruise missiles, over time, a Rifter will take more dmg from the cruise. Moreover, the use of drones to your test adds an additional confound which you (intentionally or not) did not take into consideration. Since your thesis is that a weapon system is sub-par, adding other variables only makes the picture muddier. If the comparison BS out DPS's a Cruise Raven with drones, but not when considering vaguely realistic guns alone, then the problem is not with the cruise missile but with the drone bandwidth/bay. Those were just the problems that are blatantly obvious to anyone with a modicum of critical thinking ability and there may be more problems upon a closer analysis. Since you seem to have trouble with understanding the variablest, I will repeat myself a second time...
Hyperion- T2 Railguns (425mm) FN-Antimatter No Drones Domi - T2 Garde (5) then T2 Warden (5) Raven - T2 CMLs (6) first test Precision Scourge T2 CMs, Second test Precision Mjolnir T2 CMs. No Drones
Straightforward and simple. The only variables in play were the target (Rifter or Raven, Omni-tanked) and the weapon system (RGs, Sentries or CMs). It really cannot get any simpler and still give at least two comparison points in a easily readable graph. I outlined this in the first post as well. |

Arthur Aihaken
The.VOID
692
|
Posted - 2013.12.01 07:04:00 -
[2533] - Quote
Sgt Ocker wrote:To which of your last 3 engagements would you be referring? The RML Tengu, RHML Raven or the Rocket Hawk?
Maybe you could fit RLML to your tengu and give it a try, using HML and faction ammo is not really fitting the criteria for commenting on RLML. Please fit RLML's to your tengu for purposes of testing, I would really like to see how they perform. I mean other than how they perform in EFT.
For interests sake how did the RHML Raven go against the cruiser gang you bumped into? I know facing a T3 gang in a solo RHML fit Raven is not something that would happen every day (or is it) but were you able to get an idea how it would perform in the right situation, or did you just die too fast? The last three where I lived, of course. The Rocket Hawk actually had a RLML on it just for sh*ts and giggles, so along with two Navy Hookbills we almost took out a Vexor (they certainly weren't expecting RLMLs on a frigate). The RHML, oh manGǪ RIP Raven. We stumbled into a 25+ ship gate camp, and I don't think I got more than a half dozen volleys off before biting it. My personal opinion of RHMLs is that they're awesome - but along with battleships, not really suited for solo PvP anymore unfortunately.
The three engagements I was referring to were in the Tengu. I had a 5x HML fit when I got intercepted by a Hawk. He wasn't expecting me to have a +3 scram, and thus wasn't able to disengage. I took him down with Faction scourge, but I probably should've switched to Mjolnir as the battle took far too long for comfort. After that, I fit a pair of RLMLs in addition to the three HMLs and went out again. I got nailed by a Firetail as I was landing/aligning at a mission acceleration gate, and just used the HMLs to throw him off. When he closed to within 10km I hit him with the scram - killing his MWD - and then lit him up with overheated RLMLs. They chewed through his shields and armor in a matter of volleys in combination with the HMLs. Unfortunately, I didn't have a stasis web - so he was able to maneuver outside scram range and warp out with about 40% hull remaining. He came back with a buddy in a Federation Comet, but I was deep in the mission and had range advantage - and alternated on both ships driving them both off. They came back a few minutes later with a Cyclone and I figured I was probably pushing my luck.
I should also give credit where credit is due. The Federation Navy NPCs did a great job of firing on practically everything - including me - but as I was prepared for this in-advance, it didn't really phase me. The Federation NPCs were also running a lot of sensor dampening, which limited engagements somewhat to under 50km.
I'm be heading out roaming again with the Tengu shortly, and I've managed to tweak and otherwise improve the fit so I should be able to get a bit better damage application from the HMLs. As I've previously stated, unless you're hunting frigates exclusively - I don't think RLMLs are powerful enough to take on opponents of comparable size, ie: cruisers - hence why I'm relying on the HMLs to give me both range and constant DPS while the pair of RLMLs reload.
Win, lose or draw - I'll certainly post any more "live" feedback on RLMLs here. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
692
|
Posted - 2013.12.01 07:06:00 -
[2534] - Quote
Kenshi Hanshin wrote:Raven - T2 CMLs (6) first test Precision Scourge T2 CMs, Second test Precision Mjolnir T2 CMs. No Drones I'm just curious why you chose cruise missiles for your comparison when Ravens can utilize (6) RHMLs with the ROF bonus as well. Range is 60km-ish, so probably somewhat comparable to the other weapon systems as well. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.12.01 11:32:00 -
[2535] - Quote
Moonaura wrote:Bouh, you have not e-mailed me to say when you're free to come see this terrible Thorax fit of mine, eat your frigates alive on the test server. Still available to test it any time. I know it works, because I have tested it. I have never said you are not good enough. Infact I have said the exact opposite. I have said I think you're doing very well with your killboard and that I would have happily recruited you back when my corp was active.
I have also said several times now, that I believe Precision Lights are too precise. I have also agreed with you on the TD issues facing gun users being overpowered.
However, you have not flown any Caldari ships. You have not flown missiles or used the RLML in anger. Your killboard shows a handful of losses to Caracal's - way more losses to Gun Cruisers - and yet somehow the Caracal RLML is overpowered still? Apologize, I lost my cool.
But as I said, your fit is good to take on one frigate if the frigate choose to attack you. You don't have the tank to survive anything much, and the AB don't allow you to really move on the battlefield.
Your Thorax fit will be effective at dueling frigates. You might kill a second one in the process, but if the battlefield start to shift with renforcement coming, you'll have to warp off. And even for frigates AF might very well kill you or force you off, kiting/tackling frigates will only be threaten by your drones. Surprise factor will kill a lot of frigates, granted, and your Thorax is surprisingly effective at killing frigates in scram range, but that's all it have.
So I now realize why I don't like this fit : picking fight to kill one or two frigates is what you do in frigate, AF or destroyer. Cruisers, where I fly, are more of an interdiction and fire support weapon to kill a gang of frigate of force them off. Numbers are between 3 to 10 on each side. The fight often start with frigates and escalate to cruisers when renforcement start coming.
And in this case LR turret cruisers are way to exposed to a tackling frigate. Vexors and Caracals though really force you off. Bonused drones are a pain to deal with and RLML are just too dangerous to stay on field.
That's why you don't see a lot of my losses to RLML : when Caracal shows on dscan, it's just time to gtfo. Same goes with Hawk or Hookbill : when you see them, you don't even try to solo them, it's nigh impossible.
Last time we took on a Cerberus, before the RLML change, we were a dozen, and we still lost ~3 frigates, and 2 were forced off... And new RLML are still close to this level.
And finaly, for those looking for solo missile ships, you can have a look at caldari navy cruisers (and all caldari navy ships for that matter).
PS : I think TD are fine and do their job well, exactly like AB does its job well by cutting missile dps in half. That's how counters work. Unfortunately people and especialy solo pvper hate counters and assimilate them to luck and un fairness when it's only strategical choices. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
992
|
Posted - 2013.12.01 11:51:00 -
[2536] - Quote
Moonaura wrote:Gypsio III wrote:Moonaura wrote: The RLML is useless. It cannot beat a well tanked Incursus.
You're not helping your arguments by putting this stuff in. A non burst gun ship can blow up a very popular, very strong T1 Frigate. The RLML cannot.
I can't be bothered with this **** any more. If you think that the Caracal can't kill the Incursus, you're deluded. Hell, we dealt with this 30 pages ago, some other guy was whining that this couldn't be done. It turned out that his Caracal fit was terrible.  |

Moonaura
The Dead Rabbit Society
456
|
Posted - 2013.12.01 12:30:00 -
[2537] - Quote
Don't sweat it, I apologise if I've offended as well. This thread is getting far too personal.
Regarding the Thorax, it can absolutely tank two T1 frigates, especially a close range fit one, because it can web it and keep it out of its range. If you want, you can improve the tank. I ate the Incursus alive without the need for DPS, so there are two low slots free to pimp the tank, either with plate or EANM. It might not work, but potentially you could give up a mid slot for a Cap Booster and go double tank easily. Don't forget the shifting hardener was originally introduced by CCP to counter the ASB they introduced at the same time, although frankly, the ASB is strong - or at least until it hits the 60 second reload time. The Shifting Hardener has been improved by CCP, but I'm not sure how many folks have tried it since then, as it never seemed to catch peoples imagination in the first place.
The Thorax is far more flexible than you're giving it credit for. When I first posted the fit for it, I did say I'd like to personally play a lot more them to tune the fit. In time I think I could tune a fit that kills frigates and can tank 3-4 of them.
As for fighting 8 or so frigates, both the Caracal and Thorax would die, but in fairness, so would the Caracal. If you know what you're doing, and you've fit your frigates nicely (I've given you one such epic tank fit) then you would easily kill one quickly with those sort of numbers, unless you were chasing a kiting one around - in which case you could always warp away.
As for the Cerberus, its a HAC and meant to be very solid. And it costs 300m to fly and fit instead of 25m Caracal, so in fairness it should be able to come in and kill your frigates. But its also fair to say a gun boat costing as much could also kill your frigates. I know the Vagabond fit I am testing would almost certainly have wiped out your entire gang if you let it. Once I've honed the fits, I am really looking forward to taking those out for real.
We can argue about the math to the cows come home. I do wish you'd join me on SISI some time to test all these things out. Then we'd both see what worked and what didn't. I don't bite. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
456
|
Posted - 2013.12.01 13:17:00 -
[2538] - Quote
Gypsio III wrote:Moonaura wrote:Gypsio III wrote:Moonaura wrote: The RLML is useless. It cannot beat a well tanked Incursus.
You're not helping your arguments by putting this stuff in. A non burst gun ship can blow up a very popular, very strong T1 Frigate. The RLML cannot. I can't be bothered with this **** any more. If you think that the Caracal can't kill the Incursus, you're deluded. Hell, we dealt with this 30 pages ago, some other guy was whining that this couldn't be done. It turned out that his Caracal fit was terrible. 
I note you've neglected to reply to the rest of what I wrote.
If it does kill an Incursus - great - it is doing what the damn thing is designed to do and I'm happy to drop the arguement. The RLML is still a poor choice, for the long reasons I went into and explained to you, that... you've snipped and ignored.
- The RLML is now entirely situational
- Gun boats CAN do more DPS over the same ranges and do not have 40 second reloads
- That the precision light missile needs to be scaled back a few % so it doesn't do perfect damage against AB Frigates - this is where the missile is overpowered not the original RLML or the new one!
- The mechanic sucks for PVE pilots - please note the two guys in the last couple of pages posting just recently over this
- That overall choice for Missile pilots has been reduced, because now we only have a anti-frigate weapon that comes with significant drawbacks (unable to switch missiles in combat etc)
- If a ship burns out of a guns ammo - load long range ammo - if a ship burns out the RLML range (33km with Precision on a Caracal - then... erm... wait 40 seconds...)
Despite how bad it is, I recognise some folks who don't get how much more powerful guns are - will think its a great gank ship of some kind - despite the fact that other cruisers can do more than twice its DPS - hell even more than that if you use blasters - without having any 40 second drawbacks what so ever.
I applaud the folks thinking these ships are great for ganks! Meanwhile a shield Vexor can do 900 DPS against a webbed target overloading (Which it can do for 2 minutes). You can keep your 'gank' 285 dps burst missiles. As shown, only the Precisions hit accurately, if you want the Fury's in, they hit targets for less than the Precisions - so 285 is your best damage in a Caracal.
Or, use this demon that can MWD in at 2771 m/s a second - and with two friends along with webs - can do its peak DPS of 900 DPS - without a 40 second reload.
You have to consider the escalation of these numbers in EVE. If you have three Caracal's that is 285 x 3 for 50 seconds.
That is 855 dps for all three ships.
Even if I don't use the overload, and even if I use long range ammo in the blasters - assuming all three Vexors are webbed outside of void, and even if I use hammerhead drones, all three still do 649 DPS - even if the guns don't hit perfect, a single Vexor is doing almost the same damage as three Caracals with RLML. Three of them would do 1947 dps combined.
Now you will say... AHHHHH but Blasters can't reach the same as missiles.
If I use rails, and medium drones and no overload, I'm still doing 637 dps over the same range. I don't need to get in range to do that I can do it sitting 30km away. That is 1911 dps for all three - compared to 855 dps for the Caracals.
I grant you the guns won't hit as well, but even accounting for the drop in DPS, they will still easily out perform the RLML in its burst mode and don't suffer a 40 second reload. If I can get my blaster vexors in range, and overload and two have webs on them, I can do 2703 DPS compared to the 855 of the RLML for 50 seconds.
On average the RLML will far less than that after reloading.
This is why I said to you, I would never bring a Caracal to a gang with RLML in anymore. It makes absolutely no sense to do so. Not only are their other ships I can bring that do more sustained DPS with light missiles, but can reach far further, and don't have a 40 second reload.
[Vexor, Shield Ganker] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Drone Damage Amplifier II Drone Damage Amplifier II
10MN Microwarpdrive II Large F-S9 Regolith Shield Induction Limited Adaptive Invulnerability Field I Faint Epsilon Warp Scrambler I
Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M
Medium Processor Overclocking Unit I Medium Polycarbon Engine Housing I Medium Auxiliary Thrusters I
Hammerhead II x5 Ogre II x3 "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
456
|
Posted - 2013.12.01 13:31:00 -
[2539] - Quote
Here is the gank shield vexor in action doing every bit of it's 900 DPS potential.
http://eve-kill.net/?a=kill_detail&kll_id=15581278
The Pilgrim was setup at a gate as a cyno bait dropper, with large EHP. It has 74,000 EHP and AB.
The Pilgrim pilot immediately started to burn back to the gate in case he needed to get out. He never made it. The Vexor utterly destroyed it before it could make it the 12km back with its AB (With a little help from a Moa I grant you).
A RLML Caracal would never have been able to kill it in time. It's laughable to think this module is an improvement. I do wish CCP Rise would give it to us as a choice - so those that think its great can go off and use it somewhere, while the rest of us get back a module we used and loved, and use ships like this to truly gank stuff, and other ships that kill frigates far better without the reload. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Zircon Dasher
310
|
Posted - 2013.12.01 15:28:00 -
[2540] - Quote
Kenshi Hanshin wrote: Hyperion- T2 Railguns (425mm) FN-Antimatter No Drones Domi - T2 Garde (5) then T2 Warden (5) Raven - T2 CMLs (6) first test Precision Scourge T2 CMs, Second test Precision Mjolnir T2 CMs. No Drones
Straightforward and simple. The only variables in play were the target (Rifter or Raven, Omni-tanked) and the weapon system (RGs, Sentries or CMs). It really cannot get any simpler and still give at least two comparison points in a easily readable graph. I outlined this in the first post as well.
Your Domi has guns if you get your stated ~940DPS out of it. So.... you have mixed guns and drones. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
|

Arthur Aihaken
The.VOID
694
|
Posted - 2013.12.01 16:20:00 -
[2541] - Quote
Moonaura wrote:It's laughable to think this module is an improvement. I do wish CCP Rise would give it to us as a choice - so those that think its great can go off and use it somewhere, while the rest of us get back a module we used and loved, and use ships like this to truly gank stuff, and other ships that kill frigates far better without the reload. I wouldn't say it's an improvement, either. It really only shines as a secondary offensive weapons system in combination with something else. I am currently away, traveling through time and will be returning last week. |

Zircon Dasher
310
|
Posted - 2013.12.01 16:25:00 -
[2542] - Quote
Moonaura wrote: A RLML Caracal would never have been able to kill it in time.
To be fair the old RML Cara would not have been able to do it either. In fact, MOST T1 cruisers would not be able to do it unless there were more webs/bumps (I am assuming the Ruppy or Moa..or both...were webbing). Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

KatanTharkay
V I R I I Ineluctable.
20
|
Posted - 2013.12.01 16:34:00 -
[2543] - Quote
Gypsio III wrote:Moonaura wrote:Gypsio III wrote:Moonaura wrote: The RLML is useless. It cannot beat a well tanked Incursus.
You're not helping your arguments by putting this stuff in. A non burst gun ship can blow up a very popular, very strong T1 Frigate. The RLML cannot. I can't be bothered with this **** any more. If you think that the Caracal can't kill the Incursus, you're deluded. Hell, we dealt with this 30 pages ago, some other guy was whining that this couldn't be done. It turned out that his Caracal fit was terrible. 
My dear friend, your memory fails you. Try this tanked Incursus and this Caracal made to apply most of his DPS to it:
Incursus:
DC II ENAM II 2 x SAR II
1MN AB II J5b Scram Small Cap Booster II
3 x LIB II
Rigs: 2 x Small Auxiliary Nano Pump I, Small Anti-Explosive Pump
Caracal:
DC II 3 x BCU II
Experimental 10 MN Microwarpdrive LSE II AIF II Stasis Webifier II Warp Disruptor II
5 x RLML II
Rigs : 2 x Rigor, 1 Warhead Calefaction
Incursus booster: Astarte fitted with all T2 Armor Links + Armored Warfare Mindlink
All T2 standard and something you will meet many times in FW systems.
Now, the DPS graph: The Caracal do 357 DPS overheated, all applied thanks to the web and 2 rigor rigs. Drones not counted as any competent Incursus pilot will kill those first.
The boosted Incursus will tank 394 DPS overheaded and 345 DPS against Caldari Nova Light Missile (max applied DPS against explosive hole). That means the Caracal will do only 12 DPS overheated to the Incursus. That isn't enough to kill it by the time RLML's need to be reloaded and the Incursus will be full armor again after reload. That means a slow and painful death for the Caracal assuming the incursus pilot is not calling for help, which sould translate to a faster death for the Caracal. Thank you. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
129
|
Posted - 2013.12.01 16:52:00 -
[2544] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:Raven - T2 CMLs (6) first test Precision Scourge T2 CMs, Second test Precision Mjolnir T2 CMs. No Drones I'm just curious why you chose cruise missiles for your comparison when Ravens can utilize (6) RHMLs with the ROF bonus as well. Range is 60km-ish, so probably somewhat comparable to the other weapon systems as well. I picked the Cruise Missiles as they are considered the BS-sized long-range weapons. Just like Railguns or Sentries are for Gallente ships.
I didn't use the RHMLs for the reason that it doesn't fire a large-sized ammunition. It fires a medium (cruiser) sized ammo. So in my opinion that would have made the comparison unfair to both the Hyperion and Domi. I can run the test again and I will edit this post with the result if that helps you feel any better. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
992
|
Posted - 2013.12.01 16:55:00 -
[2545] - Quote
KatanTharkay wrote:Astarte fitted with all T2 Armor Links + Armored Warfare Mindlink
Well done, you've proven that links are hilariously overpowered. This is news to precisely no-one.
Seriously though, I take the point, yes, with links you can do it. And it's silly to ignore links because we're trying to model a realistic engagement and almost everyone has links, and for good reason! I hate having to drag them about on null roams but I do so because I know how stupid OP they are. 
But the problem with invoking links in these discussions is that the difference in performance with and without links is so great that the only thing that really ends up getting demonstrated is that links are silly OP. For example, your linked Incursus fit can also tank an old RLML Caracal all day.  |

Arthur Aihaken
The.VOID
694
|
Posted - 2013.12.01 17:03:00 -
[2546] - Quote
Kenshi Hanshin wrote:I didn't use the RHMLs for the reason that it doesn't fire a large-sized ammunition. It fires a medium (cruiser) sized ammo. Regardless of ammunition, RHMLs are a battleship-class weapon. I am currently away, traveling through time and will be returning last week. |

Zircon Dasher
310
|
Posted - 2013.12.01 17:03:00 -
[2547] - Quote
Kenshi Hanshin wrote: , the Sentries will still get above 900 DPS on a bonused hull like a Domi. As I correctly cited from that test.
uhm. no. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Dr Sraggles
The Covenant of Blood
39
|
Posted - 2013.12.01 17:34:00 -
[2548] - Quote
Gypsio III wrote:KatanTharkay wrote:Astarte fitted with all T2 Armor Links + Armored Warfare Mindlink Well done, you've proven that links are hilariously overpowered. This is news to precisely no-one. Seriously though, I take the point, yes, with links you can do it. And it's silly to ignore links because we're trying to model a realistic engagement and almost everyone has links, and for good reason! I hate having to drag them about on null roams but I do so because I know how stupid OP they are.  But the problem with invoking links in these discussions is that the difference in performance with and without links is so great that the only thing that really ends up getting demonstrated is that links are silly OP. For example, your linked Incursus fit can also tank an old RLML Caracal all day.  Hell, add in Exile and it looks like it could tank an old RLML Caracal on a single repper. 
Not exactly, because eventually the Incursus runs out of cap charges. The old Caracal would burn him down at that time. The new Caracal with new launchers is reloading while the Incursus safely reloads his charges/gets his tank back up to 100%.
The whole point is that the Caracal cannot sustain dps as well anymore and that the burst tank of such a frig cannot necessarily be overcome with the new launchers. The Incursus reloads it's cap charges when the Caracal goes into 40sec reload and the whole fight is ridiculously prolonged which is very bad news for the Cruiser which is tackled.
The Caracal is now *more* vulnerable to any/all "friends" when they arrive when it is in reload and cannot take some/any of them with it when it now goes down without being able to fire a shot.
*******************************************************
Anyways, this is all on paper and we all know that a lot can happen to affect this worst case scenario and that it requires ideal game play from the Incursus pilot etc. I happen to love my little OP Bait/Hero tackler Incursus that can survive remarkably long against any other Frig/Dessie/Cruiser until the rest of our gang arrives....and I believe the game is really fun with such tacklers. I just think a dedicated frig killing ship regardless of race should be able to get them down in a reasonable time frame at least on paper, which will equal most of the time in real fights.
These changes to RLML make the Caracal far more vulnerable that it was before. It remains to be seen just how big a nerf to the Caracal this will turn out to be. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
129
|
Posted - 2013.12.01 18:08:00 -
[2549] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:I didn't use the RHMLs for the reason that it doesn't fire a large-sized ammunition. It fires a medium (cruiser) sized ammo. Regardless of ammunition, RHMLs are a battleship-class weapon. I concede the point and have put in the new test results with the RHMLs in my previous post.
https://forums.eveonline.com/default.aspx?g=posts&m=3948130#post3948130
Zircon Dasher wrote:Kenshi Hanshin wrote: , the Sentries will still get above 900 DPS on a bonused hull like a Domi. As I correctly cited from that test. uhm. no. Edit: Actually, I stand corrected. You can get ~930 DPS out of garde II's on a domi hull if you fit 5x Unit W-634s    I stand corrected it is actually ~700 dps with only Garde IIs. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
129
|
Posted - 2013.12.01 18:47:00 -
[2550] - Quote
*Sorry for the double post!
Fits were pretty simple:
Domi:
3-DAIIs in lows 2-OTL IIs in mids for sentries (1 OTLII and 2 Nav for warriors) No-damage or Drone rigs
Hyperion: 2-TCIIs in mids with tracking scripts 1 Large-Hybrid Calefaction Rig
Raven: 3 BCS 1-Web II 1-TP 3-Large Rigor Rigs (2-Rigor + 1-Flare no significant change, 1-Rigor + 2-Flare, no significant change). |
|

Moonaura
The Dead Rabbit Society
460
|
Posted - 2013.12.01 19:00:00 -
[2551] - Quote
Gypsio III wrote:KatanTharkay wrote:Astarte fitted with all T2 Armor Links + Armored Warfare Mindlink Well done, you've proven that links are hilariously overpowered. This is news to precisely no-one. Seriously though, I take the point, yes, with links you can do it. And it's silly to ignore links because we're trying to model a realistic engagement and almost everyone has links, and for good reason! I hate having to drag them about on null roams but I do so because I know how stupid OP they are.  But the problem with invoking links in these discussions is that the difference in performance with and without links is so great that the only thing that really ends up getting demonstrated is that links are silly OP. For example, your linked Incursus fit can also tank an old RLML Caracal all day.  Hell, add in Exile and it looks like it could tank an old RLML Caracal on a single repper. 
Links are not overpowered. The fact that they work off grid is. They should only work for ships that are on grid with the gang link ship. Not one orbiting a POS the other end of the system. This is something CCP has said several times they want to fix, but have said its difficult. That was years ago... and here we still are waiting.
Their use is utterly rampant in Black Rise.
I think the reason they aren't fixing it, is that so many players now are paying for two accounts just to run them so CCP are making more money leaving it as it is. This is as far as my belief in conspiracies go. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
992
|
Posted - 2013.12.01 19:49:00 -
[2552] - Quote
Moonaura wrote:Links are not overpowered. The fact that they work off grid is.
I used to think this. Then I realised that the on-gri/off-grid thing was just a smokescreen and the magnitude of the bonuses meant they'd be overpowered as a module affecting only one ship, let alone the entire fleet. I mean, an ODI gives 12.5% speed to a single ship, while a link gives 30%. You can pay 100-odd mill for RF point to give a single ship 25% more point range - or just use a 2 mill link to give it to your entire fleet. Insanity. No wonder they're ubiquitous. |

Moonaura
The Dead Rabbit Society
460
|
Posted - 2013.12.01 20:59:00 -
[2553] - Quote
Gypsio III wrote:Moonaura wrote:Links are not overpowered. The fact that they work off grid is. I used to think this. Then I realised that the on-gri/off-grid thing was just a smokescreen and the magnitude of the bonuses meant they'd be overpowered as a module affecting only one ship, let alone the entire fleet. I mean, an ODI gives 12.5% speed to a single ship, while a link gives 30%. You can pay 100-odd mill for RF point to give a single ship 25% more point range - or just use a 2 mill link to give it to your entire fleet. Insanity. No wonder they're ubiquitous.
They are absolutely fine. To get those bonuses you are literally talking months and months of training, in a charisma based skill (Don't we all map for that? :) ) and only ships costing over 300m can fit all three at once and requires an implant to get the best possible numbers and perfect skills all at rank V to fit T2 Gang Links.
If the ship that provides the bonuses is on grid, then he is fair game and a good FC will take out gang linked ships as a priority. Its called tactics, if you nerf everything so its not worth it, nobody will bother with them.
The problem is that some dude that never puts his ship into the battle, that cannot be shot at and still offers those bonuses - that is completely ridiculous.
But the amounts the gang links themselves offer, is fine. Anything less and you wouldn't bother spending all that ISK and time training for them.
Anyway, this is off topic, because again, you have decided to ignore 90% of what I wrote in relation to the RLML and their realistic use in a small gang, as well as the fact that as a supposed 'Gank' ship that so many laughingly consider them, they are not even close to what other ships can do without a 40 second reload time. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
129
|
Posted - 2013.12.01 23:13:00 -
[2554] - Quote
Kenshi Hanshin wrote:Arthur Aihaken wrote:Kenshi Hanshin wrote:Raven - T2 CMLs (6) first test Precision Scourge T2 CMs, Second test Precision Mjolnir T2 CMs. No Drones I'm just curious why you chose cruise missiles for your comparison when Ravens can utilize (6) RHMLs with the ROF bonus as well. Range is 60km-ish, so probably somewhat comparable to the other weapon systems as well. I picked the Cruise Missiles as they are considered the BS-sized long-range weapons. Just like Railguns or Sentries are for Gallente ships. I didn't use the RHMLs for the reason that it doesn't fire a large-sized ammunition. It fires a medium (cruiser) sized ammo. So in my opinion that would have made the comparison unfair to both the Hyperion and Domi. I can run the test again and I will edit this post with the result if that helps you feel any better. Zircon Dasher wrote:Kenshi Hanshin wrote: Hyperion- T2 Railguns (425mm) FN-Antimatter No Drones Domi - T2 Garde (5) then T2 Warden (5) Raven - T2 CMLs (6) first test Precision Scourge T2 CMs, Second test Precision Mjolnir T2 CMs. No Drones
Straightforward and simple. The only variables in play were the target (Rifter or Raven, Omni-tanked) and the weapon system (RGs, Sentries or CMs). It really cannot get any simpler and still give at least two comparison points in a easily readable graph. I outlined this in the first post as well.
Your Domi has guns if you get your stated ~940DPS out of it. So.... you have mixed guns and drones. However, the guns were blasters and are not effective unless within 30km. So that would have no effect over the majority of the range for that DPS curve. With the guns removed (as they were) and all skills at 5, the Sentries will still get above 900 DPS on a bonused hull like a Domi and with rigs. As I correctly cited from that test. ___________________________________________________________ Arthur as per your request: Same scenario as previous, rifter pilot is headed straight at attackers 100% of velocity Target: Rifter MWD T2 fit, speed tanked Attacker 1: Raven T2 RHML Precision Scourge Attacker 2: Hyperion T2 425mm RG no-drones (FN Antimatter) Attacker 3: Domi T2 Wardens no-turrets *All DPS values are before resistances of shields and armor. DPS values do include the reload time Results (@62.5 km): Domi-Warden: ~572 DPS Domi-Garde: 763 Domi-Warrior IIs: 201 dps Hyperion: 388-DPS Raven: 176-DPS Domi is 3.25x with wardens than the Raven. Hyperion is 2.2x the Raven. Domi using Warrior IIs which can likely catch the rifter with 2-T2 navigation mods out damages the Raven by about 25 dps (throughout the Raven's range). Results (@ 83.9km): Domi-Warden: 572 DPS Hyperion: 218 DPS Raven: 0 DPS Domi-Garde: 0 DPS As you can see within the RHML-Raven's range the raven does the least amount of damage against a head-on attack. Outside that range the raven does zero, the domi is essentially unaffected. Scenario-change: Max-transversal speed, same rifterResults (@ 10km) Domi-Warden: 0 DPS Domi-Garde: 0 DPS Domi-Warrior II: 201 dps Hyperion-RG: 0 DPS Hyperion-BL: 10 DPS Raven-RHML: 175 DPS Results (@ 44.4 km) Domi-Warden: 0 dps Domi-Garde: 49 dps Domi-Warrior II: 201 dps Hyp-RG: 0 dps Hyp-BL: 0 dps Raven-RHML: 176 dps Results (@ 66.2 km) Domi-Garde: 161 dps Domi-Warrior II: 201 dps Results (@ 79.9 km) Domi-Garde: 64 dps Domi-Warrior II: 201 dps At close range the Warrior IIs will put out more damage per second than the Raven with RHMLs. It would likely require a few spare drones but the Domi will kill that Rifter far quicker than the Raven. Now I have covered both the extremes. As you can tell from the numbers the Raven is completely worthless (RHML-fitted or not) against a common tackling frigate. In addition, at range the other ships (which just happen to be gallente) are all doing well. Except for that the guns have some tracking problems at close ranges on transversal targets. Which is easily corrected by making use of the Gallente's cultural weapon known as the Drone.
Even if the Domi or Hyperion lose a few drones they have replacements that the Raven does not. If we assume that the rifter pilot is competent enough to shoot the drones. Also please remember that Caldari ships have extremely small drone bays/bandwidth compared to everyone else's ships. Kinda strange given their 'historical' cooperation with the drone-loving Gallente.
Back on topic, we are still looking at what amounts to pretty crappy dps in an ideal situation for the CMs and HMs. The issue that I raised almost 100 pages back still stands. Furthermore, having some pitiful capability to hit things in a complete rapping situation doesn't make up for horrendous performance the other 99% of the time. I would rather have decent performance '99%' of the time in exchange for equal suckiness to turrets in the latter scenario. |

Arthur Aihaken
The.VOID
696
|
Posted - 2013.12.01 23:50:00 -
[2555] - Quote
Battleships are completely worthless, period. I'm not really sure why we're discussing them. I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
129
|
Posted - 2013.12.02 00:25:00 -
[2556] - Quote
Arthur Aihaken wrote:Battleships are completely worthless, period. I'm not really sure why we're discussing them. Because Battleships are the intended recipients of the new RHML. Furthermore, Arthur, you were the one that asked about the effectiveness of the RHML in terms of a DPS graph. If you need a reminder I can quote your remark. |

Arthur Aihaken
The.VOID
696
|
Posted - 2013.12.02 04:18:00 -
[2557] - Quote
Kenshi Hanshin wrote:Because Battleships are the intended recipients of the new RHML. Furthermore, Arthur, you were the one that asked about the effectiveness of the RHML in terms of a DPS graph. If you need a reminder I can quote your remark. There was a comparison of battleships vs. frigates, with a Raven using cruise missiles. My query was simply why we weren't using RHMLs in the comparison since a) this is a RHML thread and b) RHML are battleship-class weapons. Battleships were already neutered prior; the warp mechanics in Rubicon were merely the final snip. I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
130
|
Posted - 2013.12.02 05:04:00 -
[2558] - Quote
Arthur Aihaken wrote:There was a comparison of battleships vs. frigates, with a Raven using cruise missiles. My query was simply why we weren't using RHMLs in the comparison since a) this is a RHML thread and b) RHML are battleship-class weapons. Battleships were already neutered prior; the warp mechanics in Rubicon were merely the final snip. True! I wanted a benchmark for my own uses that didn't depend on the changes from Rubicon. It also gave a good comparison point for evaluating the RHML module compared to alternatives. At least I will say that I was not impressed.
Really, all CCP Rise *cough*, I mean CCP 40sec did by choosing the 40-sec reload mechanic was hurt missile users. He took a subpar weapon system, gave it an absurdly small clip, high rof and a draconian reload-timer. So yes, it does a great job of burst DPS that he intended when it is firing. However, you then get to spend as long or longer waiting for it to reload. Not a very good game-mechanic especially when rapids are the only type that does it.
Looking at the DPS Graphs and running SiSi tests really only reinforced my own opinion that Rapids are rubbish. Especially as they are with this expansion. As others have stated, it would have been much better to make it a new type of launcher called "Swarm ***** Missile Launcher". In addition, he could have also tweaked the LM precision missiles by 5%. In short, that would have been a better option. It would have added his burst weapon, left the old one modified and addressed the comparatively OP stats of precision LMs. Therefore, the metrics gathered would actually be an accurate indication which was the preferred system, letting the players decide.
Cause let's all be realistic and pragmatic the changes in Rubicon definitely didn't help revitalize small-gang or solo PvP. Sure it made Inty's insanely better than before. It also completely gimped any caldari pilot for the 3rd or 4th time. Seriously what is with CCP's vendetta with Caldari ships. If it is because they claim server load from missiles, fix the damn mechanics to be simpler and readjust in incremental amounts (5-10%). There is a right and a wrong way to approach things and CCP and especially Mr. 40sec has consistently done it badly with respect to modules.
CCP Rise and Fozzie should be kept on ship rebalancing. But not allowed to do anything to the weapon systems or the other modules. I mean seriously, "It works and is cool in War Thunder, should mean it works and and cool in EVE" - CCP Rise. That is the biggest load of bullshit that I have ever heard from any Dev in what a decade-plus of gaming. Two seconds of critical thought should have squashed that ridiculous and mentally-deranged concept into oblivion. But oh well, what can I say...
CCP, this session will be $500 US. I will accept a check or electronic transfer. ^_^ (no, I am only joking slightly)
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
144
|
Posted - 2013.12.02 07:01:00 -
[2559] - Quote
It's been almost two weeks CCP 40sec, what's your feedback again? When can we expect those first tweaks to RLML you were promising? I won't touch it with a barge-pole until it's properly adjusted and no, I don't need to try it to know how annoyingly bad it is. |

Arthur Aihaken
The.VOID
698
|
Posted - 2013.12.02 08:17:00 -
[2560] - Quote
RIP RLML. RIP RHML.
I really (really) tried, but these new missile systems are completely pointless outside of blobs. If anything, they give blobs an advantage by allowing them to boost initial DPS. If we want to eliminate solo play, this is the surest way to do it. I had three brief engagements today vs. a Loki, a Proteus and a mixed fleet (I had equipped full RLMLs in the hopes I'd happen upon a frigate, but we play the cards we're givenGǪ)
In the first engagement with the Loki, he managed to get a point on me with an overheated warp disruptor, so I decided to use my MWD to keep him out of weapons range. I was only able to knock his shields down about 20% before exhausting my supply of RLMLs, whereby the 40-second "reload of death" kicked in. We were both overheating our MWDs and traveling in a straight pursuit path, but as he was overheating both his MWD and disruptor - he wasn't able to keep pace and had to drop back. This gave me a window of opportunity to get clear of his point and warp to out (I clearly wasn't going to make any progress).
In the second, I was able to keep well clear of the Proteus and use the range advantage of the RLMLs to hit him. Damage was negligible, and as he couldn't get close to me (and I didn't stand a chance in a close-range battle) - we both disengaged.
The third engagement saw me jumped by several ships which immediately ECM'd me. With the additional sensor damps from the Federation NPCs, this basically shut me down so I loaded FoF missiles (it should be noted that this 40-second switch was rather nerve-racking, as several additional ships jumped in and joined pursuit). I couldn't lock anything, so I have no idea what if any damage I did (but I imagine it was practically non-existent since they continued pursuit). After exhausting a full volley and expecting even more reinforcements (local was lighting up like a Christmas tree), I aligned and got the heck out of dodge. GǪ..
So that's it for the grand experiment. The damage application with HMLs is practically non-existent, and the range advantage is easily mitigated with sensor dampeners. ECM shuts down target painters, leaving you with FoF missiles. If you have to resort to FoF missiles, you're dead already (you just don't realize it yet). RLMLs are pointless for all the aforementioned reasons and one more: their only saving grace was the fitting requirements, and now you run them at the expense of tank, too. RHMLs would be interesting if they knocked the power requirements down 5-fold, but again - "40 second death" awaits. So I'm left with HAMs, because they're the only missile system left. I lose range, gain fitting over HMLs (slightly over RLMLs), greatly increased damage application and massive sustained DPS boost (400-ish on a Covert configuration; around 600 or so non-Covert). Faction launchers also hold 75 rounds of ammunition, so even with a 2.25-second ROF - that's a lot of shooting. GǪ..
My proposal: 1. Reinstate RLMLs to pre-Rubicon specs. 2. Revise RHMLs to the first iteration (they're about as useful on battleships as a screen door right now). 3. Implement some adjustments to LMs, HAMs and HMs (see previous posts for specifics). 4. Implement a passive ballistic enhancement module, similar to the tracking enhancement module for guns. I am currently away, traveling through time and will be returning last week. |
|

Sparkus Volundar
Encapsulated.
76
|
Posted - 2013.12.02 10:44:00 -
[2561] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
Please do take another look at HMs. Thanks.
Having forgotten to look in-game, I'm not sure what exact RoFs are off the top of my head but as a starting point, I would suggest having the same reduction in RoF for the Rapid concept for light and heavy launchers. Last time I looked, RHMLs were going to fire at a higher rate relative to HMLs that RLMLs were going to relative to LMLs. If that was standardized, it would simplify other aspects of balance and I donGÇÖt think it would be an odd thing to do.
Other related thoughts are in the self-quote below from earlier.
Sparkus Volundar wrote:CCP Rise wrote: The sticky part is hitting the numbers just right so that they are better damage output against smaller targets than cruise or torpedo launchers but not so high that they become the right choice in almost all cases. Here's where the numbers are at now, but they are certainly up for negotiation.
Dear Rise, Thank you for the opportunity to comment. The following comes with the standard "IMO" caveat. I think the problems that can be experienced with balancing a new weapon system like this are compounded, or perhaps created, by the following design choices: 1. Cruise missiles feel over-buffed when their damage application and range are compared to Torps. 2. HMLs were heavily nerfed relative to HAMLs and RLMLs (this is an observation rather than implied criticism). 3. Long-ranged, medium turrets have been buffed without revisiting HMLs. I think those three issues make balancing RHMLs difficult. I donGÇÖt think changing the reload+RoF times for RHMLs and RLMLs without revisiting the points above would be the best way forward. CCP Rise wrote:
Expands the fitting options for battleship sized missile users (currently there's not as much flexibility as turret systems get)
Sorry for noob question but please could you elaborate on this point? As far as I am aware, there are no ships with bonuses to under-sized turrets. I think there is greater turret ammo diversity but as far as I am aware, they don't carry tracking bonuses equivalent to shooting from an under-sized turret. https://forums.eveonline.com/default.aspx?g=posts&m=3846481#post3846481 . |

Sgt Ocker
State War Academy Caldari State
74
|
Posted - 2013.12.02 11:08:00 -
[2562] - Quote
Arthur Aihaken wrote:RIP RLML. RIP RHML.
My proposal: 1. Reinstate RLMLs to pre-Rubicon specs. 2. Revise RHMLs to the first iteration (they're about as useful on battleships as a screen door right now). 3. Implement some adjustments to LMs, HAMs and HMs (see previous posts for specifics). 4. Implement a passive ballistic enhancement module, similar to the tracking enhancement module for guns. 1. Yes to modules, RLML & RLML Burst.
2. I like my screen door ( it has a shiny bell) but not RHML, any battleship losing half or all its DPS for 40secs at a time is just not usable, except maybe on SISI with friends where you can dictate what your going to fight. Real life EVE you need weapons that are versatile (not just on battleships but all ships) Rattlesnake may work with RHML except Heavy Missiles have so much trouble hitting anything smaller than a cruiser and I'm not sure that the un-bonused 120DPS (precisions) is worth fitting them for.
3. Yes, don't mess up launchers when missiles are the perceived problem.
4. YES YES, give missiles options similar to other weapon systems.
5. Get rid of kinetic bonuses or change it to a mixed variable bonus. ie; 10% to kinetic, 5% to EM EXP Therm.
*** If we are to be stuck with the RLML as it is, change ROF bonuses on appropriate ships to damage bonuses. An ROF bonus on a weapon with such limited magazine capacity is no help at all. ( just means you have to spend 40 seconds reloading that much sooner)
Increase magazine sizes - RLML 25 - RHML 30
|

Zvaarian the Red
Evil Leprechaun Brigade
126
|
Posted - 2013.12.02 12:07:00 -
[2563] - Quote
Arthur Aihaken wrote:RIP RLML. RIP RHML.
I really (really) tried, but these new missile systems are completely pointless outside of blobs. If anything, they give blobs an advantage by allowing them to boost initial DPS. If we want to eliminate solo play, this is the surest way to do it. I had three brief engagements today vs. a Loki, a Proteus and a mixed fleet (I had equipped full RLMLs in the hopes I'd happen upon a frigate, but we play the cards we're givenGǪ)
In the first engagement with the Loki, he managed to get a point on me with an overheated warp disruptor, so I decided to use my MWD to keep him out of weapons range. I was only able to knock his shields down about 20% before exhausting my supply of RLMLs, whereby the 40-second "reload of death" kicked in. We were both overheating our MWDs and traveling in a straight pursuit path, but as he was overheating both his MWD and disruptor - he wasn't able to keep pace and had to drop back. This gave me a window of opportunity to get clear of his point and warp to out (I clearly wasn't going to make any progress).
In the second, I was able to keep well clear of the Proteus and use the range advantage of the RLMLs to hit him. Damage was negligible, and as he couldn't get close to me (and I didn't stand a chance in a close-range battle) - we both disengaged.
The third engagement saw me jumped by several ships which immediately ECM'd me. With the additional sensor damps from the Federation NPCs, this basically shut me down so I loaded FoF missiles (it should be noted that this 40-second switch was rather nerve-racking, as several additional ships jumped in and joined pursuit). I couldn't lock anything, so I have no idea what if any damage I did (but I imagine it was practically non-existent since they continued pursuit). After exhausting a full volley and expecting even more reinforcements (local was lighting up like a Christmas tree), I aligned and got the heck out of dodge. GǪ..
So that's it for the grand experiment. The damage application with HMLs is practically non-existent, and the range advantage is easily mitigated with sensor dampeners. ECM shuts down target painters, leaving you with FoF missiles. If you have to resort to FoF missiles, you're dead already (you just don't realize it yet). RLMLs are pointless for all the aforementioned reasons and one more: their only saving grace was the fitting requirements, and now you run them at the expense of tank, too. RHMLs would be interesting if they knocked the power requirements down 5-fold, but again - "40 second death" awaits. So I'm left with HAMs, because they're the only missile system left. I lose range, gain fitting over HMLs (slightly over RLMLs), greatly increased damage application and massive sustained DPS boost (400-ish on a Covert configuration; around 600 or so non-Covert). Faction launchers also hold 75 rounds of ammunition, so even with a 2.25-second ROF - that's a lot of shooting. GǪ..
My proposal: 1. Reinstate RLMLs to pre-Rubicon specs. 2. Revise RHMLs to the first iteration (they're about as useful on battleships as a screen door right now). 3. Implement some adjustments to LMs, HAMs and HMs (see previous posts for specifics). 4. Implement a passive ballistic enhancement module, similar to the tracking enhancement module for guns.
So after trying to convince yourself that they weren't that bad you've now come full circle? Well kudos for giving it a try. More than I'm willing to do (I did try RHMLs in PVE unfortunately). These things on paper tell me all I need to know. They suck. |

Zvaarian the Red
Evil Leprechaun Brigade
126
|
Posted - 2013.12.02 12:11:00 -
[2564] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
I'd just like to quote this post again because this really is the problem, and the current versions of the rapid missile launchers have done nothing but add insult to injury for missile users. |

FleetAdmiralHarper
The Caldari Independent Navy Reserves
23
|
Posted - 2013.12.02 13:35:00 -
[2565] - Quote
the new rapid missile launchers fail because: simply not enough ammo capacity to kill or even bruise its intended target class. and 2, to long of a reload time.
when attacking tanked targets, by the time they are even half shield/armor your out of missiles and enter the 40 second reload of death/failure. the target reps itself back up to full every time. then proceeds to kill you.
your better off using normal light/heavy missiles now because of that, or just cruise missiles on a battleship with webs and TPs like the old days.
the only success you will have with these launchers in pvp is if you are firing at untanked targets (blackbirds/scan frigs/interceptors/bombers) etc. even then dont expect more than 1 or 2 kills per missile load.
i dont want a **** all weapon. i just dont want it to be USELESS like it is now.
i see 2 ways of fixing this problem
1: if you keep the 40 second reload time. (AT A ABSOLUTE MINIMUM) triple the ammo count per load. OR 2: reduce the reload time from 40 to 20 seconds. this is still a completely absurd reload time, and most/all ships will probably still tank you, and rep to full in ur reload time. ...but atleast you have SOME SMALL chance, vs the current system. |

Harvey James
The Sengoku Legacy
607
|
Posted - 2013.12.02 13:46:00 -
[2566] - Quote
i would suggest - nerf light missile damage 10% maybe buff light missile launchers ROF if needed for frigs -increase ammo capacity by about double on RLML's (HAMS have 60 maybe reduce HAMS to 45) - reduce reload time to 25 seconds and increase reload time on all missile launchers to 17.5 seconds - add reduced reload time skill for all launchers 1 second a level.
i always think its strange that missiles can reload as fast as projectiles do seems strange too me.. bulkiness and all i would think a crew would need to practice reloading missiles more than reloading bullets Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ..... module tiercide FTW role based instead of tiers please. |

Harvey James
The Sengoku Legacy
607
|
Posted - 2013.12.02 13:55:00 -
[2567] - Quote
Zvaarian the Red wrote:CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem. I'd just like to quote this post again because this really is the problem, and the current versions of the rapid missile launchers have done nothing but add insult to injury for missile users.
i think CCP Rise you need to look at adding new missile types the options are very limited until you do - rockets - light missiles - used for 2 launchers - heavy missiles - used for 2 launchers - heavy assault missiles - torps - cruise
the thing i notice that is missing is medium missiles .. i.e. something in between light missiles and heavy missiles
light missiles - geared at killing small ships heavy/heavy assault - geared at cruisers but really only apply well to bc's or shield cruisers TP and webbed. medium missiles - could be the middle ground geared at smaller sig cruisers - i.e higher expl velocity and lower expl radius than heavy missiles do but with lower dps and easier fittings like RLML and HAMS mixed together into a hybrid Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ..... module tiercide FTW role based instead of tiers please. |

Harvey James
The Sengoku Legacy
607
|
Posted - 2013.12.02 13:59:00 -
[2568] - Quote
also what's happened too the TE/TC/TD change to add missiles too them that would also help with making missiles more useful and add options and balance up the e-war situation..
along with a missile rebalance ofc...
-nerf rockets expl radius 20 is OP 30 odd on rage is OP too and nerf their range - nerf light missiles damage a little and nerf its expl radius a bit along with a range nerf - nerf HAM range it shouldn't be the same as torps its usually 50% scaling of sizes from small - large Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ..... module tiercide FTW role based instead of tiers please. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
146
|
Posted - 2013.12.02 14:40:00 -
[2569] - Quote
Harvey James wrote: - nerf rockets expl radius 20 is OP 30 odd on rage is OP too and nerf their range - nerf light missiles damage a little and nerf its expl radius a bit along with a range nerf - nerf HAM range it shouldn't be the same as torps its usually 50% scaling of sizes from small - large
- nerf cruise missiles expl radius and nerf torp damage
Now everything is covered nicely and no one will bother flying missile ships. |

Bouh Revetoile
TIPIAKS
433
|
Posted - 2013.12.02 15:04:00 -
[2570] - Quote
Again, RLML are NOT a solo weapon anymore. They are frigate interdiction weapons, and they will be very good at that.
Example : you are in a cruiser fleet and one get tackled by a fast tackler, but the RLML cruiser in the fleet will fastly get rid of him and the fleet will safely go away. In the same kind of fleet, the RLML ship will also be able to shoot at any frigate (tackle, EWAR...) an ennemy fleet could have, removing them from the field.
And if required, the RLML ship can shoot at the primary and add a good burst dps to take down a target before reloading.
A drone ship can do the same, but a lot less effectively : light drones will never ever have 300dps.
RLML ship are now escorting vessels for the fleet, a job destroyers are bad at because they are too vulnerable to ennemy cruisers the fleet might encounter.
And RHML should work the same for BS against cruisers, yet I think a BS can wait 40 seconds and continue the fight then, si I think it's less damaging for them, unless you plan to shoot at BS.
Logistic ships are the worst ship in game for soloing, yet no one would say they are useless. They are supporting ships. RLML are now supporting weapons.
RLML and RHML are not supposed to obsolete other missiles systems and a lot of complaints here aimed the fact that they can't replace other weapons effectively, but they should not do that. There should be use cases for all of them, but for most situations involving low numbers in point range, HAM should be the weapon of choice, exactly like short range turrets are the weapons of choice for turret point range engagements. |
|

Morniee
Barbs Hammer Insane Asylum
3
|
Posted - 2013.12.02 15:14:00 -
[2571] - Quote
Harvey James wrote:also what's happened too the TE/TC/TD change to add missiles too them that would also help with making missiles more useful and add options and balance up the e-war situation..
along with a missile rebalance ofc...
-nerf rockets expl radius 20 is OP 30 odd on rage is OP too and nerf their range - nerf light missiles damage a little and nerf its expl radius a bit along with a range nerf - nerf HAM range it shouldn't be the same as torps its usually 50% scaling of sizes from small - large
Incomplete!!! make them usable on high sec only... like Bombs are in null :O :O Or make them deal Hull damage to you own ship?! Yah? Missiles use propelent fuel any ways... Right? |

Arthur Aihaken
The.VOID
701
|
Posted - 2013.12.02 15:51:00 -
[2572] - Quote
Zvaarian the Red wrote:So after trying to convince yourself that they weren't that bad you've now come full circle? Well kudos for giving it a try. More than I'm willing to do (I did try RHMLs in PVE unfortunately). These things on paper tell me all I need to know. They suck. Honestly, I wish I knew which direction to go in now. I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
146
|
Posted - 2013.12.02 16:03:00 -
[2573] - Quote
Bouh Revetoile wrote:Again, RLML are NOT a solo weapon anymore. They are frigate interdiction weapons, and they will be very good at that.
Example : you are in a cruiser fleet and one get tackled by a fast tackler, but the RLML cruiser in the fleet will fastly get rid of him and the fleet will safely go away. In the same kind of fleet, the RLML ship will also be able to shoot at any frigate (tackle, EWAR...) an ennemy fleet could have, removing them from the field. Removing any frigate an enemy fleet could have from the field? With Caracal? You were correct at first - RLML ship will be able to shoot at any frigate... until it runs out of ammo somewhat too early... and while reloading everyone will laugh at him shooting back and your Caracal hero will die before reload is finished.
Quote: RLML and RHML are not supposed to obsolete other missiles systems and a lot of complaints here aimed the fact that they can't replace other weapons effectively, but they should not do that. There should be use cases for all of them, but for most situations involving low numbers in point range, HAM should be the weapon of choice, exactly like short range turrets are the weapons of choice for turret point range engagements.
You are wrong, peeps will just move to other ships and weapons. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
146
|
Posted - 2013.12.02 16:07:00 -
[2574] - Quote
Bouh Revetoile wrote:Again, RLML are NOT a solo weapon anymore. Thank you Bouh, I rest my case. |

Onictus
Silver Snake Enterprise Fatal Ascension
612
|
Posted - 2013.12.02 16:10:00 -
[2575] - Quote
Harvey James wrote:also what's happened too the TE/TC/TD change to add missiles too them that would also help with making missiles more useful and add options and balance up the e-war situation..
along with a missile rebalance ofc...
-nerf rockets expl radius 20 is OP 30 odd on rage is OP too and nerf their range - nerf light missiles damage a little and nerf its expl radius a bit along with a range nerf - nerf HAM range it shouldn't be the same as torps its usually 50% scaling of sizes from small - large
- Let me introduce you to my 70km range Wolf or 65km range Harpy - Light missiles are bottom of the barrel in overall damage as it is. - You have the HAM/Torp thing back asswards, Torp range shouldn't be the same as torps, you shouldn't need three range rigs and T2 ammo to match blaster range. |

Bouh Revetoile
TIPIAKS
434
|
Posted - 2013.12.02 16:18:00 -
[2576] - Quote
Arthur Aihaken wrote:Yes, and if you've been reading this is the main complaint: an aspect of solo play has been entirely eliminated. Yes, but this aspect was allowed by the fact RLML obsoleted all other medium missiles in most cases ; in other words, this aspect was possible because RLML were OP.
Niena Nuamzzar wrote:Removing any frigate an enemy fleet could have from the field? With Caracal? You were correct at first - RLML ship will be able to shoot at any frigate... until it runs out of ammo somewhat too early... and while reloading everyone will laugh at him shooting back and your Caracal hero will die before reload is finished. You're not supposed to fly alone in a blob of frigate... You're not supposed to be a "hero". |

Arthur Aihaken
The.VOID
701
|
Posted - 2013.12.02 16:33:00 -
[2577] - Quote
Bouh Revetoile wrote:Yes, but this aspect was allowed by the fact RLML obsoleted all other medium missiles in most cases ; in other words, this aspect was possible because RLML were OP. Well, now they're junk. Not sure what we've achieved. I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
146
|
Posted - 2013.12.02 16:33:00 -
[2578] - Quote
Look what we have here, quite shocking:
CCP Rise wrote:In general, metrics show that missiles have certainly come down in popularity some since HML changes but overall they are still performing well. Soon there will be an update - metrics show that hardly anyone seems to be using missiles since recent RLML changes   |

Dr Sraggles
The Covenant of Blood
41
|
Posted - 2013.12.02 16:40:00 -
[2579] - Quote
Arthur Aihaken wrote:RIP RLML. RIP RHML.
I really (really) tried, but these new missile systems are completely pointless outside of blobs. If anything, they give blobs an advantage by allowing them to boost initial DPS. If we want to eliminate solo play, this is the surest way to do it. I had three brief engagements today vs. a Loki, a Proteus and a mixed fleet (I had equipped full RLMLs in the hopes I'd happen upon a frigate, but we play the cards we're givenGǪ)
In the first engagement with the Loki, he managed to get a point on me with an overheated warp disruptor, so I decided to use my MWD to keep him out of weapons range. I was only able to knock his shields down about 20% before exhausting my supply of RLMLs, whereby the 40-second "reload of death" kicked in. We were both overheating our MWDs and traveling in a straight pursuit path, but as he was overheating both his MWD and disruptor - he wasn't able to keep pace and had to drop back. This gave me a window of opportunity to get clear of his point and warp to out (I clearly wasn't going to make any progress).
In the second, I was able to keep well clear of the Proteus and use the range advantage of the RLMLs to hit him. Damage was negligible, and as he couldn't get close to me (and I didn't stand a chance in a close-range battle) - we both disengaged.
The third engagement saw me jumped by several ships which immediately ECM'd me. With the additional sensor damps from the Federation NPCs, this basically shut me down so I loaded FoF missiles (it should be noted that this 40-second switch was rather nerve-racking, as several additional ships jumped in and joined pursuit). I couldn't lock anything, so I have no idea what if any damage I did (but I imagine it was practically non-existent since they continued pursuit). After exhausting a full volley and expecting even more reinforcements (local was lighting up like a Christmas tree), I aligned and got the heck out of dodge. GǪ..
So that's it for the grand experiment. The damage application with HMLs is practically non-existent, and the range advantage is easily mitigated with sensor dampeners. ECM shuts down target painters, leaving you with FoF missiles. If you have to resort to FoF missiles, you're dead already (you just don't realize it yet). RLMLs are pointless for all the aforementioned reasons and one more: their only saving grace was the fitting requirements, and now you run them at the expense of tank, too. RHMLs would be interesting if they knocked the power requirements down 5-fold, but again - "40 second death" awaits. So I'm left with HAMs, because they're the only missile system left. I lose range, gain fitting over HMLs (slightly over RLMLs), greatly increased damage application and massive sustained DPS boost (400-ish on a Covert configuration; around 600 or so non-Covert). Faction launchers also hold 75 rounds of ammunition, so even with a 2.25-second ROF - that's a lot of shooting. GǪ..
My proposal: 1. Reinstate RLMLs to pre-Rubicon specs. 2. Revise RHMLs to the first iteration (they're about as useful on battleships as a screen door right now). 3. Implement some adjustments to LMs, HAMs and HMs (see previous posts for specifics). 4. Implement a passive ballistic enhancement module, similar to the tracking enhancement module for guns.
^^^ This is shocking, and surprising...
Next thing you know Bouh will actually fire a missile and even though he will revel in the easy mode flying of the ship will find that he actually can't kill anything and then DIAF to a Velator.
He will then lead the nerf herd against auto cannons due to their ridiculous burst dps that is so easy to apply.
ps Nerf Velators they are OP as compared to the Ibis. |

Arthur Aihaken
The.VOID
701
|
Posted - 2013.12.02 16:51:00 -
[2580] - Quote
RIP Caldari. Phoenix is deadGǪ Drake is deadGǪ Caracal is deadGǪ Tengu will soon be joining them. I am currently away, traveling through time and will be returning last week. |
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
32
|
Posted - 2013.12.02 17:03:00 -
[2581] - Quote
Arthur Aihaken wrote:RIP Caldari. Phoenix is deadGǪ Drake is deadGǪ Caracal is deadGǪ Tengu will soon be joining them. They're not dead. They're just very situational, niche support weapons. Thanks CCP40sec and the rest of the missile support team.  Unless you're the missile expert Bouh and then they're the boogeyman under your bed that makes everyone else think you're an idiot. Mainly because you are an idiot.... |

Daniel Doormant
Federal Navy Academy Gallente Federation
1
|
Posted - 2013.12.02 17:04:00 -
[2582] - Quote
CCP Rise wrote:I'll try to hit a few points raised in the last page or two, sorry if it's not everything.
Few comments about ignoring feedback still.... I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know.
In celebration of something different for RLML and RHML. It doesn't have to go back to the way it was but here are some minor suggestions. 1. At a minimum increase the payload size one missile per Meta level so the meta 4 meta 5 and faction modules are more "Fun" and making the faction modules sought after. Keeping meta 0 Base line the same. 2. Reduce the Reload time by at least 5 to 10 seconds. If you need to justify a graduation then 1 or 2 seconds reload reduction per Meta level keeping meta 0 baseline the same and giving a 35 or 30 second reload time for Tech 2 and so on. 3. If you must offset this in good conscience then shave the rate of fire a bit but not so much that the Paper DPS goes down even further. Having DPS that can hit lower sig targets was offset by travel time to target now it is totally useless solo and for missions I guess I'll just go back to doing My attempt with Rapid Heavies on a Geddon was disappointing to be sure and will be going back to long range fit rather than a close in brawler with crap DPS and damage projection till you "balance" this. When I tried my rapid light Caracal, Arbitrator and Celistis I was heartbroken. I'm just glad I didn't train up for a sacrilege. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
320
|
Posted - 2013.12.02 17:15:00 -
[2583] - Quote
I've been thinking about missiles for a few days now and I was wondering if people would agree with this:
What if short range missiles were very good at applying damage to small targets but weak vs fast targets and if long range missiles were very good at hitting fast targets but poor at hitting small targets.
From what I understand of the missile formula, it considers both the ratio of target velocity to missile explosion velocity and target signature to explosion radius. It then picks the worse of the two figures for "Applied Damage".
If short range missiles were good at hitting small targets but their weakness was fast targets (so, excellent explosion radius with poor explosion velocity) then these munitions would work best with Webs and warhead flare catalysts.
If long range missiles were good at hitting fast targets but struggled with small signatures (the opposite of short range missiles) then these munitions would work best with TP's and Rigor rigs.
This way both munitions would have strengths and weaknesses that worked well with their intended range usage.
Obviously: Long range missiles would have better application vs short range when using these weapons without any supporting mods/rigs because speed is more important than size when looking at how the application formula works but it could easily be balanced out where short range deal more damage and are excellent vs webbed targets and long range deal less damage and require the use of TP's and rigs (and future modules: Read Missle TE/TC).
This is literally just a thought I wanted to share and is off topic so flame on if you wish. |

Fourteen Maken
State Protectorate Caldari State
87
|
Posted - 2013.12.02 17:17:00 -
[2584] - Quote
Bouh Revetoile wrote:Again, RLML are NOT a solo weapon anymore. They are frigate interdiction weapons, and they will be very good at that.
Example : you are in a cruiser fleet and one get tackled by a fast tackler, but the RLML cruiser in the fleet will fastly get rid of him and the fleet will safely go away. In the same kind of fleet, the RLML ship will also be able to shoot at any frigate (tackle, EWAR...) an ennemy fleet could have, removing them from the field.
And if required, the RLML ship can shoot at the primary and add a good burst dps to take down a target before reloading.
A drone ship can do the same, but a lot less effectively : light drones will never ever have 300dps.
RLML ship are now escorting vessels for the fleet, a job destroyers are bad at because they are too vulnerable to ennemy cruisers the fleet might encounter.
And RHML should work the same for BS against cruisers, yet I think a BS can wait 40 seconds and continue the fight then, si I think it's less damaging for them, unless you plan to shoot at BS.
Logistic ships are the worst ship in game for soloing, yet no one would say they are useless. They are supporting ships. RLML are now supporting weapons.
RLML and RHML are not supposed to obsolete other missiles systems and a lot of complaints here aimed the fact that they can't replace other weapons effectively, but they should not do that. There should be use cases for all of them, but for most situations involving low numbers in point range, HAM should be the weapon of choice, exactly like short range turrets are the weapons of choice for turret point range engagements.
HAM's and HML's are not solo weapons either, and that's the problem we have; no utility missile system that's capable of engaging a wide range of targets. With turrets as long as you are at the proper range and make an effort to keep your angular velocity low you will be doing effective and instant dps against all targets. Drones have an even wider envelope of engagement, bring more to fleets with drone assist and spider tanking tactics, are flexible enough that they can increase their dps against larger ships, or carry ewar drones to break lock when things are not going your way. I'm not saying drones or turrets are perfect weapons either but they are far more versatile and effective than medium missiles in their current state. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
147
|
Posted - 2013.12.02 17:18:00 -
[2585] - Quote
Daniel Doormant wrote: My attempt with Rapid Heavies on a Geddon was disappointing..
 Poor ship, to be molested in such a way... terrible! |

Arthur Aihaken
The.VOID
701
|
Posted - 2013.12.02 17:21:00 -
[2586] - Quote
scorchlikeshiswhiskey wrote:They're not dead. They're just very situational, niche support weapons. "My mommy always said there were no monsters - no real ones - but there are." "What kind of spaceship? Something with reclining leather seats, that goes really fast, and gets really sh*tty gas mileage!" "So immoral, working on the thing can drive you mad. That's what happened to this friend of mine. So he had a lobotomy. Now he's well again." I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
147
|
Posted - 2013.12.02 17:25:00 -
[2587] - Quote
Spugg Galdon wrote: ... This is literally just a thought I wanted to share and is off topic so flame on if you wish.
Without numbers it's hard to tell. |

Dr Sraggles
The Covenant of Blood
41
|
Posted - 2013.12.02 17:32:00 -
[2588] - Quote
Is there some Null Blob Doctrine for their mega fleet battles that makes missiles OP?
Is that the problem? When you get 300 Ravens/Carcals together then that is more powerful than 300 Megathrons/Vexors?
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
147
|
Posted - 2013.12.02 17:34:00 -
[2589] - Quote
Dr Sraggles wrote:Is there some Null Blob Doctrine for their mega fleet battles that makes missiles OP? Ohh but there is something that makes drones OP. Solution: nerf drone bonuses on Gal ships. Lolol.. |

Onictus
Silver Snake Enterprise Fatal Ascension
613
|
Posted - 2013.12.02 17:36:00 -
[2590] - Quote
Dr Sraggles wrote:Is there some Null Blob Doctrine for their mega fleet battles that makes missiles OP?
Is that the problem? When you get 300 Ravens/Carcals together then that is more powerful than 300 Megathrons/Vexors?
Yeah, lets see how that works out, they would lose some half of their fleet every ammo cycle. |
|

Arthur Aihaken
The.VOID
701
|
Posted - 2013.12.02 17:37:00 -
[2591] - Quote
Spugg Galdon wrote:What if short range missiles were very good at applying damage to small targets but weak vs fast targets and if long range missiles were very good at hitting fast targets but poor at hitting small targets. Honestly, the whole conversation surrounding missiles is just depressing. Every update they get worse, and there's not really any light at the end of the tunnel. I am currently away, traveling through time and will be returning last week. |

Sal Landry
School of Applied Knowledge Caldari State
129
|
Posted - 2013.12.02 17:39:00 -
[2592] - Quote
Dr Sraggles wrote:Is there some Null Blob Doctrine for their mega fleet battles that makes missiles OP?
Is that the problem? When you get 300 Ravens/Carcals together then that is more powerful than 300 Megathrons/Vexors?
Well, you can smartbomb them and reduce the dps of an entire missile fleet to 0 with a single ship. |

Arthur Aihaken
The.VOID
702
|
Posted - 2013.12.02 17:58:00 -
[2593] - Quote
Sal Landry wrote:Well, you can smartbomb them and reduce the dps of an entire missile fleet to 0 with a single ship. I feel soooo much better now.  I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
462
|
Posted - 2013.12.02 18:22:00 -
[2594] - Quote
GUYS GUYS GUYS GUYS
I found an exploit to get around the 40 second reload timer!
Here is what you do:
1. Buy a Caracal.
2. Load it full of RLML launchers.
3. Place ammo in the launchers - all 18 of them.
4. Undock.
5. Find somebody to PVP with.
6. Before pressing F1, overload all your RLML
7. Now open fire.
8. You should find, if you are lucky, that your RLML have been completely burnt out before the last missile fires.
9. This avoids you having to wait 40 seconds for the reload.
10. I hope this helps.
11. Please can we have both this and the old RLML back please. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
702
|
Posted - 2013.12.02 18:24:00 -
[2595] - Quote
Moonaura wrote:GUYS GUYS GUYS GUYS I found an exploit to get around the 40 second reload timer! ... You should find, if you are lucky, that your RLML have been completely burnt out before the last missile fires. Good one.  I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
434
|
Posted - 2013.12.02 18:43:00 -
[2596] - Quote
Fourteen Maken wrote:HAM's and HML's are not solo weapons either, and that's the problem we have; no utility missile system that's capable of engaging a wide range of targets. With turrets as long as you are at the proper range and make an effort to keep your angular velocity low you will be doing effective and instant dps against all targets. Drones have an even wider envelope of engagement, bring more to fleets with drone assist and spider tanking tactics, are flexible enough that they can increase their dps against larger ships, or carry ewar drones to break lock when things are not going your way. I'm not saying drones or turrets are perfect weapons either but they are far more versatile and effective than medium missiles in their current state. I was almost waiting for this one, and I actually already answer it.
First, HAM are better than pulse for example : I know from experience a frigate can orbit a solo kiting Omen fast enough to only care for the drones, drones you can kill when Omen is tackled. HAM wouldn't have this problem : an AB frigate would not catch you, and a MWD one will die to your HAM before she kills you.
HAM Caracal with 3 BCS do 80dps to a non AB Incursus, 150 if webed. That's a lot for a frigate.
Second, Caldari Navy cruisers have high damage application or lots of mid slots for whatever you need, and they are stupidly fast so they make very effective solo kiters.
And finaly, caldari have a whole line of turret ships ; I know hybrid turrets are kind of dirty when you use missiles, but war is a dirty thing anyway. |

Arthur Aihaken
The.VOID
702
|
Posted - 2013.12.02 18:54:00 -
[2597] - Quote
Bouh Revetoile wrote:And finaly... And finally, can you please shut the h*ll up? You have less than zero to offer in this thread, and your arguments are completely transparent to those of us who actually fly these things. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
704
|
Posted - 2013.12.02 19:40:00 -
[2598] - Quote
In the interest of science, I'm trying another experiment with RLMLs. Pray for me... I am currently away, traveling through time and will be returning last week. |

faggorz
Revenge Served Cold 9th Company
2
|
Posted - 2013.12.02 19:44:00 -
[2599] - Quote
That is terrible I would rather have a slower fire rate then have a 40sec reload time this is not efficient for running missions or ratting. |

Arthur Aihaken
The.VOID
704
|
Posted - 2013.12.02 19:47:00 -
[2600] - Quote
faggorz wrote:That is terrible I would rather have a slower fire rate then have a 40sec reload time this is not efficient for running missions or ratting. For missions and ratting, you do have other choices (since NPCs don't pose the same threat as in PvP). HML would probably be my recommendation, just for the range. I am currently away, traveling through time and will be returning last week. |
|

Onictus
Silver Snake Enterprise Fatal Ascension
614
|
Posted - 2013.12.02 20:27:00 -
[2601] - Quote
Arthur Aihaken wrote:faggorz wrote:That is terrible I would rather have a slower fire rate then have a 40sec reload time this is not efficient for running missions or ratting. For missions and ratting, you do have other choices (since NPCs don't pose the same threat as in PvP). HML would probably be my recommendation, just for the range.
See that is the thing.
I was recently grinding up a high sec alt, the difference in range between a rapid caracal and HML drake was less than 7km. That being said the caracal didn't really have the damage to do level 3s and the drake sails through them. Any level 3 with elite cruisers took forever because of the caracals lack of raw damage.
....however the caracal was faster on a lot of the missions that weren't cruiser heavy, due to hull speed and significantly better damage application.
Otherwise they were very close.
.....now that carcal fit is impssible and even if it was it would be trash. |

Vincintius Agrippa
F L O O D
8
|
Posted - 2013.12.02 20:28:00 -
[2602] - Quote
Harvey James wrote:also what's happened too the TE/TC/TD change to add missiles too them that would also help with making missiles more useful and add options and balance up the e-war situation..
along with a missile rebalance ofc...
-nerf rockets expl radius 20 is OP 30 odd on rage is OP too and nerf their range - nerf light missiles damage a little and nerf its expl radius a bit along with a range nerf - nerf HAM range it shouldn't be the same as torps its usually 50% scaling of sizes from small - large
NO,no,no. Ham range is fine. id say it needs a little bit more range and a adjustment so that anything moving faster than 400m/s will recieve more than 20% of the missiles damage.
1. They are rockets. They are smaller than light missiles have considerably less range. The explosive radius is fine, its smaller than lights.
2. Light missile and rocket dps is already ****** compared to other frig sized weapons. Also lights have the range of small beams and rails with lr ammo.
3. ? small-large? these are medium cruiser missiles.
The real problem is all missiles above lights. My suggestion:
1. For rapid launcher: Make a skill called....maybe idk [Ordnance specialist (ization)], or [Ordnance handling]. Skill Trait
-15% bonus to Rapid Light and Rapid Heavy Missile Launcher reload time per level. That means at level IV Rapid launchers would have a reload time of 16 seconds and Level V would be 10 seconds. Give the skill a decent multiplier so that lvl IV takes 4-5 days to train and lvl V takes 20 days. The vast majority will only train lvl IV so in general most rapid launcher will have longer reloads than regular launchers.
2. A. Give Heavy Missiles a 90% Un-nerf. Reduce that -20% damage nerf you did a few years ago to -10%( meaning increase damage by 10%) . Give it a higher velocity and a lower flight time so that range stays the same.
B. Reduce Heavy Missile Explosion radius to that of medium turrets sig radius, after all heavies are medium cruiser weapons, and they should be able to do damage to anything other than bc's and bs's, primarily cruisers at full damage. Increase explosive velocity so that anything moving faster than 300-400 m/s can actually be damaged. Another cruiser or battleship for that matter should not simply be able to activate an afterburner and from then on only receive 20 percent of incoming damage.
IMO, the whole explosive velocity thing is flawed and unrealistic in its current form, this coming from an aerospace engineering student.
If your going to include explosion velocity as a part of damage application you also should include the missiles velocity as a factor. Basically, it should be missile velocity+explosion velocity. Some guy doing 3km/sec away from you or at an angle should be as difficult should be as difficult to kill with missiles as it would be with turrets so you cant say its op. This buff should allow heavies to once again be effective in combat whilst preventing them from being an I win button.
As it stands now, t1 launchers and missiles are utterly useless and do not output comparable dps as other medium turrets of the same class( using faction ammo or otherwise). Even with the 3 BCU's that missile ships usually have. You only get real dps from using t2 hams and heavy missile launchers. T2 high damage missiles can only effectively hit battle cruisers (because of the massive explosion penalty, which is bullshit considering no other t2 ammo increases turret sig radius) and above. Given that fact i think ccp should actually give both hams and heavies a 15% damage increase.
Also missiles should be able to turn a bit more, so either increase agility or make a new skill that does so. Maybe 5% per level.
|

Vincintius Agrippa
F L O O D
8
|
Posted - 2013.12.02 20:32:00 -
[2603] - Quote
Harvey James wrote:i would suggest - nerf light missile damage 10% maybe buff light missile launchers ROF if needed for frigs -increase ammo capacity by about double on RLML's (HAMS have 60 maybe reduce HAMS to 45) - reduce reload time to 25 seconds and increase reload time on all missile launchers to 17.5 seconds - add reduced reload time skill for all launchers 1 second a level.
i always think its strange that missiles can reload as fast as projectiles do seems strange too me.. bulkiness and all i would think a crew would need to practice reloading missiles more than reloading bullets
No one is hand loading these missiles or projectiles.
I find it more strange that projectiles take 2x longer to reload than hybrids.
|

Arthur Aihaken
The.VOID
704
|
Posted - 2013.12.02 20:36:00 -
[2604] - Quote
Fun times. This is an interesting RLML update... I equipped a "suicide Tengu" and went looking for a fight. Took me 20 jumps through low-sec to finally find one (go figure). I ran 5x Arbalest RLMLs with no missile rigs, modules or other enhancements. I got into an engagement with a Incursus, Keres, Navy Comet, Thrasher and Malediction. Wasted the Incursus in no-time flat, put the Keres into hull twice (driving it off twice) and mauled the Thrasher and Malediction. Long story short: the frigates and destroyers all tucked tail and ran as soon as they realized they were screwed. Even the cruisers were wary.
They tried scrambling me - nope. Tried web'ing - nope. Tried neuts - nope. Then they called in the big guns. I finally went down to the combined firepower from a Thorax, Rupture, Navy Brutix and Typhoon. Before perishing in a glorious fireball, I peeled the shields completely off the Brutix and Rupture - and knocked about 10% armor off each (best I could do; RMLs just don't have staying power). I died to a combination of Neutron Blasters, Hammerheads and Mjolnir Rage Torpedos (Tengus do have a pretty big EM hole).
If I'd been in a Caracal I'd have been dead long before the heavies showed up, though. I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1292
|
Posted - 2013.12.02 20:37:00 -
[2605] - Quote
Why only five?
You were using the capacitor regen matrix, weren't you. |

Arthur Aihaken
The.VOID
704
|
Posted - 2013.12.02 20:39:00 -
[2606] - Quote
Alvatore DiMarco wrote:Why only five? You were using the capacitor regen matrix, weren't you. Yeah, for the extra slot so I could run another shield power relay. Not that the 6th would've made any difference in the grand scheme of things. Off to test RHMLs next... I am currently away, traveling through time and will be returning last week. |

Michael Harari
Genos Occidere HYDRA RELOADED
989
|
Posted - 2013.12.02 20:41:00 -
[2607] - Quote
Arthur Aihaken wrote:Fun times. This is an interesting RLML update... I equipped a "suicide Tengu" and went looking for a fight. Took me 20 jumps through low-sec to finally find one (go figure). I ran 5x Arbalest RLMLs with no missile rigs, modules or other enhancements. I got into an engagement with a Incursus, Keres, Navy Comet, Thrasher and Malediction. Wasted the Incursus in no-time flat, put the Keres into hull twice (driving it off twice) and mauled the Thrasher and Malediction. Long story short: the frigates and destroyers all tucked tail and ran as soon as they realized they were screwed. Even the cruisers were wary.
They tried scrambling me - nope. Tried web'ing - nope. Tried neuts - nope. Then they called in the big guns. I finally went down to the combined firepower from a Thorax, Rupture, Navy Brutix and Typhoon. Before perishing in a glorious fireball, I peeled the shields completely off the Brutix and Rupture - and knocked about 10% armor off each (best I could do; RMLs just don't have staying power). I died to a combination of Neutron Blasters, Hammerheads and Mjolnir Rage Torpedos (Tengus do have a pretty big EM hole).
If I'd been in a Caracal I'd have been dead long before the heavies showed up, though.
Could you perhaps post these kills to evekill or battleclinic? |

Arthur Aihaken
The.VOID
704
|
Posted - 2013.12.02 20:59:00 -
[2608] - Quote
Michael Harari wrote:Could you perhaps post these kills to evekill or battleclinic? I only got the single kill, as I didn't have a disruptor or scrambler to pin anything. http://eve-kill.net/?a=kill_detail&kll_id=20741668 I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
464
|
Posted - 2013.12.02 21:07:00 -
[2609] - Quote
Bouh Revetoile wrote: First, HAM are better than pulse for example : I know from experience a frigate can orbit a solo kiting Omen fast enough to only care for the drones, drones you can kill when Omen is tackled. HAM wouldn't have this problem : an AB frigate would not catch you, and a MWD one will die to your HAM before she kills you.
HAM Caracal with 3 BCS do 80dps to a non AB Incursus, 150 if webed. That's a lot for a frigate.
Second, Caldari Navy cruisers have high damage application or lots of mid slots for whatever you need, and they are stupidly fast so they make very effective solo kiters.
And finaly, caldari have a whole line of turret ships ; I know hybrid turrets are kind of dirty when you use missiles, but war is a dirty thing anyway.
Bouh, you are right about the lasers, but this is more of the mechanic of how they are flown I reckon. They are very different than hybrids, and something I will be looking into more, as I personally love flying a kiting Omen, but I want to research more the best way to fit and fly it, as it does seem to have some quirks regarding tracking DPS and ranges. I think its more about flying it a certain way, and relying less on an orbit. That is my initial hunch.
But given what I've shown you previously with a Thorax, if you compare it to the HAM's, then once a frigate is webbed, AB, MWD or not, its still going to hit very well as long as I've loaded the right ammo for the range. It can also reach much further than the HAM's if you're going for Rails (which is the best bet honestly).
150 dps might not seem to bad, but that is still far less than either the blasters or rails, by a large margin.
One thing that I have to make clear, is that Hybrids were buffed a while back - I think it was Crucible - in fact I'm certain it was, and rails got a fair bit of love at all sizes, which is one of the reasons why the Naga became the de-facto Attack Battlecruiser in bigger fleets.
A target painter typically has a better effect on HAM use, than webs though, as the issue with HAM is one of hitting smaller signature targets. If I used HAM Caracals, and I have several times, then the Bellicose was standard to have along in the gang for its TP bonus - as well as the fact its a very good missile boat in its own right.
But clearly, HAM's are still nowhere near as effective as rails in the game right now. They are far better than Heavy Missiles, but against frigates, in a mixed gang where a frigate wouldn't be able to stay 500m range off of everything, so there is always a gang mate hitting it perfect a few KM away from me - so its just going to melt.
As for the Caldari being able to use the Hybrids as well, there are indeed some options there for sure, and stuff like a Merlin is actually a nice frigate. I have tried the Moa a lot in my gangs when the T1 cruiser changes came out, and in many ways it looks like a great boat. It can reach a very high EHP, fit a MWD, and with Blasters, reach similar DPS numbers to a Thorax, with the added advantage that they reach further.
In practice, I found that due to their large signature, especially when getting in range, that everything shooting it, applied perfect DPS. So even though the EHP looks great, the reality is it melts pretty fast. I had some very close fights with them, but overall we lost more than we won. A particular nasty ship for sure was the Ruptures, because they could keep at range from the Moa's long enough, while the Moa was desperately trying to close range and still apply damage.
Fitting an active tank to a Moa is doable, but its not really its role and almost certainly you're going to have to give up the point slot to make the active tank decent. If I was to use them again, I'd probably go EHP but shove in an ASB to give it a bit more survivability.
Naturally, as a resistance boat, its very good when being repped by logistics, and frankly its far better than its big brother, the Ferox - easily one of the worst BC's out there - which is a pain to fit and still, in small gangs, doesn't have the mid slots and fitting to work as well as Minmitar. Before the T1 BC changes - you couldn't even fit a Ferox with all its guns and a shield buffer tank - at least it can do that now, as they bumped the powergrid up.
The problem for Caldari in the sort of PvP you are engaged in, is that they are not really designed for small gang, faction warfare. They are designed to be backed up by logistics ships. That is really their modus operandi and all their fittings and bonuses absolutely suggest that is their role. They are a great brawling race when backed like this, which is what stuff like the Moa is meant for - and they are a great race at applying damage from range, but at dramatically reduced DPS when it comes to the missiles.
This wouldn't be such an issue if the long range heavy missiles actually did the DPS that they are supposed to (It isn't a lot to start with) but it don't hit well at all, so are completely useless compared to gunnery.
Given that I've tried to run a Caldari only corporation - and I mean - EVERY freaking ship in a fleet Caldari - then I really sense Caldari pilots frustration and there are some issues to be ironed out. But I also against changing Caldari into something else. If EVE becomes too standardised and too general, it will become boring.
It wasn't long ago, that Drakes once ruled the vacuum, so its fair to say, it wouldn't take to much to make Caldari decent again.
* Fix Heavy Missiles ability to hit targets - and Precision Heavies SHOULD and used to hit frigates and need to do so again. * Give us both the Original RLML and a new burst/swarm whatever you want to call it - even with its 40 second awful reload - but as a choice - not an enforced nerf for something that was only acceptable before. * Increase (i.e. nerf) Light Precision missiles explosion radius by 5%, so they can't hit an AB Frigate almost perfectly by standard. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
705
|
Posted - 2013.12.02 21:17:00 -
[2610] - Quote
Moonaura wrote:It wasn't long ago, that Drakes once ruled the vacuum, so its fair to say, it wouldn't take to much to make Caldari decent again. It would take the desire. That seems insurmountable at the moment... I am currently away, traveling through time and will be returning last week. |
|

Utopia Atheras
Powder and Ball Alchemists Union The Predictables
8
|
Posted - 2013.12.02 21:23:00 -
[2611] - Quote
Now that the new RLML has been out for a few weeks I must say that I'm very glad I lost my last Caracal and I won't be using the ship or the missile system any time soon.
For those of you interested, here's the killmail:
https://zkillboard.com/detail/34898660/
For the purpose of this reply I would ask everyone to ignore the fact that we ran into an ambush. I don't want to discuss the wisdom of engaging a fleet three times the size of our own [we all know the answer to that,] I only want to discuss real PvP situations and the viability of RLMLs as a useful platoform.
Here are some details. I have Light Missiles trained up to level 4 as well as Caldari Cruiser. All my missile support skills are also at level 4. I wouldn't claim I'm good at missiles in general, but I think that's at least half decent for a fairly low SP character.
Here's how this fight went down:
FC calls primary. We fire. Primary catches reps, we switch fire to secondary. Secondary catches reps, we switch target again. We fire and my launcher runs out. I hit reload and try to warp off. I spend the next 10 seconds trying to get away before my ship explodes. This is a full 30 seconds before my launchers would have reloaded. I don't think this is by any means a unique situation.
I've experienced this similar situation [I have been trying to kill off that Caracal for weeks before it actually happened,] with smaller gangs. Basically the RLML is useless if there are more than two [maybe three] targets on the field. The chances are that you'll have to hit reload after the second one goes down. At that point you have to make a choice to either stay on grid and only be useful as a target for your enemies, or warp off and risk getting separated from your fleet.
Trying to reload while warping between gates is not a very smart idea either because you pass through most systems under 40 seconds and if you jump through a gate before you reload, you have to start the reload cycle all over again.
I've also ran into a situation where we were running a gate camp [or at least waiting at a gate.] We managed to kill of a few smaller ships, but the question is what do you do when you have let's say 3 missiles left in your launchers? Do you hit reload and wait 40 seconds, potentially missing kills [or applying DPS,] or not have enough ammo for a bigger engagement and then try to reload halfway through the fight?
I know it has been pointed out that you can degroup your launchers and manage the reload of each launcher individually. This means that even under ideal situations you would have around half of your launchers firing, the other half reloading, effectively cutting your DPS in half. I think that's a terrible tradeoff to achieve some measure of sustained fire.
Lastly, I've gotten on killmails where the target was destroyed before my missiles hit it [which is by no means a new phenomenon, wouldn't be fair to attribute it to the RLML changes.]
Additionally, just for fun, I tried running a few level 3 missions with a RLML Caracal setup [I can solo level 3s easily with a HAM Caracal.] The performance was pretty dismal. You can take out a few frigate size ships, but even level 3 Cruiser sized NPCs can tank RLML because the ammo in the launchers is not enough to kill them and they almost completely regen before your launchers reload.
Considering I'm very confused about the changes to the RLML, I'm hoping someone will enlighten me in terms of what am I doing wrong and how this weapon system should be used. I personally can only think of the drawbacks.
If anyone thinks it's a viable screen/anti-tackle platform, my experience has taught me otherwise. An arty fit Rupture is far batter at that role [don't want to compare it to an Instacane as that's a BC hull] considering artillery has high enough alpha [with close range ammo] to volley a T1 frigate [or bomber.]
Needless to say, I'm very disappointed in CCP pushing forward with their idea unchanged despite the ample feedback from the community. |

Moonaura
The Dead Rabbit Society
464
|
Posted - 2013.12.02 21:24:00 -
[2612] - Quote
Arthur Aihaken wrote:Moonaura wrote:It wasn't long ago, that Drakes once ruled the vacuum, so its fair to say, it wouldn't take to much to make Caldari decent again. It would take the desire. That seems insurmountable at the moment...
Clearly there is a worry within CCP about making missiles too strong - whether it be for server reasons - or the sort of sentiments that CCP Soundwave previously mentioned, in that balancing should constantly shift, so that no one ship ever becomes too popular for too long and the EVE landscape always has to adapt. I like that idea to be honest and the Drake certainly had it coming. It worries me when things become stale, and as I've e-mailed you about, Caldari do have some advantages - despite all their drawbacks.
But given the previous nerfs to the Drake, and the overall reduction is use of Battlecruisers in general in the game, I don't think CCP shouldn't be worried of seeing the Drake blobs return if they fix Heavy Missiles - which absolutely should be considered broken as they are.
Without question the Heavy Precision is a useless piece of junk. My old man farts have a better explosion velocity. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Michael Harari
Genos Occidere HYDRA RELOADED
990
|
Posted - 2013.12.02 21:30:00 -
[2613] - Quote
Moonaura wrote:
It wasn't long ago, that Drakes once ruled the vacuum, so its fair to say, it wouldn't take to much to make Caldari decent again.
Since that time, there have been many changes, including buffs to all sorts of fast cruisers with high dps, the introduction of attack bcs, a nerf to all resist bonuses and buffs to battleships.
Even if the hml and drake nerfs were reverted in their entirety, there have been buffs to many of the things dangerous to drakes. |

Moonaura
The Dead Rabbit Society
464
|
Posted - 2013.12.02 21:32:00 -
[2614] - Quote
Utopia Atheras wrote: Considering I'm very confused about the changes to the RLML, I'm hoping someone will enlighten me in terms of what am I doing wrong and how this weapon system should be used. I personally can only think of the drawbacks.
Needless to say, I'm very disappointed in CCP pushing forward with their idea unchanged despite the ample feedback from the community.
You aren't doing anything wrong, that is the sort of engagements Caracal's were getting into before. The only thing you can do is split the weapons - but overall, the new and improved RLML does 20% less DPS over the length of the engagement, and the 40 second reload mechanic is... yeah. Well.
The best tactic now is to use it to kill frigates solo, quickly and then GTFO before his mates turn up, so you can at least reload.
I'm not against it being in the game - if people want to use a missile system that does less far DPS than a gun boat, is far less flexible, can't reload for the right missile or range, and somehow is a better gank cruiser than a T1 Vexor that does 900 dps - then good luck to them.
What I'd like is the choice, never to ever use it and have the old one back. And Heavy Missiles fixed as pay back for making us suffer through this thread.
EDIT: In fact, I would now suggest the best Caracal fit includes Warp Stabs, so you can always warp off. That is without question its best use now. Just hold tight while it takes forever to lock the frigate in the first place. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Onictus
Silver Snake Enterprise Fatal Ascension
614
|
Posted - 2013.12.02 21:35:00 -
[2615] - Quote
inB4tenguisoverpowered |

Arthur Aihaken
The.VOID
705
|
Posted - 2013.12.02 21:41:00 -
[2616] - Quote
So much for RHMLs as well. Took a Rattlesnake out with RHMLs and drones and got absolutely massacred. Thorax, Arbitrator, Vexor, Navy Vexor, Navy Slicer, Harpy, Hawk, Republic Firetail, Elite Matara, Tristan and a Drake for good measure (there were a few Thorax and Vexors). Could not kill a single ship with RHMLs. Not a one. I put the Vexor about 50% into armor, but that was a close as I got. I think the drones fared the best (used a combination of Wardens, Gardes and Hornets). I'd post the kill-mail, but what's the point. You can't hit anything with heavy missiles, regardless of rate of fire.
RIP missiles. RIP... I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
464
|
Posted - 2013.12.02 21:45:00 -
[2617] - Quote
This is the RLML I would solo in now (if I REALLY had too - I don't, so won't). Its completely laughable, but with it, you can kill whatever frigate, if its stupid enough to hang around for 8 seconds and can hopefully doesn't have more than three points on it. Its completely gimped in so many ways, but the mechanic and reload of the RLML means its probably its best option. I wouldn't bother with DPS drones - you'll be warping off in 50 seconds so why bother. ECM ones in case you have three points on you.
[Caracal, Strangest Cruiser in EVE] Warp Core Stabilizer II 'Halcyon' Core Equalizer I Ballistic Control System II Ballistic Control System II
10MN Microwarpdrive II Large Ancillary Shield Booster, Navy Cap Booster 200 Sensor Booster II, Scan Resolution Script Adaptive Invulnerability Field II Faint Warp Disruptor I
Rapid Light Missile Launcher II, Inferno Precision Light Missile Rapid Light Missile Launcher II, Inferno Precision Light Missile Rapid Light Missile Launcher II, Inferno Precision Light Missile Rapid Light Missile Launcher II, Inferno Precision Light Missile Rapid Light Missile Launcher II, Inferno Precision Light Missile
Medium Warhead Calefaction Catalyst I Medium Targeting System Subcontroller I Medium Targeting System Subcontroller I
Hornet EC-300 x2 "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Utopia Atheras
Powder and Ball Alchemists Union The Predictables
8
|
Posted - 2013.12.02 21:50:00 -
[2618] - Quote
Moonaura wrote:Utopia Atheras wrote: Considering I'm very confused about the changes to the RLML, I'm hoping someone will enlighten me in terms of what am I doing wrong and how this weapon system should be used. I personally can only think of the drawbacks.
Needless to say, I'm very disappointed in CCP pushing forward with their idea unchanged despite the ample feedback from the community.
You aren't doing anything wrong, that is the sort of engagements Caracal's were getting into before. The only thing you can do is split the weapons - but overall, the new and improved RLML does 20% less DPS over the length of the engagement, and the 40 second reload mechanic is... yeah. Well. The best tactic now is to use it to kill frigates solo, quickly and then GTFO before his mates turn up, so you can at least reload. I'm not against it being in the game - if people want to use a missile system that does less far DPS than a gun boat, is far less flexible, can't reload for the right missile or range, and somehow is a better gank cruiser than a T1 Vexor that does 900 dps - then good luck to them. What I'd like is the choice, never to ever use it and have the old one back. And Heavy Missiles fixed as pay back for making us suffer through this thread. EDIT: In fact, I would now suggest the best Caracal fit includes Warp Stabs, so you can always warp off. That is without question its best use now. Just hold tight while it takes forever to lock the frigate in the first place.
You're right. Totally agree with you about having a choice!
I like the idea of a [fixed] swarm/burst RLML and an 'old school' version coexist in the game. Let people decide which one to use instead of forcing it on them.
I still think though, when it comes down to numbers it doesn't make much sense running Caracals as an anti-tackle platform. It takes fewer Ruptures to kill off frigates b/c you can alpha/volley them. Even if you have multiple Caracals firing at a tackle, they can warp off when they start taking damage, before they explode. This is due to low alpha on the missiles and flight time. The old school RLML was far more effective as screen/anti-tackle.
|

Moonaura
The Dead Rabbit Society
465
|
Posted - 2013.12.02 22:04:00 -
[2619] - Quote
Arthur Aihaken wrote:So much for RHMLs as well. Took a Rattlesnake out with RHMLs and drones and got absolutely massacred. Thorax, Arbitrator, Vexor, Navy Vexor, Navy Slicer, Harpy, Hawk, Republic Firetail, Elite Matara, Tristan and a Drake for good measure (there were a few Thorax and Vexors). Could not kill a single ship with RHMLs. Not a one. I put the Vexor about 50% into armor, but that was a close as I got. I think the drones fared the best (used a combination of Wardens, Gardes and Hornets). I'd post the kill-mail, but what's the point. You can't hit anything with heavy missiles, regardless of rate of fire.
RIP missiles. RIP...
Given you have so much ISK to burn...
Send me 1 million ISK and I will send you twice as much back! lol "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
465
|
Posted - 2013.12.02 22:05:00 -
[2620] - Quote
I know there are some thoughts by many people on the Tengu, but missiles should not be useless overall because one ship is OP. Improve the missiles. Nerf the Tengu. Are people still using the 100AB fit one? God I hate trying to catch those. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|

Onictus
Silver Snake Enterprise Fatal Ascension
614
|
Posted - 2013.12.02 22:10:00 -
[2621] - Quote
Moonaura wrote:I know there are some thoughts by many people on the Tengu, but missiles should not be useless overall because one ship is OP. Improve the missiles. Nerf the Tengu. Are people still using the 100AB fit one? God I hate trying to catch those.
Exactly the argument about Torps......basically the discussions was that torps have to remain crap ~because bombers~.
The last 100mn AB Tengu I saw I tackled with a bomber long enough for the fleet behind me to catch up, didn't even lose my hound of that tells you anything. |

Moonaura
The Dead Rabbit Society
465
|
Posted - 2013.12.02 22:17:00 -
[2622] - Quote
Onictus wrote:Moonaura wrote:I know there are some thoughts by many people on the Tengu, but missiles should not be useless overall because one ship is OP. Improve the missiles. Nerf the Tengu. Are people still using the 100AB fit one? God I hate trying to catch those. Exactly the argument about Torps......basically the discussions was that torps have to remain crap ~because bombers~. The last 100mn AB Tengu I saw I tackled with a bomber long enough for the fleet behind me to catch up, didn't even lose my hound of that tells you anything.
Ah, that is a good point. Lots of cloaky relatively cheap SB doing 600 dps and WTF alpha against cruisers would be a tad unfair. One solution would be to make the Javelins have far less DPS but hit far better, but without changing the bombers - and there is no way CCP would ever give them back their original Cruise Missiles - I can't see another, other than gimp the bombers RoF.
Ah, so the Tengu was Heavy Missile fit then lol :) "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Fourteen Maken
State Protectorate Caldari State
88
|
Posted - 2013.12.02 22:28:00 -
[2623] - Quote
haha I saw you in that solo Tengu sitting outside a plex for ages with a whole gang of shiny stuff huddled up inside, I knew I recognized the name from somewhere. RSPT |

Arthur Aihaken
The.VOID
706
|
Posted - 2013.12.02 23:03:00 -
[2624] - Quote
Fourteen Maken wrote:haha I saw you in that solo Tengu sitting outside a plex for ages with a whole gang of shiny stuff huddled up inside, I knew I recognized the name from somewhere.  RSPT Haha. What is it with Tengus that frigates seem to find so appealing?  I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
134
|
Posted - 2013.12.03 00:33:00 -
[2625] - Quote
Seems that most of us (excluding Bouh, who doesn't count) have reached the consensus that the new RHMLs and RLMLs tis horrendus. Yay! Now, I can go back to deciding what the hell I am going to do with the couple mil of SP in missiles I have...
CCP, where is my SP redistribution? I would like to move it to Projectile weapons please. I hear that Arty and Autos are awesome! lol __________
I will fix CCP Rise and Fozzie's horrible missile balancing for the Black Friday deal of 50,000 USD. However, any additional deranged ideas that need fixing will cost you $500 USD per item. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
33
|
Posted - 2013.12.03 00:42:00 -
[2626] - Quote
Kenshi Hanshin wrote:Seems that most of us (excluding Bouh, who doesn't count) have reached the consensus that the new RHMLs and RLMLs tis horrendus. Yay! Now, I can go back to deciding what the hell I am going to do with the couple mil of SP in missiles I have...
CCP, where is my SP redistribution? I would like to move it to Projectile weapons please. I hear that Arty and Autos are awesome! lol I heard that pretty much anything besides missiles is awesome. And it gets even more awesome if you trade in your Caldari SP too and put that somewhere useful for a change. |

Zvaarian the Red
Evil Leprechaun Brigade
138
|
Posted - 2013.12.03 00:48:00 -
[2627] - Quote
Harvey James wrote:i would suggest - nerf light missile damage 10% maybe buff light missile launchers ROF if needed for frigs -increase ammo capacity by about double on RLML's (HAMS have 60 maybe reduce HAMS to 45) - reduce reload time to 25 seconds and increase reload time on all missile launchers to 17.5 seconds - add reduced reload time skill for all launchers 1 second a level.
i always think its strange that missiles can reload as fast as projectiles do seems strange too me.. bulkiness and all i would think a crew would need to practice reloading missiles more than reloading bullets
Wow those are some truly terrible ideas... |

Arthur Aihaken
The.VOID
717
|
Posted - 2013.12.03 01:57:00 -
[2628] - Quote
Well, there goes 3.25-million SP down the drain. I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
472
|
Posted - 2013.12.03 02:09:00 -
[2629] - Quote
Harvey James wrote:i would suggest - nerf light missile damage 10% maybe buff light missile launchers ROF if needed for frigs
The actual DPS on light missiles are perfect. Like quite literally spot on. The only fault with them is more to do with the Light Precision missile, as although it is meant to be very accurate, against fast AB fit frigates it still hits a little too well, so need a very mild explosion radius / explosion velocity nerf. And I mean minor, or the things will be gimped and useless like Heavy Precision missiles are now.
With the rest of your points, you are quite literally outlining the mechanics of the original RLML we just lost in Rubicon... *face palms*
Harvey James wrote: i always think its strange that missiles can reload as fast as projectiles do seems strange too me.. bulkiness and all i would think a crew would need to practice reloading missiles more than reloading bullets
This is a cutaway drawing of one of the largest guns ever to be fired in anger. It was designed in the late 1930's.
http://graphics.latimes.com/media/flatgraphics/towercard/86/iowaTurretTowerFinal.jpg
Now imagine technology thousands of years from now and you have your answer. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Zvaarian the Red
Evil Leprechaun Brigade
140
|
Posted - 2013.12.03 02:27:00 -
[2630] - Quote
Moonaura wrote: With the rest of your points, you are quite literally outlining the mechanics of the original RLML we just lost in Rubicon... *face palms*
I'm pretty sure the batshit crazy idea to make all missile launchers take 75% longer to reload wasn't part of the original RLML... |
|

Arthur Aihaken
The.VOID
718
|
Posted - 2013.12.03 02:30:00 -
[2631] - Quote
Zvaarian the Red wrote:I'm pretty sure the batshit crazy idea to make all missile launchers take 75% longer to reload wasn't part of the original RLML... It's in the right bat channel, though. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
719
|
Posted - 2013.12.03 03:38:00 -
[2632] - Quote
Hybrids. 10km range with antimatter, 80-round capacity, dual thermic-kinetic damage and best of all: 5-second reload time. Yeah, only 5 seconds to either reload -or- swap ammo out for a different range. And it weighs next to nothing; 10,000 rounds of medium hybrid ammunition takes up 100 m3 of cargo space. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
719
|
Posted - 2013.12.03 04:08:00 -
[2633] - Quote
CCP Rise, when you have a moment - could you outfit a Caracal for solo PvP using RLMLs and post the killmail results? I'd love to see your fit to get an idea of where I'm going wrong. Thanks. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
78
|
Posted - 2013.12.03 05:25:00 -
[2634] - Quote
Bouh Revetoile wrote:Again, RLML are NOT a solo weapon anymore. They are frigate interdiction weapons, and they will be very good at that.
Example : you are in a cruiser fleet and one get tackled by a fast tackler, but the RLML cruiser in the fleet will fastly get rid of him and the fleet will safely go away. In the same kind of fleet, the RLML ship will also be able to shoot at any frigate (tackle, EWAR...) an ennemy fleet could have, removing them from the field.
And if required, the RLML ship can shoot at the primary and add a good burst dps to take down a target before reloading.
A drone ship can do the same, but a lot less effectively : light drones will never ever have 300dps.
RLML ship are now escorting vessels for the fleet, a job destroyers are bad at because they are too vulnerable to ennemy cruisers the fleet might encounter.
And RHML should work the same for BS against cruisers, yet I think a BS can wait 40 seconds and continue the fight then, si I think it's less damaging for them, unless you plan to shoot at BS.
Logistic ships are the worst ship in game for soloing, yet no one would say they are useless. They are supporting ships. RLML are now supporting weapons.
RLML and RHML are not supposed to obsolete other missiles systems and a lot of complaints here aimed the fact that they can't replace other weapons effectively, but they should not do that. There should be use cases for all of them, but for most situations involving low numbers in point range, HAM should be the weapon of choice, exactly like short range turrets are the weapons of choice for turret point range engagements.
So what we have is a weapon that is only useful for 1 role and only 1 target at a time. Yes an RLML caracal in a fleet of cruisers can take out 1 tackler but then, it is a cruiser fleet so any ship in the fleet can take out a tackler, what is the caracals role, it doesn't have 1.
Unless you have perfect skills your rlml caracal does not have 300 dps. Mine does, 260dps with precision @ 31k, if the tackler is not scrammed and webbed there is a damned good chance the caracal is not going to kill it. If it is webbed and scrammed you don't need the caracal as it will be killed by any other ship in your cruiser fleet.
How you could even try to compare a logistics ship to a caracal just beggars belief. One is supposed to be an attack cruiser, the other is a defensive (logistics) ship. Nothing comparable on them. Actually if you include reload time, my Exequror has more DPS than my caracal.
A supporting weapon that is only useful for a very limited time is not a support so much as a hindrance.
If you really believe missiles are so useful, why do you not use them??
The complaints here are not so much they can't replace a weapon as they are about them replacing a weapon and now not having an alternative. There is NO RLML as it was prior to Rubicon and there is nothing to use in its place.
Look at it this way; Would you be happy if at the next update ALL medium rail guns got a 40 second reload time but beam lasers and projectiles didn't?
|

Sgt Ocker
State War Academy Caldari State
78
|
Posted - 2013.12.03 05:32:00 -
[2635] - Quote
Dr Sraggles wrote:Is there some Null Blob Doctrine for their mega fleet battles that makes missiles OP?
Is that the problem? When you get 300 Ravens/Carcals together then that is more powerful than 300 Megathrons/Vexors?
I am sorry but that is just really funny. There is a simple reason nul fleets don't use missiles. Missiles aren't good enough - see HML nerf & the hundreds of drakes that went up for sale just after. |

Utopia Atheras
Powder and Ball Alchemists Union The Predictables
11
|
Posted - 2013.12.03 07:45:00 -
[2636] - Quote
Sgt Ocker wrote:Bouh Revetoile wrote:Again, RLML are NOT a solo weapon anymore. They are frigate interdiction weapons, and they will be very good at that.
Example : you are in a cruiser fleet and one get tackled by a fast tackler, but the RLML cruiser in the fleet will fastly get rid of him and the fleet will safely go away. In the same kind of fleet, the RLML ship will also be able to shoot at any frigate (tackle, EWAR...) an ennemy fleet could have, removing them from the field.
And if required, the RLML ship can shoot at the primary and add a good burst dps to take down a target before reloading.
A drone ship can do the same, but a lot less effectively : light drones will never ever have 300dps.
RLML ship are now escorting vessels for the fleet, a job destroyers are bad at because they are too vulnerable to ennemy cruisers the fleet might encounter.
And RHML should work the same for BS against cruisers, yet I think a BS can wait 40 seconds and continue the fight then, si I think it's less damaging for them, unless you plan to shoot at BS.
Logistic ships are the worst ship in game for soloing, yet no one would say they are useless. They are supporting ships. RLML are now supporting weapons.
RLML and RHML are not supposed to obsolete other missiles systems and a lot of complaints here aimed the fact that they can't replace other weapons effectively, but they should not do that. There should be use cases for all of them, but for most situations involving low numbers in point range, HAM should be the weapon of choice, exactly like short range turrets are the weapons of choice for turret point range engagements. So what we have is a weapon that is only useful for 1 role and only 1 target at a time. Yes an RLML caracal in a fleet of cruisers can take out 1 tackler but then, it is a cruiser fleet so any ship in the fleet can take out a tackler, what is the caracals role, it doesn't have 1. Unless you have perfect skills your rlml caracal does not have 300 dps. Mine does, 260dps with precision @ 31k, if the tackler is not scrammed and webbed there is a damned good chance the caracal is not going to kill it. If it is webbed and scrammed you don't need the caracal as it will be killed by any other ship in your cruiser fleet. How you could even try to compare a logistics ship to a caracal just beggars belief. One is supposed to be an attack cruiser, the other is a defensive (logistics) ship. Nothing comparable on them. Actually if you include reload time, my Exequror has more DPS than my caracal. A supporting weapon that is only useful for a very limited time is not a support so much as a hindrance. If you really believe missiles are so useful, why do you not use them?? The complaints here are not so much they can't replace a weapon as they are about them replacing a weapon and now not having an alternative. There is NO RLML as it was prior to Rubicon and there is nothing to use in its place. Look at it this way; Would you be happy if at the next update ALL medium rail guns got a 40 second reload time but beam lasers and projectiles didn't?
|

Bouh Revetoile
TIPIAKS
434
|
Posted - 2013.12.03 08:25:00 -
[2637] - Quote
Sgt Ocker wrote:Unless you have perfect skills your rlml caracal does not have 300 dps. Mine does, 260dps with precision @ 31k, if the tackler is not scrammed and webbed there is a damned good chance the caracal is not going to kill it. If it is webbed and scrammed you don't need the caracal as it will be killed by any other ship in your cruiser fleet.
How you could even try to compare a logistics ship to a caracal just beggars belief. One is supposed to be an attack cruiser, the other is a defensive (logistics) ship. Nothing comparable on them. Actually if you include reload time, my Exequror has more DPS than my caracal. Navy missiles will hit most frigates fine...
And you should maybe read the definition of "support" to understand what I meant with the logi comparison.
But reading you there, I have the impression that light missiles were already almost useless before rubicon and turrets were already much better with drones to hunt frigates. Simple question then : why were Caracal so much popular in FW ?
In fact, you just look like you want turrets with missiles skills, because you always minimize all missiles advantages and maximize turret ones. You look like hating missiles and largely prefering turrets, but still stick to missiles in some masochistic way...
Quote:Look at it this way; Would you be happy if at the next update ALL medium rail guns got a 40 second reload time but beam lasers and projectiles didn't? If railguns could hit targets below 15km and see their dps doubled with this, they would be amazing and we wouldn't have overlap between beams and railguns anymore, but that would be redundant with RLML now.
Oh, and nobody ever answered the question of the overlap between old RLML and HML : with old RLML, what role HML would fit ? |

Abrazzar
Vardaugas Family
2295
|
Posted - 2013.12.03 08:38:00 -
[2638] - Quote
Why not just magnify on what's done? Improve RoF with reducing the duration by 50% and increase reload time to 60 seconds. Bukkake mode activate! Sovereignty and Population New Mining Mechanics |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
240
|
Posted - 2013.12.03 09:04:00 -
[2639] - Quote
I think CCP should start with the Basic problems, before patching the wounds of induvidual missile problem.
The Basic problem is that missiles are static.
Turrets and Drones can easier adapt to changes, through a great choice of amunition, modules, rigs and even modules that are not directly turret related. (more agilty will make it easier to get your tranversal right) and piloting.
Missiles lack these modules /ammo choices (they "have"selectical damage, though most ships have there bonus on a speciic damage type, so in quite some occasions that is a paper bonus)/ and they will not profit from any form of damage aplication through launcher related modules (I consider the Web and TP directly related to the launchers)
So with every ballance adjustment it's much harder to adapt to changes with launchers/missiles that is is with turrets based weapons, due to the lack of options.
this works both way's they have the tendency to become very fast either O.P. or useless.
My sugestion to the Ballance Crew would be the following:
for now, finish ballancing the ships.
Then start redesigning missiles as a whole, so users can adapt to changes in the future.
Untill then please return the old RLML or make it a system next to the currrent system.
damage projection ballancing/the lack of adaptablility and the insane SP cost compared to turrets and drones are at this moment the biggest problems for making missiles a useful system.
|

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
90
|
Posted - 2013.12.03 09:30:00 -
[2640] - Quote
I think we take the problem by the wrong side.
When you create something whatever it is, you must think about one thing: GÇ£What will I do with this?GÇ¥ RLML and RHML have a mission: Destroy smaller ships. Fregates and Destroyers for RLML and Cruisers and Battlecruisers for RHML. They must be good, very good, at this because in any other case they will be worse than other modules.
To me, they are not good enough at this because, without a web, after they killed one target they cannot kill a second one. With a web and mounted on the good ship they will be able to destroy two or three targets at best before reloading. And the time reload is so long that the fight will end before you will be able to shoot a second time.
Perharps the best way to modify them would be to see these modules as secondary weapons. Give them excellent base stats but give no bonus to any ship to use it.
So you would mount them on all cruisers or BS as secondary weapon as you use drones. Good Rate of Fire, Long recharge time, but 50 units loaded instead 18. No bonus on Caracal or BC or BS. If you mount them as primary weapon on a caracal you would have no Damage bonus (range bonus why not)
|
|

Sgt Ocker
State War Academy Caldari State
78
|
Posted - 2013.12.03 11:09:00 -
[2641] - Quote
Arthur Aihaken wrote:Fun times. This is an interesting RLML update... I equipped a "suicide Tengu" and went looking for a fight. Took me 20 jumps through low-sec to finally find one (go figure). I ran 5x Arbalest RLMLs with no missile rigs, modules or other enhancements. I got into an engagement with a Incursus, Keres, Navy Comet, Thrasher and Malediction. Wasted the Incursus in no-time flat, put the Keres into hull twice (driving it off twice) and mauled the Thrasher and Malediction. Long story short: the frigates and destroyers all tucked tail and ran as soon as they realized they were screwed. Even the cruisers were wary.
They tried scrambling me - nope. Tried web'ing - nope. Tried neuts - nope. Then they called in the big guns. I finally went down to the combined firepower from a Thorax, Rupture, Navy Brutix and Typhoon. Before perishing in a glorious fireball, I peeled the shields completely off the Brutix and Rupture - and knocked about 10% armor off each (best I could do; RMLs just don't have staying power). I died to a combination of Neutron Blasters, Hammerheads and Mjolnir Rage Torpedos (Tengus do have a pretty big EM hole).
If I'd been in a Caracal I'd have been dead long before the heavies showed up, though. Hate to be harsh here BUT in a 600mil very specifically fit ship, you managed to kill 1 frigate who could not shoot back, while a comet had him scrammed and pointed?? I'm sorry but that is not a really glowing "RLML are good" showing is it?
** Looks like it was a fun fight though 
|

Sgt Ocker
State War Academy Caldari State
78
|
Posted - 2013.12.03 11:41:00 -
[2642] - Quote
Cardano Firesnake wrote:I think we take the problem by the wrong side. So you would mount them on all cruisers or BS as secondary weapon as you use drones. Good Rate of Fire, Long recharge time, but 50 units loaded instead 18. No bonus on Caracal or BC or BS. If you mount them as primary weapon on a caracal you would have no Damage bonus (range bonus why not)
Caracal has no damage bonus, that is part of the problem related to RLML. ROF bonus simply means that every 44 seconds you have to wait 40 seconds to fire again. As a secondary weapon system, do you mean in utility slots or instead of another weapon? I put 2 on a navy cane just to see whether it was worth it. 51 DPS for 85 seconds, I figure it might come in handy for shooting a drone or 2
|

Sgt Ocker
State War Academy Caldari State
78
|
Posted - 2013.12.03 12:34:00 -
[2643] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:Unless you have perfect skills your rlml caracal does not have 300 dps. Mine does, 260dps with precision @ 31k, if the tackler is not scrammed and webbed there is a damned good chance the caracal is not going to kill it. If it is webbed and scrammed you don't need the caracal as it will be killed by any other ship in your cruiser fleet.
How you could even try to compare a logistics ship to a caracal just beggars belief. One is supposed to be an attack cruiser, the other is a defensive (logistics) ship. Nothing comparable on them. Actually if you include reload time, my Exequror has more DPS than my caracal. Navy missiles will hit most frigates fine... And you should maybe read the definition of "support" to understand what I meant with the logi comparison. But reading you there, I have the impression that light missiles were already almost useless before rubicon and turrets were already much better with drones to hunt frigates. Simple question then : why were Caracal so much popular in FW ? In fact, you just look like you want turrets with missiles skills, because you always minimize all missiles advantages and maximize turret ones. You look like hating missiles and largely prefering turrets, but still stick to missiles in some masochistic way... Quote:Look at it this way; Would you be happy if at the next update ALL medium rail guns got a 40 second reload time but beam lasers and projectiles didn't? If railguns could hit targets below 15km and see their dps doubled with this, they would be amazing and we wouldn't have overlap between beams and railguns anymore, but that would be redundant with RLML now. Oh, and nobody ever answered the question of the overlap between old RLML and HML : with old RLML, what role HML would fit ? bear all or part of the weight give assistance to
I know what support means and if you consider at best 50 seconds firing time, out of every 90 to be of much more than minor assistance, that could not be better filled by a more appropriate weapon, then ok rlml is a support weapon. Albeit only useful for half of any engagement you may be in, I can't see many small gangs opting to use rlml in preference to turrets. Where as logi is useful for the whole engagement, is not affected by overly long reload times and can also apply DPS. In fact much the same DPS as an RLML caracal in a fight that lasts more than 2 mins.
Prior to Rubicon the RLML caracal and bellicose had a very distinct role that they did not excel in but were good at.. As you say, prior to Rubicon caracal was popular, it is no more as it is no longer capable of doing the same thing it did prior.
Where do you get the idea light missiles got their DPS doubled? They actually over 100 seconds ( close to average fight time?) do half the DPS they did prior to Rubicon.
The question about overlap between RLML and HML has been answered many many times in this thread and many other threads. The reason so many started using RLML was because of the heavy missile nerf which made them a worse option than RLML. Heavy missiles have not changed so now there is no option but to cross train
If you look at the kill boards, Caracal ranks very low on the list. Yet it has been touted as the best thing since sliced bread and suffered because of it. RLML Caracal was an adequate ship that did a specific job pretty well, it was not OP in the hands of someone with less than perfect skills and is now less than usable for those same players (me for 1). 262 DPS @ 31k for 44 seconds then none for the next 40 is not viable. With the old launcher if there were 2 or 3 frigates together I might kill 1 and have the other 2 warp off, now I might kill 1 then die to the other 2 as I am out for a 40 second reload.
|

Bouh Revetoile
TIPIAKS
434
|
Posted - 2013.12.03 13:02:00 -
[2644] - Quote
Sgt Ocker wrote:Where do you get the idea light missiles got their DPS doubled? They actually over 100 seconds ( close to average fight time?) do half the DPS they did prior to Rubicon. That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase.
Quote:The question about overlap between RLML and HML has been answered many many times in this thread and many other threads. The reason so many started using RLML was because of the heavy missile nerf which made them a worse option than RLML. Heavy missiles have not changed so now there is no option but to cross train So you are saying that because you don't like HML you deserve RLML to completely take their place ?
That's not adressing overlap between RLML and HML, that's completely abandoning HML for another weapon. And if HML have a problem, HML need fix, not RLML to take their place.
My opinion is that HML were OP, and when they were nerfed, RLML became OP because of LM buff and took the place of HML but nothing really changed.
I'm asking about the role and stats HML and RLML should have to not overlap eachother and not obsolete turrets.
PS : caldari navy light missiles hit frigates more than fine. |

Arthur Aihaken
The.VOID
723
|
Posted - 2013.12.03 13:42:00 -
[2645] - Quote
Bouh Revetoile wrote:Oh, and nobody ever answered the question of the overlap between old RLML and HML : with old RLML, what role HML would fit ? They need to first fix HML so it actually has a role outside of missioning.
Mike Whiite wrote:...for now, finish ballancing the ships. Except rebalancing will never be done, and in the interim missiles continue to be pushed to the back burner. And with each ship rebalance and update missile-based hulls continue to be severely unbalanced. What we need is a specific focus and push to get missile systems finally fixed in the next update. It wouldn't require anything earth shattering: just the desire and will to make a few minor tweaks.
Cardano Firesnake wrote:When you create something whatever it is, you must think about one thing: GÇ£What will I do with this?GÇ¥ RLML and RHML have a mission: Destroy smaller ships. Except they don't even excel at that. At least with the other weapon systems you're dealing 2-3/4 damage types. With missiles, if you've guessed wrong - the battle is lost before it's even begun. And unless you can extract yourself, you're finished. The issue is first and foremost the excessive reload/swap time, because it completely eliminates all your tactical options. Right now the rapid launchers are so niche that they're not even effective for a specific role; they can't even be utilized as a primary weapons system, let alone a secondary or tertiary.
Sgt Ocker wrote:Hate to be harsh here BUT in a 600mil very specifically fit ship, you managed to kill 1 frigate who could not shoot back, while a comet had him scrammed and pointed?? I'm sorry but that is not a really glowing "RLML are good" showing is it? ** Looks like it was a fun fight though  Actually, he wasn't scrammed - he just had the misfortune to be the first ship that tried to engage me - and I was able to finish him off before he could align and jump out. After that, since I didn't have any point or scram - the other ships immediately started warping off as soon as they dropped into armor. So it was kind of a "fool me once, shame on you; fool me twice, shame on me" scenario with a rather quick learning curve. Yes, it was fairly intense. If I'd had an EM ward amplifier it would've dragged on even longer. And if I'd chosen a location where I could actually dock or jump, I could've ended the engagement within 60 seconds (picking a fight outside an undockable station was probably not the best choice, lol). I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
36
|
Posted - 2013.12.03 14:01:00 -
[2646] - Quote
Bouh Revetoile wrote:
PS : caldari navy light missiles hit frigates more than fine.
In your vast experience with missiles right? Or is that something you picked up running from all the missile boats you encountered? Or did you pull this out of your ass like the rest of your simple-minded arguments? |

Arthur Aihaken
The.VOID
723
|
Posted - 2013.12.03 14:04:00 -
[2647] - Quote
Bouh Revetoile wrote:That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase. This is completely false. The "50% more DPS" statement is a myth, as it presumes you're utilizing the most effective ammunition in every engagement. Since the 40-second swap precludes any tactical changes once battle has commenced, you have a 1:4 chance of being correct; less if you hedge your bets with different damage types. As most Caldari ships get a kinetic bonus, it's also very easy for opponents to negate this. With the old RLMLs, you could swap ammo out in 10 seconds (more than enough time to influence the outcome) - so all your opponent need do now is survive the initial 50-second onslaught, point you and bat phone support.
Addendum: I really think we should start ignoring Bouh. Either he's trolling for his own entertainment or he has some seriously misguided and hard fast notions about missile mechanics. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
36
|
Posted - 2013.12.03 14:18:00 -
[2648] - Quote
Arthur Aihaken wrote:
Addendum: I really think we should start ignoring Bouh. Either he's trolling for his own entertainment or he has some seriously misguided and hard fast notions about missile mechanics. Consider this my last Bough-related response. /ignore.
I'm glad you said this, and I approve. He is drawing attention away from where it needs to be. |

Bouh Revetoile
TIPIAKS
434
|
Posted - 2013.12.03 14:36:00 -
[2649] - Quote
Arthur Aihaken wrote:Bouh Revetoile wrote:That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase. This is completely false. The "50% more DPS" statement is a myth, as it presumes you're utilizing the most effective ammunition in every engagement. Since the 40-second swap precludes any tactical changes once battle has commenced, you have a 1:4 chance of being correct; less if you hedge your bets with different damage types. As most Caldari ships get a kinetic bonus, it's also very easy for opponents to negate this. With the old RLMLs, you could swap ammo out in 10 seconds (more than enough time to influence the outcome) - so all your opponent need do now is survive the initial 50-second onslaught, point you and bat phone support. FYI, Rise acknowledge the reload problem and said they were working on it.
If this is the only gripe you have against RLML, I'd say "problem solved"...
And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ?
Because the way I see it, you are only looking for a medium missile system able to **** armies of frigates and still be competitive against cruisers (I'm slightly exagerating). You are looking to do exactly what turret ships can do (blap approching frigates with medium weapons) but with missiles and while keeping all other missiles advantages (not position related damage). Or I didn't understand something (most probably) ? But most missiles "fix" proposed here were insane buff to about all medium missile systems without any care for weapons role and balance (with good exceptions though).
As a side note, actually smart people don't only look to talk only with those who agree with them. Confrontation of ideas is actually a good thing if you are not a stubborn fanatic impervious to reason, logic or new ideas. |

Baali Tekitsu
Herrscher der Zeit Test Alliance Please Ignore
424
|
Posted - 2013.12.03 14:45:00 -
[2650] - Quote
Bouh Revetoile wrote:Arthur Aihaken wrote:Bouh Revetoile wrote:That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase. This is completely false. The "50% more DPS" statement is a myth, as it presumes you're utilizing the most effective ammunition in every engagement. Since the 40-second swap precludes any tactical changes once battle has commenced, you have a 1:4 chance of being correct; less if you hedge your bets with different damage types. As most Caldari ships get a kinetic bonus, it's also very easy for opponents to negate this. With the old RLMLs, you could swap ammo out in 10 seconds (more than enough time to influence the outcome) - so all your opponent need do now is survive the initial 50-second onslaught, point you and bat phone support. FYI, Rise acknowledge the reload problem and said they were working on it. If this is the only gripe you have against RLML, I'd say "problem solved"... And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ? Because the way I see it, you are only looking for a medium missile system able to **** armies of frigates and still be competitive against cruisers (I'm slightly exagerating). You are looking to do exactly what turret ships can do (blap approching frigates with medium weapons) but with missiles and while keeping all other missiles advantages (not position related damage). Or I didn't understand something (most probably) ? But most missiles "fix" proposed here were insane buff to about all medium missile systems without any care for weapons role and balance (with good exceptions though). As a side note, actually smart people don't only look to talk only with those who agree with them. Confrontation of ideas is actually a good thing if you are not a stubborn fanatic impervious to reason, logic or new ideas.
You are having a wrong approach on the matter. Bring back old rapid missile systems, they were fine and buff the other medium missiles, so they are not worse than a roughly 220 DPS weapon system at doing their job, which would translate to buffing HAM and HM application and slightly buffring their damage. RLMLs certainly werent OP and just because they were better at killing Cruisers and other medium stuff than the other missiles tells us how ****** HAMs and HMs are. Taking the "if the others are ****, everything needs to be ****" approach isnt a good idea and the whole change was unneccesary. And the argument that they shouldnt be able to butcher frigs is just ridiculous, they are meant to do exactly this. RATE LIKE SUBSCRIBE |
|

Mike Whiite
Stupid Stunts The Wolfpack Nexus
240
|
Posted - 2013.12.03 15:09:00 -
[2651] - Quote
Quote:Mike Whiite wrote:...for now, finish ballancing the ships. Except rebalancing will never be done, and in the interim missiles continue to be pushed to the back burner. And with each ship rebalance and update missile-based hulls continue to be severely unbalanced. What we need is a specific focus and push to get missile systems finally fixed in the next update. It wouldn't require anything earth shattering: just the desire and will to make a few minor tweaks.
I understand what you mean and a part of me feels the same way.
at the moment it would be very in efficient to drop ships and move to launchers/missiles, let them finish the current non cap round. pirate, t2 and t3 ships. and then takle a good look at the problem insteat of a quick patch to stop the bleeding for now, to see the problem arise with the next round of ballance changes. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
321
|
Posted - 2013.12.03 15:29:00 -
[2652] - Quote
Baali Tekitsu wrote:
You are having a wrong approach on the matter. Bring back old rapid missile systems, they were fine and buff the other medium missiles, so they are not worse than a roughly 220 DPS weapon system at doing their job, which would translate to buffing HAM and HM application and slightly buffring their damage. RLMLs certainly werent OP and just because they were better at killing Cruisers and other medium stuff than the other missiles tells us how ****** HAMs and HMs are. Taking the "if the others are ****, everything needs to be ****" approach isnt a good idea and the whole change was unneccesary. And the argument that they shouldnt be able to butcher frigs is just ridiculous, they are meant to do exactly this.
If it was at the cost of being very poor vs cruisers then the old RLML would have been fine. On the other hand, they were quite good vs cruisers and they were so easy to fit you could have a LR weapon system with a massive tank and plenty of speed. It was the all in one weapon.
It needed a nerf and instead of just hitting it with the nerf bat and reducing the damage by 20% they went a little more creative and gave the weapon a burst damage that is insane followed by a long reload which equates to an overall 20% sustained damage nerf or 20% less damage per minute.
If you got the old RLML back it would receive the fitting nerf and 20% DPS nerf and be pretty crap and dull.
Yes, the ammo switching is a problem but it is getting looked into. Wait for the point release.
The size of the magazine/clip has been carefully considered (potential damage per clip) so that the burst damage isn't completely OMGWTFBBQAREYOUAWIZARD. Coupled with the length of the reload to give the sustained damge that was desired for this weapon.
Yes, HML's have really, really bad damage application. I imagine Rise and Fozzie have been made aware of that by the community by now and have even stated that they are looking at HM performance between now and the point release.
I have been having a go at using these weapons in PvE as well as PvP and I find that they work as intended. The biggest problem for me is simply the ammo switching. Lets see if the ammo switching fix makes these weapons even more useful and if they make HM's useful again I will be using those even more often than not!
Have patience |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
154
|
Posted - 2013.12.03 15:45:00 -
[2653] - Quote
Moonaura wrote: I know there are some thoughts by many people on the Tengu, but missiles should not be useless overall because one ship is OP. Improve the missiles. Nerf the Tengu.
Tengu is in many ways a very expensive ship to fly and if you nerf it, people will switch to something else and stop using it. It's really as simple as that. We all know how much CCP Hammer and CCP Destroyer are incapable of fine tuning. They will nerf it by 20% as they did with Drake and you will have even more Caldari pilots feeling stupid, fooled to invest their time and SP into something that's not meant to last. |

Bouh Revetoile
TIPIAKS
434
|
Posted - 2013.12.03 15:58:00 -
[2654] - Quote
Baali Tekitsu wrote:You are having a wrong approach on the matter. Bring back old rapid missile systems, they were fine and buff the other medium missiles, so they are not worse than a roughly 220 DPS weapon system at doing their job, which would translate to buffing HAM and HM application and slightly buffring their damage. RLMLs certainly werent OP and just because they were better at killing Cruisers and other medium stuff than the other missiles tells us how ****** HAMs and HMs are. Taking the "if the others are ****, everything needs to be ****" approach isnt a good idea and the whole change was unneccesary. And the argument that they shouldnt be able to butcher frigs is just ridiculous, they are meant to do exactly this. Myu question was actually asking how they should be, according to you all who know so much about missiles, not how they currently are.
Stop considering one thing at a time, and please tell everyone what role and stats each medium missile system should have to be useful and not overlap on the others while not obsoleting turrets. |

Dr Sraggles
The Covenant of Blood
42
|
Posted - 2013.12.03 18:25:00 -
[2655] - Quote
Dear CCP Rise,
Previously we have expanded on the concept of "User Metrics" to assess the acceptance and effectiveness of certain weapon systems and your intent on considering this at least in part when looking at ship/weapon system balance.
I ask that you and the community take a look at these metrics compiled from 12/1 to 12/3.
http://eve-kill.net/?a=top20
Now, it is my understanding that these are self reported metrics (I could be wrong) and so there would be an inherent bias in this statistical compilation. However, I would welcome your comments as well, in the spirit of game balance, ask what it is that you would dispute in the accuracy of these statistics?
In particular I would draw your attention to the "Rank Weapons" where we find the only missile system dead last in the Top 20 and it is the Light Missile II launcher, a frig class weapon.
Note that the RLML and RHML are nowhere to be seen as well as the ships capable of mounting these systems. Needless to say there is not a sign of HAMS or HML.
Note in the "Rank Ships" list that there is a significant outlier (Dominix) that indicates profound balance issues but the one shining light for Caldari is the Tengu. However as it's perceived weapons system (missiles) is nowhere to be seen apparently they are Rail Tengus which (apparently?) are used in Null Blob fleet doctrine per report.
Regardless, the point is that something missile was not fixed with Rubicon, it was further broken in fact if these metrics have validity.
I welcome your feedback and that of any others that can shed light on these issues and how these lists are compiled as there appears to be a disconnect between ship success and weapons success that is not apparent to me.
best |

Zvaarian the Red
Evil Leprechaun Brigade
147
|
Posted - 2013.12.03 19:57:00 -
[2656] - Quote
Bouh Revetoile wrote:
And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ? .
HMLs should excel against cruisers and be marginally effective against smaller targets. RLMLs should excel against frigs and destroyers and be marginally effective against larger targets. Right now, HMLs are only truly effective against BCs and above, while RLMLs are only truly effective against solo or maybe duo frigs not sporting heavy tank. In other words neither has any real flexibility, and are therefore purely niche weapons. |

Moonaura
The Dead Rabbit Society
472
|
Posted - 2013.12.03 20:00:00 -
[2657] - Quote
That is fascinating. But it also interesting given how high the Tengu use is (although it can use Blasters).
Regarding what I said about improving Heavy Missiles and nerfing the Tengu, I'm talking about tweaking the bonuses it would get with missiles. If the missiles themselves hit better - which is the fundamental issue with Heavy Missiles - then sure it makes sense that the Tengu would still be just as powerful, even with a tweak to its bonuses? So in fairness, its not a nerf that would stop their use, but just keep it where it is at.
So essentially what I'm suggesting is that Heavy Missiles are improved for all missile ships (because they are woeful at present), vs. stopping the Tengu becoming even more powerful.
This is the heart of what makes good balancing, surely? "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
472
|
Posted - 2013.12.03 20:01:00 -
[2658] - Quote
Bouh Revetoile wrote:
And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ? .
There is no overlap. RLML are, as discussed over a 133 pages and counting - gimped. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
475
|
Posted - 2013.12.03 20:18:00 -
[2659] - Quote
Buoh, you might want to look through the top 20 PvP pilots ship use. Please note all those Caracal's with RLML in there.
No no... I'm joking of course 
Almost all of them are using guns, and most of them are flying gallente. Given all that I and other have said to you, surely this is a crazy unfortunate coincidence surely? lol "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Zircon Dasher
313
|
Posted - 2013.12.03 20:30:00 -
[2660] - Quote
Moonaura wrote:Buoh, you might want to look through the top 20 PvP pilots ship use. Please note all those Caracal's with RLML in there. No no... I'm joking of course  Almost all of them are using guns, and most of them are flying gallente. Given all that I and other have said to you, surely this is a crazy unfortunate coincidence surely? lol
Since the top 20 list is such a great tool to tell us about weapon popularity it is nice to see HML's up.
How long were RLML Caracals in the top 20? Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
155
|
Posted - 2013.12.03 20:32:00 -
[2661] - Quote
Moonaura wrote:Buoh, you might want to look through the top 20 PvP pilots ship use. Almost all of them are using guns, and most of them are flying gallente. Given all that I and other have said to you, surely this is a crazy unfortunate coincidence surely? lol He will reply that Capsule has a higher rank than Talos. |

Arthur Aihaken
The.VOID
723
|
Posted - 2013.12.03 20:38:00 -
[2662] - Quote
Moonaura wrote:That is fascinating. But it also interesting given how high the Tengu use is (although it can use Blasters).
Regarding what I said about improving Heavy Missiles and nerfing the Tengu, I'm talking about tweaking the bonuses it would get with missiles. If the missiles themselves hit better - which is the fundamental issue with Heavy Missiles - then sure it makes sense that the Tengu would still be just as powerful, even with a tweak to its bonuses? So in fairness, its not a nerf that would stop their use, but just keep it where it is at.
So essentially what I'm suggesting is that Heavy Missiles are improved for all missile ships (because they are woeful at present), vs. stopping the Tengu becoming even more powerful.
This is the heart of what makes good balancing, surely? Those are probably fleet railgun Tengus. The Tengu bonuses aren't that out of balance when you look at the new Cerberus:
Tengu: 5% kinetic damage, 7.5% ROF, 10% HM/HAM velocity (only) Cerberus: 5% kinetic damage, 5% ROF, 10% velocity (all), 10% flight time (all)
Cerberus will run 6 launchers (10 equivalent with bonuses) vs either 5 launchers (10 equivalent) or 6 launchers (12 equivalent) on the Tengu. Since running a 6th launcher on aTengu is really only for PvE, you're basically at the same DPS for a Tengu. So why exactly does it need to be nerfed into the ground again? I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
155
|
Posted - 2013.12.03 20:46:00 -
[2663] - Quote
Moonaura wrote:That is fascinating. But it also interesting given how high the Tengu use is (although it can use Blasters).
Regarding what I said about improving Heavy Missiles and nerfing the Tengu, I'm talking about tweaking the bonuses it would get with missiles. If the missiles themselves hit better - which is the fundamental issue with Heavy Missiles - then sure it makes sense that the Tengu would still be just as powerful, even with a tweak to its bonuses? So in fairness, its not a nerf that would stop their use, but just keep it where it is at.
So essentially what I'm suggesting is that Heavy Missiles are improved for all missile ships (because they are woeful at present), vs. stopping the Tengu becoming even more powerful.
This is the heart of what makes good balancing, surely? Generally speaking I like your idea but... if you buff heavy missiles insufficiently they will still be worse than they were before and you risk nerfing Tengu for HAM's as well. I don't believe CCP Hammer is able to do it without overdoing it, I just don't. Besides, Tengu with old heavies was never OP. Okay, perhaps range was a bit too much but that would be it. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
36
|
Posted - 2013.12.03 20:51:00 -
[2664] - Quote
Dr Sraggles wrote:Dear CCP Rise, Previously we have expanded on the concept of "User Metrics" to assess the acceptance and effectiveness of certain weapon systems and your intent on considering this at least in part when looking at ship/weapon system balance. I ask that you and the community take a look at these metrics compiled from 12/1 to 12/3. http://eve-kill.net/?a=top20Now, it is my understanding that these are self reported metrics (I could be wrong) and so there would be an inherent bias in this statistical compilation. However, I would welcome your comments and as well, in the spirit of game balance and an open dialogue, ask what it is that you would dispute in the accuracy of these statistics? In particular I would draw your attention to the "Rank Weapons" where we find the only missile system dead last in the Top 20 and it is the Light Missile II launcher, a frig class weapon. Note that the RLML and RHML are nowhere to be seen as well as the ships capable of mounting these systems. Needless to say there is not a sign of HAMS or HML. Note in the "Rank Ships" list that there is a significant outlier (Dominix) that indicates profound balance issues but the one shining light for Caldari is the Tengu. However as it's perceived weapons system (missiles) is nowhere to be seen apparently they are Rail Tengus which (apparently?) are used in Null Blob fleet doctrine per report. Regardless, the point is that something missile was not fixed with Rubicon, it was further broken in fact if these metrics have validity. If I knew how I would search pre-Rubicon statistics and expect to find the "old" RLML high on the list if it was in need a such a dramatic nerf? My actual sense is that it was no where to be seen as compared to other light/medium weapons systems. What exactly is being "fixed" with Rubicon? My humble user sense of things is that RLML got nerfed because it was all we used, so it must've been too good without looking at the pathetic performance of missiles over all. I welcome your feedback and that of any others that can shed light on these issues and how these lists are compiled as there appears to be a disconnect between ship success and weapons success that is not apparent to me. best ps. Maybe I have been listening to too many conspiracies theories about server issues in huge missile fights but maybe it is time to change them to a new class of weapons (the Photon Missile) that has extremely high speeds (like projectiles) to instantly apply damage but otherwise retain the explosion velocity and radius characteristics (brought into better balance) so that they can be used in large scale battles without their slow flight and numbers creating lag.
|

Zvaarian the Red
Evil Leprechaun Brigade
149
|
Posted - 2013.12.03 21:32:00 -
[2665] - Quote
Arthur Aihaken wrote:Moonaura wrote:That is fascinating. But it also interesting given how high the Tengu use is (although it can use Blasters).
Regarding what I said about improving Heavy Missiles and nerfing the Tengu, I'm talking about tweaking the bonuses it would get with missiles. If the missiles themselves hit better - which is the fundamental issue with Heavy Missiles - then sure it makes sense that the Tengu would still be just as powerful, even with a tweak to its bonuses? So in fairness, its not a nerf that would stop their use, but just keep it where it is at.
So essentially what I'm suggesting is that Heavy Missiles are improved for all missile ships (because they are woeful at present), vs. stopping the Tengu becoming even more powerful.
This is the heart of what makes good balancing, surely? Those are probably fleet railgun Tengus. The Tengu bonuses aren't that out of balance when you look at the new Cerberus: Tengu: 5% kinetic damage, 7.5% ROF, 10% HM/HAM velocity (only) Cerberus: 5% kinetic damage, 5% ROF, 10% velocity (all), 10% flight time (all) Cerberus will run 6 launchers (10 equivalent with bonuses) vs either 5 launchers (10 equivalent) or 6 launchers (12 equivalent) on the Tengu. Since running a 6th launcher on a Tengu is really only for PvE, you're basically at the same DPS for a Tengu. So why exactly does it need to be nerfed into the ground again?
I must have missed where he suggested it should be nerfed into the ground. I only saw him saying it should be adjusted down a bit to compensate for a heavy missile buff, basically keeping it at the same level while buffing all the other heavy missile ships.
Though I personally don't think it's necessary I get where he's coming from. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
138
|
Posted - 2013.12.03 22:34:00 -
[2666] - Quote
Dr Sraggles wrote:Dear CCP Rise, Previously we have expanded on the concept of "User Metrics" to assess the acceptance and effectiveness of certain weapon systems and your intent on considering this at least in part when looking at ship/weapon system balance. I ask that you and the community take a look at these metrics compiled from 12/1 to 12/3. http://eve-kill.net/?a=top20Now, it is my understanding that these are self reported metrics (I could be wrong) and so there would be an inherent bias in this statistical compilation. However, I would welcome your comments and as well, in the spirit of game balance and an open dialogue, ask what it is that you would dispute in the accuracy of these statistics? In particular I would draw your attention to the "Rank Weapons" where we find the only missile system dead last in the Top 20 and it is the Light Missile II launcher, a frig class weapon. Note that the RLML and RHML are nowhere to be seen as well as the ships capable of mounting these systems. Needless to say there is not a sign of HAMS or HML or any Caldari ship other than our fine frigates. Note in the "Rank Ships" list that there is a significant outlier (Dominix) that indicates profound balance issues but the one shining light for Caldari is the Tengu. However as it's perceived weapons system (missiles) is nowhere to be seen apparently they are Rail Tengus which (apparently?) are used in Null Blob fleet doctrine per report. Regardless, the point is that something missile was not fixed with Rubicon, it was further broken in fact if these metrics have validity. If I knew how I would search pre-Rubicon statistics and expect to find the "old" RLML high on the list if it was in need a such a dramatic nerf? My actual sense is that it was no where to be seen as compared to other light/medium weapons systems. What exactly is being "fixed" with Rubicon? My humble user sense of things that I am left with is that RLML got nerfed because it was all we used, so it must've been too good without looking at the pathetic performance of missiles over all. I welcome your feedback and that of any others that can shed light on these issues and how these lists are compiled as there appears to be a disconnect between ship success and weapons success that is not apparent to me. best ps. Maybe I have been listening to too many conspiracies theories about server issues in huge missile fights but maybe it is time to change them to a new class of weapons (the Photon Missile) that has extremely high speeds (like projectiles) to instantly apply damage but otherwise retain the explosion velocity and radius characteristics (brought into better balance) so that they can be used in large scale battles without their slow flight and numbers creating lag. Did you notice the Domix is 3x the number of kills of the 2nd place ship according to that data? Likewise the HML T2 has 750 kills to it compared to 2,747 of 200mm Autocannon T2s (~3.7x the HML). I do not see RLML or any other similar missile launcher system on there. The only other missiles are the Arbalest Torps which are at 1,926 kills. However, the torp figure has more to do with the SBs than anything else I suspect.
CCP Rise, these are user reported statistics. So you cannot tell me that Missiles are Balanced or that the Domi is not OP. Also I would love to hear your explanation for why 200mm Auto IIs and Light Neutron Blaster IIs are so popular compared to everything else. |

Dr Sraggles
The Covenant of Blood
45
|
Posted - 2013.12.04 00:06:00 -
[2667] - Quote
Kenshi Hanshin wrote: Did you notice the Domix is 3x the number of kills of the 2nd place ship according to that data? Likewise the HML T2 has 750 kills to it compared to 2,747 of 200mm Autocannon T2s (~3.7x the HML). I do not see RLML or any other similar missile launcher system on there. The only other missiles are the Arbalest Torps which are at 1,926 kills. However, the torp figure has more to do with the SBs than anything else I suspect.
CCP Rise, these are user reported statistics. So you cannot tell me that Missiles are Balanced or that the Domi is not OP. Also I would love to hear your explanation for why 200mm Auto IIs and Light Neutron Blaster IIs are so popular compared to everything else.
The outlier that is the Dominix should be a huge red flag. When you analyze stuff like this the outlier is always a concern. 3 times the number of kills as the next ship is a big issue for balance. The data says you take Domi's or you go home in a pod.
I would say when it comes to "killing blows" that blasters are a little low due to range issues in a mixed fleet, in my experience (and Drones probably getting some KB that are not reported in this data set). If we look at the Rank Ships we can see blaster/drone boats are more than healthy. Nerf Drones and improve blaster range, imo.
However, we should compare HML to other "medium" weapons like those we find on other Cruiser/Battlecruisers like 250mm rails, 720mm Arty and Heavy Neutron II's etc.
If we do we basically find that HML are at the bottom of the list of that class weapon with some 3x less than my beloved 250mm rails etc. with projectiles and lasers all superior.
*If* we can accept these user reported stats as "actionable" (ie good data) then it is clear that HML need a buff as well as HAMs as they should actually make it on to this list especially if Rails/Blasters, Artie/Auto etc. make it in the same class. |

Fourteen Maken
State Protectorate Caldari State
89
|
Posted - 2013.12.04 00:26:00 -
[2668] - Quote
Dr Sraggles wrote:Kenshi Hanshin wrote: Did you notice the Domix is 3x the number of kills of the 2nd place ship according to that data? Likewise the HML T2 has 750 kills to it compared to 2,747 of 200mm Autocannon T2s (~3.7x the HML). I do not see RLML or any other similar missile launcher system on there. The only other missiles are the Arbalest Torps which are at 1,926 kills. However, the torp figure has more to do with the SBs than anything else I suspect.
CCP Rise, these are user reported statistics. So you cannot tell me that Missiles are Balanced or that the Domi is not OP. Also I would love to hear your explanation for why 200mm Auto IIs and Light Neutron Blaster IIs are so popular compared to everything else.
The outlier that is the Dominix should be a huge red flag. When you analyze stuff like this the outlier is always a concern. 3 times the number of kills as the next ship is a big issue for balance. The data says you take Domi's or you go home in a pod. The only caveat is that if everyone has Domi's then it is fair. Well, for Null fleets that is likely true. BS don't participate in small scale gang stuff much, which is a shame. I would say when it comes to "killing blows" that blasters are a little low due to range issues in a mixed fleet, in my experience (and Drones probably getting some KB that are not reported in this data set). If we look at the Rank Ships we can see blaster/drone boats are more than healthy. Nerf Drones and improve blaster range, imo. However, we should compare HML to other "medium" weapons like those we find on other Cruiser/Battlecruisers like 250mm rails, 720mm Arty and Heavy Neutron II's etc. If we do we basically find that HML are at the bottom of the list of that class weapon with some 3x less than my beloved 250mm rails etc. with projectiles and lasers all superior. *If* we can accept these user reported stats as "actionable" (ie good data) then it is clear that HML need a buff as well as HAMs as they should actually make it on to this list especially if Rails/Blasters, Artie/Auto etc. make it in the same class.
I think those stats refer to what players were in when they got killed by other players, rather than the amount of kills they racked up. It shows the ships/weapons popularity in pvp rather than effectiveness, but the two are essentially the same thing since people generally use whatever is most effective; wisdom of crowds and all that. That would explain the absence of drones in the stats. |

Arthur Aihaken
The.VOID
730
|
Posted - 2013.12.04 00:43:00 -
[2669] - Quote
Zvaarian the Red wrote:I must have missed where he suggested it should be nerfed into the ground. I only saw him saying it should be adjusted down a bit to compensate for a heavy missile buff, basically keeping it at the same level while buffing all the other heavy missile ships. Though I personally don't think it's necessary I get where he's coming from. I believe the exact quote was something to the effect of "...while T3s won't be nerfed to the point of uselessness..." Well, since Tengus are now pretty much useless outside of PvE with the RLML change and previous HM nerf, that translates into dead. Any further nerf equates to burying them 6 feet under. So when I said "nerfed into the ground", I really did mean dead and buried. I am currently away, traveling through time and will be returning last week. |

Dr Sraggles
The Covenant of Blood
45
|
Posted - 2013.12.04 01:19:00 -
[2670] - Quote
Fourteen Maken wrote:
I think those stats refer to what players were in when they got killed by other players, rather than the amount of kills they racked up. It shows the ships/weapons popularity in pvp rather than effectiveness, but the two are essentially the same thing since people generally use whatever is most effective; wisdom of crowds and all that. That would explain the absence of drones in the stats.
Yea, I really don't know to be honest. I just went with the "most kills by..." because every other stat listed is "most kills by...Corp, Player, Alliance etc....".
To be sure I would find it rather surprising that the Dominix was the most destroyed ship in eve by a factor of 3 over the next as well as that list of other very, very capable ships being the most destroyed. Certainly popular ships get risked in combat and do eventually come to an end so either way it should be meaningful....But it simply makes no sense that they are interested in the most destroyed rather than what is killing those Domis....unless it is other Domis and SB I guess....?
I keep searching around the site looking for info totaled for November but find no such link. This historical information would be very useful to the community. The "Top 20" is continually updated so at least we can follow this over the next month I think. |
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
40
|
Posted - 2013.12.04 01:26:00 -
[2671] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:I must have missed where he suggested it should be nerfed into the ground. I only saw him saying it should be adjusted down a bit to compensate for a heavy missile buff, basically keeping it at the same level while buffing all the other heavy missile ships. Though I personally don't think it's necessary I get where he's coming from. I believe the exact quote was something to the effect of "...while T3s won't be nerfed to the point of uselessness..." Well, since Tengus are now pretty much useless outside of PvE with the RLML change and previous HM nerf, that translates into dead. Any further nerf equates to burying them 6 feet under. So when I said "nerfed into the ground", I really did mean dead and buried. Fourteen Maken wrote:That would explain the absence of drones in the stats. I suspect a lot of these are fleet actions. But in fairness, we're only looking at a brief window of a few days here. Ok, what I understood was that he was advocating a buff to medium missiles, and nerfing the Tengu to keep it in line with where it is now in relation to other ships. This would increase the effectiveness of all medium missile ships without making the Tengu OP. The nerf would be applied after the HM/HAM buff to keep the Tengu balanced. |

Onictus
Silver Snake Enterprise Fatal Ascension
620
|
Posted - 2013.12.04 01:29:00 -
[2672] - Quote
Kenshi Hanshin wrote:Dr Sraggles wrote:Dear CCP Rise, Previously we have expanded on the concept of "User Metrics" to assess the acceptance and effectiveness of certain weapon systems and your intent on considering this at least in part when looking at ship/weapon system balance. I ask that you and the community take a look at these metrics compiled from 12/1 to 12/3. http://eve-kill.net/?a=top20Now, it is my understanding that these are self reported metrics (I could be wrong) and so there would be an inherent bias in this statistical compilation. However, I would welcome your comments and as well, in the spirit of game balance and an open dialogue, ask what it is that you would dispute in the accuracy of these statistics? In particular I would draw your attention to the "Rank Weapons" where we find the only missile system dead last in the Top 20 and it is the Light Missile II launcher, a frig class weapon. Note that the RLML and RHML are nowhere to be seen as well as the ships capable of mounting these systems. Needless to say there is not a sign of HAMS or HML or any Caldari ship other than our fine frigates. Note in the "Rank Ships" list that there is a significant outlier (Dominix) that indicates profound balance issues but the one shining light for Caldari is the Tengu. However as it's perceived weapons system (missiles) is nowhere to be seen apparently they are Rail Tengus which (apparently?) are used in Null Blob fleet doctrine per report. Regardless, the point is that something missile was not fixed with Rubicon, it was further broken in fact if these metrics have validity. If I knew how I would search pre-Rubicon statistics and expect to find the "old" RLML high on the list if it was in need a such a dramatic nerf? My actual sense is that it was no where to be seen as compared to other light/medium weapons systems. What exactly is being "fixed" with Rubicon? My humble user sense of things that I am left with is that RLML got nerfed because it was all we used, so it must've been too good without looking at the pathetic performance of missiles over all. I welcome your feedback and that of any others that can shed light on these issues and how these lists are compiled as there appears to be a disconnect between ship success and weapons success that is not apparent to me. best ps. Maybe I have been listening to too many conspiracies theories about server issues in huge missile fights but maybe it is time to change them to a new class of weapons (the Photon Missile) that has extremely high speeds (like projectiles) to instantly apply damage but otherwise retain the explosion velocity and radius characteristics (brought into better balance) so that they can be used in large scale battles without their slow flight and numbers creating lag. Did you notice the Domix is 3x the number of kills of the 2nd place ship according to that data? Likewise the HML T2 has 750 kills to it compared to 2,747 of 200mm Autocannon T2s (~3.7x the HML). I do not see RLML or any other similar missile launcher system on there. The only other missiles are the Arbalest Torps which are at 1,926 kills. However, the torp figure has more to do with the SBs than anything else I suspect. CCP Rise, these are user reported statistics. So you cannot tell me that Missiles are Balanced or that the Domi is not OP. Also I would love to hear your explanation for why 200mm Auto IIs and Light Neutron Blaster IIs are so popular compared to everything else.
That actually used to be the drake's spot.
All that in reference though, if eve kill listed sentry drones as weapons. it would be a totally different top 20. |

Zvaarian the Red
Evil Leprechaun Brigade
155
|
Posted - 2013.12.04 01:36:00 -
[2673] - Quote
Onictus wrote:Kenshi Hanshin wrote:Dr Sraggles wrote:Dear CCP Rise, Previously we have expanded on the concept of "User Metrics" to assess the acceptance and effectiveness of certain weapon systems and your intent on considering this at least in part when looking at ship/weapon system balance. I ask that you and the community take a look at these metrics compiled from 12/1 to 12/3. http://eve-kill.net/?a=top20Now, it is my understanding that these are self reported metrics (I could be wrong) and so there would be an inherent bias in this statistical compilation. However, I would welcome your comments and as well, in the spirit of game balance and an open dialogue, ask what it is that you would dispute in the accuracy of these statistics? In particular I would draw your attention to the "Rank Weapons" where we find the only missile system dead last in the Top 20 and it is the Light Missile II launcher, a frig class weapon. Note that the RLML and RHML are nowhere to be seen as well as the ships capable of mounting these systems. Needless to say there is not a sign of HAMS or HML or any Caldari ship other than our fine frigates. Note in the "Rank Ships" list that there is a significant outlier (Dominix) that indicates profound balance issues but the one shining light for Caldari is the Tengu. However as it's perceived weapons system (missiles) is nowhere to be seen apparently they are Rail Tengus which (apparently?) are used in Null Blob fleet doctrine per report. Regardless, the point is that something missile was not fixed with Rubicon, it was further broken in fact if these metrics have validity. If I knew how I would search pre-Rubicon statistics and expect to find the "old" RLML high on the list if it was in need a such a dramatic nerf? My actual sense is that it was no where to be seen as compared to other light/medium weapons systems. What exactly is being "fixed" with Rubicon? My humble user sense of things that I am left with is that RLML got nerfed because it was all we used, so it must've been too good without looking at the pathetic performance of missiles over all. I welcome your feedback and that of any others that can shed light on these issues and how these lists are compiled as there appears to be a disconnect between ship success and weapons success that is not apparent to me. best ps. Maybe I have been listening to too many conspiracies theories about server issues in huge missile fights but maybe it is time to change them to a new class of weapons (the Photon Missile) that has extremely high speeds (like projectiles) to instantly apply damage but otherwise retain the explosion velocity and radius characteristics (brought into better balance) so that they can be used in large scale battles without their slow flight and numbers creating lag. Did you notice the Domix is 3x the number of kills of the 2nd place ship according to that data? Likewise the HML T2 has 750 kills to it compared to 2,747 of 200mm Autocannon T2s (~3.7x the HML). I do not see RLML or any other similar missile launcher system on there. The only other missiles are the Arbalest Torps which are at 1,926 kills. However, the torp figure has more to do with the SBs than anything else I suspect. CCP Rise, these are user reported statistics. So you cannot tell me that Missiles are Balanced or that the Domi is not OP. Also I would love to hear your explanation for why 200mm Auto IIs and Light Neutron Blaster IIs are so popular compared to everything else. That actually used to be the drake's spot. All that in reference though, if eve kill listed sentry drones as weapons. it would be a totally different top 20.
Too bad Caldari aren't the drone race. If they had the most underpowered weapon systems combined with the most overpowered weapon systems it would kind of balance out...kind of. |

Onictus
Silver Snake Enterprise Fatal Ascension
620
|
Posted - 2013.12.04 01:44:00 -
[2674] - Quote
Zvaarian the Red wrote:
Too bad Caldari aren't the drone race. If they had the most underpowered weapon systems combined with the most overpowered weapon systems it would kind of balance out...kind of.
I tell people that want to hybrid and caldari to start training gallente early. Merlin is outshined by Incruris on pretty much every level, the AFs are close, cruisers...moa vs thorax? Yeah rax all day, Diemost vs eagle? Do we need to go there. Ferox and Brutix? 820DPS brutix please Rokh vs mega/hype......what is that Rokh thing again.
Gallente do it better and they do it better across the board, you can make an argument for the Rokh, but like I said its a judgement call between Rohk and Mega.
....and I'm not sure what their issue with missiles is, every "balance" pass makes missiles less appealing, with the exception of cruise missiles, which are of dubious use outside of PvE. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
145
|
Posted - 2013.12.04 02:17:00 -
[2675] - Quote
I'd imagine that RLML and RHML will get clip size buffs before the next expansion. 30-40 charges each. Expect the reload time to stay though. Click here for LP store weapon cost rebalancing |

Onictus
Silver Snake Enterprise Fatal Ascension
624
|
Posted - 2013.12.04 02:29:00 -
[2676] - Quote
Caleb Seremshur wrote:I'd imagine that RLML and RHML will get clip size buffs before the next expansion. 30-40 charges each. Expect the reload time to stay though.
They will remain trash then.
.....the long cooldown thing is getting tiresome, "rapidly" |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
40
|
Posted - 2013.12.04 02:30:00 -
[2677] - Quote
Caleb Seremshur wrote:I'd imagine that RLML and RHML will get clip size buffs before the next expansion. 30-40 charges each. Expect the reload time to stay though. Clip size doesn't matter if they're still crap. |

Arthur Aihaken
The.VOID
730
|
Posted - 2013.12.04 03:26:00 -
[2678] - Quote
Possible RLML Solution? I spent the afternoon crunching some numbers, and I think I may (emphasis on "may") have arrived at a RLML solution (hat's off to Jayne Filion for providing his handy missile calculation spreadsheet, which helped immensely). TL;DR - RLML fix.
This remedy addresses the following: GÇó The OP status of light missiles in the previous RLMLs against, well - virtual everything GÇó The lack of ballistic damage application modules and the limited number of slots on light ship classes GÇó The new RLML "burst" launchers and 40-second reload time
RLML Launcher Changes RLMLs are revised to their original (Odyssey) specs, with the exception of the new grid/CPU requirements and a reduction in ammo capacity by 1/3 (this places capacity between heavy and heavy assault missiles). GÇó T2 RLML ... 9.6s ROF, 0.80m3 capacity (53 rounds)
Light Missile Changes Light missiles get a nerf... and a buff. GÇó Damage is reduced by 11% (before anyone peaks and freaks, light missiles were buffed 10% back when heavy missiles got nerfed - so this effectively puts them back to where they were; this is where the problems all started, so I'm returning to the scene of the crime...) GÇó Explosion radius is reduced 12%, so this is a buff (explosion velocity remains unchanged)
What does this achieve? While doing less "paper DPS", light missiles actually do more applied damage to smaller targets without the need for stasis webs and target painters. This benefits light class vessels in solo or small-gang PvP. Light missiles do become less effective against cruisers (by about 10%), which was one concern with the original RLMLs if I recall correctly.
The first thing we need to look at is damage application (and not DPS) vs. various targets, and is listed as a % of total applied damage possible. There were eight (8) different types of targets compared: the first % number is Odyssey (O) with the second % number the proposed (P); I'm not even listing the Rubicon % because the burst/40-second reload totally skews it (suffice it to say, when you factor-in the 40-second reload of the Rubicon version damage application is actually the worst - but no surprises there).
GÇó Interceptor ... 80m signature, 4500m/sec velocity ... 20.8% (O) ... 20.2% (P) GÇó AB Frigate ... 40m signature, 1000m/sec velocity ... 33.9% (O) ... 32.9% (P) GÇó MWD Assault Frigate ... 135m signature, 2200m/sec velocity ... 43.9% (O) ... 42.6% (P) GÇó MWD Frigate ... 235m signature, 2800m/sec velocity ... 53.1% (O) ... 51.5% (P) GÇó MWD Destroyer ... 400m signature, 1800m/sec velocity ... 95.6% (O) ... 88.5% (P) GÇó AB Cruiser ... 175m signature, 600m/sec velocity ... 99.9% (O) ... 88.5% (P) GÇó MWD AHAC ... 500m signature, 1500m/sec velocity ... 99.9% (O) ... 88.5% (P) GÇó MWD Cruiser ... 800m signature, 1500m/sec velocity ... 99.9% (O) ... 88.5% (P)
As you can see, there's virtually no change from interceptors to frigates. It's only when you get to destroyers and higher that the "nerf" kicks in. Damage application drops 7.1% against destroyers and 11.4% against cruisers. Battlecruisers and battleships aren't in the mix, but the degree of damage applicable to those classes starts to fall into the law of diminishing returns.
Comments welcome.
PS. CCP Rise, if you're still following this - I have all the data/spreadsheets (so drop me a line and I'll be happy to forward them to you). I am currently away, traveling through time and will be returning last week. |

Hasikan Miallok
Republic University Minmatar Republic
29
|
Posted - 2013.12.04 03:42:00 -
[2679] - Quote
The issue with looking at raw ship and weapon stats is its a game where people tend to flock to whats optimal.
Hence if something is only a few percent more effective it will suddenly appear in fleet doctrines and be the tool of choice across the board.
If something is three times more common than anything else its clearly more effective than the other choices, but that does not make it 3 times better. Even being 5-10% better would create that result.
As far as the original topic ... the current rapids are next to useless in PvE where fights are long duration, and even in PvP are only of interest in a situation where limited short durations engagements are envisioned ... suicide ganking comes to mind ... otherwise they are just meh . |

General Jack Cosmo
University of Caille Gallente Federation
7
|
Posted - 2013.12.04 04:17:00 -
[2680] - Quote
here's my problem we seem to have too many ships doing to many things and now the missile launchers !
why not instead have t2 launchers have different t2 missile's to do different things and have faction missle do dmg! With lord Xanex by my side I can do anything (Atleast with a smile)-á!!!! |
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
41
|
Posted - 2013.12.04 04:28:00 -
[2681] - Quote
General Jack Cosmo wrote:here's my problem we seem to have too many ships doing to many things and now the missile launchers !
why not instead have t2 launchers have different t2 missile's to do different things and have faction missle do dmg! I hope for the sake of any progeny you might have that you were not being serious with that. |

Arthur Aihaken
The.VOID
730
|
Posted - 2013.12.04 04:29:00 -
[2682] - Quote
scorchlikeshiswhiskey wrote:I hope for the sake of any progeny you might have that you were not being serious with that. Let's hope. I am currently away, traveling through time and will be returning last week. |

Vincintius Agrippa
F L O O D
9
|
Posted - 2013.12.04 05:35:00 -
[2683] - Quote
Bouh Revetoile wrote:Arthur Aihaken wrote:Bouh Revetoile wrote:That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase. This is completely false. The "50% more DPS" statement is a myth, as it presumes you're utilizing the most effective ammunition in every engagement. Since the 40-second swap precludes any tactical changes once battle has commenced, you have a 1:4 chance of being correct; less if you hedge your bets with different damage types. As most Caldari ships get a kinetic bonus, it's also very easy for opponents to negate this. With the old RLMLs, you could swap ammo out in 10 seconds (more than enough time to influence the outcome) - so all your opponent need do now is survive the initial 50-second onslaught, point you and bat phone support. FYI, Rise acknowledge the reload problem and said they were working on it. If this is the only gripe you have against RLML, I'd say "problem solved"... And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ? Because the way I see it, you are only looking for a medium missile system able to **** armies of frigates and still be competitive against cruisers (I'm slightly exagerating). You are looking to do exactly what turret ships can do (blap approching frigates with medium weapons) but with missiles and while keeping all other missiles advantages (not position related damage). Or I didn't understand something (most probably) ? But most missiles "fix" proposed here were insane buff to about all medium missile systems without any care for weapons role and balance (with good exceptions though). As a side note, actually smart people don't only look to talk only with those who agree with them. Confrontation of ideas is actually a good thing if you are not a stubborn fanatic impervious to reason, logic or new ideas.
The reload time is a horrible concept. Its not that HML and RLML overlapped. Its just that heavy missiles were destroyed by rise and friends almost 2 years ago. They reduced hm damage by 20%, nerfed explo radius and velocity. Which effectively killed the heavy missile launcher in pvp. The t2 varients are even worse as the damage dealing rage's suffere from massive explosive radius limiting you to only bc's and bs's. An utter insult considering these are cruiser sized weapons. Plop on an ab you wont take any damage from heavy missiles.
Light missile caracals have horrible dps, however they have a 1000-1200 volley which is used in alpha fleets. For reasons stated above there are no hml caracals. As for hams, only the t2 versions do any dps, ofcourse without any tp's that will be negated. All in all, only one missile cruiser and bc for caldari. Moa, ****. Ferox, ****. To be quite frank all missile ships have less dps and less applied damage than turret based ships. This being said, caldari have nothing but mission ships above frigs and dessies. |

Vincintius Agrippa
F L O O D
9
|
Posted - 2013.12.04 06:05:00 -
[2684] - Quote
Kenshi Hanshin wrote:Dr Sraggles wrote:Dear CCP Rise, Previously we have expanded on the concept of "User Metrics" to assess the acceptance and effectiveness of certain weapon systems and your intent on considering this at least in part when looking at ship/weapon system balance. I ask that you and the community take a look at these metrics compiled from 12/1 to 12/3. http://eve-kill.net/?a=top20Now, it is my understanding that these are self reported metrics (I could be wrong) and so there would be an inherent bias in this statistical compilation. However, I would welcome your comments and as well, in the spirit of game balance and an open dialogue, ask what it is that you would dispute in the accuracy of these statistics? In particular I would draw your attention to the "Rank Weapons" where we find the only missile system dead last in the Top 20 and it is the Light Missile II launcher, a frig class weapon. Note that the RLML and RHML are nowhere to be seen as well as the ships capable of mounting these systems. Needless to say there is not a sign of HAMS or HML or any Caldari ship other than our fine frigates. Note in the "Rank Ships" list that there is a significant outlier (Dominix) that indicates profound balance issues but the one shining light for Caldari is the Tengu. However as it's perceived weapons system (missiles) is nowhere to be seen apparently they are Rail Tengus which (apparently?) are used in Null Blob fleet doctrine per report. Regardless, the point is that something missile was not fixed with Rubicon, it was further broken in fact if these metrics have validity. If I knew how I would search pre-Rubicon statistics and expect to find the "old" RLML high on the list if it was in need a such a dramatic nerf? My actual sense is that it was no where to be seen as compared to other light/medium weapons systems. What exactly is being "fixed" with Rubicon? My humble user sense of things that I am left with is that RLML got nerfed because it was all we used, so it must've been too good without looking at the pathetic performance of missiles over all. I welcome your feedback and that of any others that can shed light on these issues and how these lists are compiled as there appears to be a disconnect between ship success and weapons success that is not apparent to me. best ps. Maybe I have been listening to too many conspiracies theories about server issues in huge missile fights but maybe it is time to change them to a new class of weapons (the Photon Missile) that has extremely high speeds (like projectiles) to instantly apply damage but otherwise retain the explosion velocity and radius characteristics (brought into better balance) so that they can be used in large scale battles without their slow flight and numbers creating lag. Did you notice the Domix is 3x the number of kills of the 2nd place ship according to that data? Likewise the HML T2 has 750 kills to it compared to 2,747 of 200mm Autocannon T2s (~3.7x the HML). I do not see RLML or any other similar missile launcher system on there. The only other missiles are the Arbalest Torps which are at 1,926 kills. However, the torp figure has more to do with the SBs than anything else I suspect. CCP Rise, these are user reported statistics. So you cannot tell me that Missiles are Balanced or that the Domi is not OP. Also I would love to hear your explanation for why 200mm Auto IIs and Light Neutron Blaster IIs are so popular compared to everything else.
I dont really know how to approach that. On one hand its a gallente battleship. Gallente are all about drones. in fact there ships often have the most drone bandwidth across the ship classes. And why their drones do the most dps. The fact is I believe we worry to much about making everyone exact equals. Some races are better at certain ****. Gallente: Hybrids/Drones, Caldari: Sheilds, Ecm, and Missiles, Amarr: Lasers, Armor. Minmatar: Agility, Cost, Multiporpose idk.
On the other hand I believe they should be balanced enough so that neither sides is utterly superior. Each of the races should have ships and weapons capable of challenging each other.
Last but not least, some people like certain ships and weapons better than others. Players are not equally spread across the different races.
|

Vincintius Agrippa
F L O O D
9
|
Posted - 2013.12.04 06:16:00 -
[2685] - Quote
Onictus wrote:Zvaarian the Red wrote:
Too bad Caldari aren't the drone race. If they had the most underpowered weapon systems combined with the most overpowered weapon systems it would kind of balance out...kind of.
I tell people that want to hybrid and caldari to start training gallente early. Merlin is outshined by Incruris on pretty much every level, the AFs are close, cruisers...moa vs thorax? Yeah rax all day, Diemost vs eagle? Do we need to go there. Ferox and Brutix? 820DPS brutix please Rokh vs mega/hype......what is that Rokh thing again. Gallente do it better and they do it better across the board, you can make an argument for the Rokh, but like I said its a judgement call between Rohk and Mega. ....and I'm not sure what their issue with missiles is, every "balance" pass makes missiles less appealing, with the exception of cruise missiles, which are of dubious use outside of PvE.
Thank you. The Caldari have no business using hybrids as a primary ship weapon as every hybrid ship they have is outclassed in every category. The Caldari are the Missile race . Also, remove the kinetic only missile bonus. Its DUMB AS ****. Caldari ships above dessies are ******. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
41
|
Posted - 2013.12.04 06:36:00 -
[2686] - Quote
Vincintius Agrippa wrote: outclassed in every category.
Pretty much sums up how I feel as a Caldari pilot... |

Sgt Ocker
State War Academy Caldari State
83
|
Posted - 2013.12.04 06:55:00 -
[2687] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:Where do you get the idea light missiles got their DPS doubled? They actually over 100 seconds ( close to average fight time?) do half the DPS they did prior to Rubicon. That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase. Quote:The question about overlap between RLML and HML has been answered many many times in this thread and many other threads. The reason so many started using RLML was because of the heavy missile nerf which made them a worse option than RLML. Heavy missiles have not changed so now there is no option but to cross train So you are saying that because you don't like HML you deserve RLML to completely take their place ? That's not adressing overlap between RLML and HML, that's completely abandoning HML for another weapon. And if HML have a problem, HML need fix, not RLML to take their place. My opinion is that HML were OP, and when they were nerfed, RLML became OP because of LM buff and took the place of HML but nothing really changed. I'm asking about the role and stats HML and RLML should have to not overlap eachother and not obsolete turrets.PS : caldari navy light missiles hit frigates more than fine. Funny, prior to Rubicon I was getting 229 DPS with RLML, post Rubicon I get 260 DPS for 48 seconds. That unless my math is really worse than I thought not a 50% increase. Over a 90 second period I actually get 147 DPs or there abouts closer to 40% less.
Not even close to doubled (without all vlv 5's).
I never said that at all but you are free to interpret what is written any way you see fit.. From your previous posts it is clear you are good at it.
You don't read posts other than those with your name in them do you?? Yes HML were pretty much abandoned because they became less than viable to use. Maybe if you read a few of the posts without your name on them you would see, many people, myself included have made suggestions as to how Heavy missiles and light missiles could be balanced.
So 1 missile out of 4 available will hit the target well. Why should missile users be forced to pay 5 or 6 X more for ammo than others?
As for HML, spend a few months training them up and give them a try, only using them shows just how bad they are. You obviously don't believe the few hundred others posting here, who used to use them. ***Read a few of the hundreds of threads about trying to get HML rebalanced to be usable, all were ignored so people used the next viable option RLML, now it has been taken away too.
Lastly (I'm not going to bother replying to you again as you just can't seem to see past your own opinion) There was never anything wrong with RLML, "some" of the missiles were a little OP. So rather than spend the time sorting that out CCP Rise in his wisdom took away a perfectly good weapon system and gave us a very niche gimmicky weapon that is not usable as it was previously. It has no PVE application at all and only limited application in pvp. |

Mhari Dson
Lazy Brothers Inc
90
|
Posted - 2013.12.04 07:46:00 -
[2688] - Quote
CCP Rise wrote:You guys really can't continue to claim I haven't acknowledged your negative feedback. I first responded to concerns here: https://forums.eveonline.com/default.aspx?g=posts&m=3851753#post3851753then I responded again here after reading more feedback: https://forums.eveonline.com/default.aspx?g=posts&m=3864075#post3864075and finally I directly commented on the volume of complaints and why I wasn't acting based on them in this post https://forums.eveonline.com/default.aspx?g=posts&m=3864922#post3864922Look at the previous page of feedback. Several posts calling me names or talking about ECM, and one post from someone actually using RLML who says they are enjoying them. This is a really good example of how the thread has gone in general and represents why I haven't made big changes so far. Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun. I'm going to continue to watch this very closely and won't hesitate to make changes if I'm convinced (or others in my department) are convinced that they are needed. edit: I want to add that I hope to never make a big balance change this late in a release cycle again. I felt that it was worth it in this case because rolling out Rapid Heavies with the intention of making a big change to their mechanic shortly after release would be worse than getting them out with the right mechanic and time to tune them if the balance wasn't exactly right. This trickled down to RLML as well. I still think that was the right decision but I want to work to avoid having to do it in the future.
Should have waited for the point release to begin with, alot less complaining had that been the case. Also, link us these "other places" you're collecting data from so we can have a say and more importantly show us the numbers don't just talk about them in passing. Also, the HM=bad angle was brought up somewhere between pages 10 and 20 initially. I'm hopeful that sense might come by on that issue since heavies lag behind other medium long range weapons by 20-40%.
Since a 40s reload is prohibitive for PvE application (Especially since the real reason to choose missiles in PvE is for steady damage values) my choice of feedback for the RL/RHML is rightclick for hot reprocess action. |

Arthur Aihaken
The.VOID
733
|
Posted - 2013.12.04 07:48:00 -
[2689] - Quote
Sgt Ocker wrote:Funny, prior to Rubicon I was getting 229 DPS with RLML, post Rubicon I get 260 DPS for 48 seconds. That unless my math is really worse than I thought not a 50% increase. Over a 90 second period I actually get 147 DPs or there abouts closer to 40% less. It's not just you. I ran the numbers and it's worse. About 23% approximately. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
157
|
Posted - 2013.12.04 11:11:00 -
[2690] - Quote
Onictus wrote:Zvaarian the Red wrote:
Too bad Caldari aren't the drone race. If they had the most underpowered weapon systems combined with the most overpowered weapon systems it would kind of balance out...kind of.
I tell people that want to hybrid and caldari to start training gallente early. Merlin is outshined by Incruris on pretty much every level, the AFs are close, cruisers...moa vs thorax? Yeah rax all day, Diemost vs eagle? Do we need to go there. Ferox and Brutix? 820DPS brutix please Rokh vs mega/hype......what is that Rokh thing again. Gallente do it better and they do it better across the board, you can make an argument for the Rokh, but like I said its a judgement call between Rohk and Mega. ....and I'm not sure what their issue with missiles is, every "balance" pass makes missiles less appealing, with the exception of cruise missiles, which are of dubious use outside of PvE.
I don't quite follow what this has to do with my post... |
|

Arthur Aihaken
The.VOID
733
|
Posted - 2013.12.04 11:59:00 -
[2691] - Quote
No comments on my proposed RLML rebalance? I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
83
|
Posted - 2013.12.04 12:44:00 -
[2692] - Quote
Dr Sraggles wrote:The outlier that is the Dominix should be a huge red flag. When you analyze stuff like this the outlier is always a concern. 3 times the number of kills as the next ship is a big issue for balance. The data says you take Domi's or you go home in a pod. The only caveat is that if everyone has Domi's then it is fair. Well, for Null fleets that is likely true. BS don't participate in small scale gang stuff much, which is a shame.. I don't want to start a riot here but for the time period used to compile the numbers, there is probably a pretty good reason the Domi came out so far ahead compared to other ships. When two large nulsec entities meet on a field of battle (in a system) there is a good chance they will be flying similar, Doctrines. Looking at the killboard for this period, would show Domis got a lot of kills, many of those could have in fact been other domis from opposing fleets.
The great and terrible thing about statistics is in the compilation and presentation. Without looking at how those domis got so many kills one could assume the Domi to be way over powered and decide it is in need of rebalancing ( a nerf). Thing is, that 19k of kills came from major fleet battles, ( like the old drake blobs and look what happened there) where two sides lined up with similar doctrines and punched it out till one was left standing. (look at Domi losses for the same period)
A spike of success for a ship or weapon system, is and never should be a reason to "balance" a weapon system or ship, without looking at the whole picture.
NB; Dr Sraggles; You want to use Battleships for smaller gang / fleet fights, Get over to lowsec around Kor Azor, Genesis. I can tell you from experience you will have no trouble finding fights ( with battleships)
|

Arthur Aihaken
The.VOID
736
|
Posted - 2013.12.04 13:01:00 -
[2693] - Quote
I give up... Switching over to guns and not looking back. Trying to get CCP to recognize and acknowledge that they've made some critical mistakes with respect to missiles is like trying to convince conspiracy theorists that we really did land on the moon. I'm not waiting around for the next update (let alone another year or more) for another set of half thought-out changes that seem to be introduced on a whim.
We've basically seen Drakes and now Caracals eliminated as viable PvP options. Tengus have been relegated to the sidelines by being banned from most FW and DED complexes since Odyssey, and with the recent RLML change in Rubicon they're more or less useless in PvP as well. Even the Cerberus - which was shaping up to be a decent PvP ship - has all but disappeared. It's only a matter of time before Tengus get nerfed to the point where they're no longer viable in PvE, either.
Ironically, I think the new Marauder actually influenced the changes to RLMLs because a few enterprising individuals were conceiving it as the ultimate frigate-gank platform.
 I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
434
|
Posted - 2013.12.04 13:10:00 -
[2694] - Quote
Sgt Ocker wrote:Funny, prior to Rubicon I was getting 229 DPS with RLML, post Rubicon I get 260 DPS for 48 seconds. That unless my math is really worse than I thought not a 50% increase. Over a 90 second period I actually get 147 DPs or there abouts closer to 40% less. Oh, and can you please tell me why you now use precision missiles and compare the dps with fury missiles on the old fit ?
Arthur Aihaken wrote: GÇó Interceptor ... 80m signature, 4500m/sec velocity ... 20.8% (O) ... 20.2% (P) GÇó AB Frigate ... 40m signature, 1000m/sec velocity ... 33.9% (O) ... 32.9% (P) GÇó MWD Assault Frigate ... 135m signature, 2200m/sec velocity ... 43.9% (O) ... 42.6% (P) GÇó MWD Frigate ... 235m signature, 2800m/sec velocity ... 53.1% (O) ... 51.5% (P) GÇó MWD Destroyer ... 400m signature, 1800m/sec velocity ... 95.6% (O) ... 88.5% (P) GÇó AB Cruiser ... 175m signature, 600m/sec velocity ... 99.9% (O) ... 88.5% (P) GÇó MWD AHAC ... 500m signature, 1500m/sec velocity ... 99.9% (O) ... 88.5% (P) GÇó MWD Cruiser ... 800m signature, 1500m/sec velocity ... 99.9% (O) ... 88.5% (P)
That's interesting, but why are you not considering the numbers without prop mod, like when a ship is scramed ; and numbers with scram+web ?
Everyone here says that turrets are far better than missiles because they can apply damage to a far away target or to an immobile target, yet missiles seems to need the target to move as fast as possible to be fired ?
This is certainly honesty...
Your Light missiles suggestions are good IMO eventhough I doubt light missile need any damage application buff as this one have been buffed already in the HML nerf and LM hit frigates perfectly fine in almost all cases.
In fact, I would more leave the damage alone and nerf damage application to leave high potential dps possible if you sacrifice enough for damage application ; but that's only my opinion everyone don't care anyway.^^
Zvaarian the Red wrote:Bouh Revetoile wrote:And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ? HMLs should excel against cruisers and be marginally effective against smaller targets. RLMLs should excel against frigs and destroyers and be marginally effective against larger targets. Right now, HMLs are only truly effective against BCs and above, while RLMLs are only truly effective against solo or maybe duo frigs not sporting heavy tank. In other words neither has any real flexibility, and are therefore purely niche weapons. Ok, so HAM don't exists (I guess a missile not hiting to 50km is not worth considering...)
Can you elaborate though ? What would be an effective anti-frigate weapon ? How many frigates should you **** for your RLML to be convenient ? |

Arthur Aihaken
The.VOID
736
|
Posted - 2013.12.04 13:12:00 -
[2695] - Quote
Sgt Ocker wrote:Give it time M8, CCP need to analyse the incoming data and decide whether they will make missiles usable or just fudge the numbers and say "everything is working as intended" I've been waiting since I started EVE in April. I'm sure there are even more disappointed players who suffered through the first heavy missile nerf. I've lost faith that CCP even knows what they're doing anymore - and not just with missiles. There are so many broken mechanics in this game, but we have time to waste on market scams, renaming auto cannons, introducing another lame and uninspired ship (Nestor), turning the Jita undock into the Indy 500 and other token features.
There's no substance - there's no content. There's no turning back, alright; it's quite apparent to some of us that the direction EVE is taking is akin to a pack of lemmings being driven off a cliff. Except most are going willingly.
CCP Rise, CCP Fozzie - you both get a lump of coal in your stocking this year. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
83
|
Posted - 2013.12.04 13:15:00 -
[2696] - Quote
Spugg Galdon wrote:
Yes, the ammo switching is a problem but it is getting looked into. Wait for the point release.
The size of the magazine/clip has been carefully considered (potential damage per clip) so that the burst damage isn't completely OMGWTFBBQAREYOUAWIZARD. Coupled with the length of the reload to give the sustained damge that was desired for this weapon.
Yes, HML's have really, really bad damage application. I imagine Rise and Fozzie have been made aware of that by the community by now and have even stated that they are looking at HM performance between now and the point release.
I have been having a go at using these weapons in PvE as well as PvP and I find that they work as intended. The biggest problem for me is simply the ammo switching. Lets see if the ammo switching fix makes these weapons even more useful and if they make HM's useful again I will be using those even more often than not!
Have patience
Ammo switching is a pain and without reducing the overall reload time there is no way around fixing that. Reduce reload time for ammo switching only- great, I'll just rotate between Precision and Navies, sort of defeats the whole 40 second reload doesn't it? Yes indeed clip sizes were carefully considered, for those with all lvl 5 skills, if you have less than all 5's the RLML is far from suitable and as hull bonuses play such a big part in overall performance, without Cruiser 5 you are at a major disadvantage. The overall damage reduction over 2 mins for someone with less than perfect skills is closer to 40%.
|

Arthur Aihaken
The.VOID
736
|
Posted - 2013.12.04 13:23:00 -
[2697] - Quote
Bouh Revetoile wrote:That's interesting, but why are you not considering the numbers without prop mod, like when a ship is scramed ; and numbers with scram+web ? Since you specifically asked, I'll reply (even though the answer is obvious). This is about damage application, and how RLMLs were perceived as "OP" and basically able to hit anything. The numbers clearly show that light missiles only apply about 20-50% of their damage against fast-moving targets. If you apply scrams, stasis webs and target painters damage application only increases. So it seemed a moot point.
Bouh Revetoile wrote:Everyone here says that turrets are far better than missiles because they can apply damage to a far away target or to an immobile target, yet missiles seems to need the target to move as fast as possible to be fired ? This is certainly honestyGǪ I honestly don't understand this at all.
Bouh Revetoile wrote:Your Light missiles suggestions are good IMO eventhough I doubt light missile need any damage application buff as this one have been buffed already in the HML nerf and LM hit frigates perfectly fine in almost all cases.
In fact, I would more leave the damage alone and nerf damage application to leave high potential dps possible if you sacrifice enough for damage application ; but that's only my opinion everyone don't care anyway. The whole point of the damage nerf and damage application buff was to continue to make light missiles as effective as they are against smaller ships (frigates, destroyers) but less effective against cruisers and larger targets. I am currently away, traveling through time and will be returning last week. |

Gorski Car
ElitistOps Pandemic Legion
174
|
Posted - 2013.12.04 13:25:00 -
[2698] - Quote
Tried the new rlmls. All I have 2 say is top lel way 2 ruin a weapon system ccp. |

Arthur Aihaken
The.VOID
736
|
Posted - 2013.12.04 13:32:00 -
[2699] - Quote
Gorski Car wrote:Tried the new rlmls. All I have 2 say is top lel way 2 ruin a weapon system ccp. All I can say is that I hope you only tried it out in PvE... I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
158
|
Posted - 2013.12.04 13:47:00 -
[2700] - Quote
Bouh Revetoile wrote:Zvaarian the Red wrote:Bouh Revetoile wrote:And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ? HMLs should excel against cruisers and be marginally effective against smaller targets. RLMLs should excel against frigs and destroyers and be marginally effective against larger targets. Right now, HMLs are only truly effective against BCs and above, while RLMLs are only truly effective against solo or maybe duo frigs not sporting heavy tank. In other words neither has any real flexibility, and are therefore purely niche weapons. Ok, so HAM don't exists (I guess a missile not hiting to 50km is not worth considering...) Can you elaborate though ? What would be an effective anti-frigate weapon ? How many frigates should you **** for your RLML to be convenient ?
Are you for real?
Your question had nothing to do with HAMs, and the old RLML was an effective anti-frigate weapon. The new one is piece of garbage that can not change ammo and can not kill a heavily tanked T2 frig with the wrong resists before you are forced to wait 40 seconds to start shooting at them again (in which case you will probably die or be forced to warp off).
I seriously think you are a troll at this point... |
|

Bouh Revetoile
TIPIAKS
434
|
Posted - 2013.12.04 15:12:00 -
[2701] - Quote
Zvaarian the Red wrote:Your question had nothing to do with HAMs, and the old RLML was an effective anti-frigate weapon. The new one is piece of garbage that can not change ammo and can not kill a heavily tanked T2 frig with the wrong resists before you are forced to wait 40 seconds to start shooting at them again (in which case you will probably die or be forced to warp off). Oh, sorry for this one, HAM where in the first time I asked this question.
Anyway, the question of the ammo swapping is acknowledged by CCP and they are working on it.
And you didn't answered how many frigates you should be able to **** to be happy with RLML. What performances RLML should have to be good ?
And consider destroyers performances too : if a cruiser with the same weapon can do everything better than a destroyer, what is the point of destroyers ? |

Arthur Aihaken
The.VOID
744
|
Posted - 2013.12.04 15:27:00 -
[2702] - Quote
// ignore I am currently away, traveling through time and will be returning last week. |

Dr Sraggles
The Covenant of Blood
45
|
Posted - 2013.12.04 16:34:00 -
[2703] - Quote
Sgt Ocker wrote: I don't want to start a riot here but for the time period used to compile the numbers, there is probably a pretty good reason the Domi came out so far ahead compared to other ships. When two large nulsec entities meet on a field of battle (in a system) there is a good chance they will be flying similar, Doctrines. Looking at the killboard for this period, would show Domis got a lot of kills, many of those could have in fact been other domis from opposing fleets.
The great and terrible thing about statistics is in the compilation and presentation. Without looking at how those domis got so many kills one could assume the Domi to be way over powered and decide it is in need of rebalancing ( a nerf). Thing is, that 19k of kills came from major fleet battles, ( like the old drake blobs and look what happened there) where two sides lined up with similar doctrines and punched it out till one was left standing. (look at Domi losses for the same period)
A spike of success for a ship or weapon system, is and never should be a reason to "balance" a weapon system or ship, without looking at the whole picture.
NB; Dr Sraggles; You want to use Battleships for smaller gang / fleet fights, Get over to lowsec around Kor Azor, Genesis. I can tell you from experience you will have no trouble finding fights ( with battleships)
No worries, like I said, as Null Fleets have access to whatever works then it matters not (as they all have Domis).
When it comes to small gang though the type of balance that would be ideal would be to have other racial BS better represented. When you invest so many SP in missiles and then realize that it would have been better spent in Drones only after months of game play (and it will take months of retraining to fix) then there is a Customer Service problem. Eve is a tiny game with only 50,000 players on at the busiest times. Other games have *dozens* of servers with the same number of players. There are a lot of Customer Service problems the biggest of which is probably newbie success, imo (but I digress).
I've been through these balancing wars before in other MMO's. Some subscribe to the conspiracy theory line that the idea is to get months more out of the players subscription by motivating them to train something completely different. I go with the simplest explanation generally: Balance is hard and the players find balance problems and exploit them.
Solution: Give Caldari better drone bandwidth and larger bays. You have to sacrifice lows, highs, mediums and rigs to maximise Drones. Total damage output should nearly take care of itself (easy for me to say).
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
160
|
Posted - 2013.12.04 16:57:00 -
[2704] - Quote
Arthur Aihaken wrote:I give up... Switching over to guns and not looking back. Trying to get CCP to recognize and acknowledge that they've made some critical mistakes with respect to missiles is like trying to convince conspiracy theorists that we really did land on the moon. I'm not waiting around for the next update (let alone another year or more) for another set of half thought-out changes that seem to be introduced on a whim. Not empty quoting..
As we know too well, CCP cares what Eve players DO, much less what they SAY (leaked email) therefore adapting whenever devs fix something that wasn't broken by switching over to FOTM sounds like an appropriate feedback to me. |

Arthur Aihaken
The.VOID
750
|
Posted - 2013.12.04 17:12:00 -
[2705] - Quote
Niena Nuamzzar wrote:As we know too well, CCP cares what Eve players DO, much less what they SAY (leaked email) therefore adapting whenever devs fix something that wasn't broken by switching over to FOTM sounds like an appropriate feedback to me. Excellent! If all missile users switch over to hybrids maybe we can get those nerfed tooGǪ  I am currently away, traveling through time and will be returning last week. |

Elusive Panda
Gendry's Leech Eternal Pretorian Alliance
0
|
Posted - 2013.12.04 18:09:00 -
[2706] - Quote
Sentry V completed yesterday. |

Scuzzy Logic
Midnight Elites Partners of Industrial Service and Salvage
81
|
Posted - 2013.12.04 18:17:00 -
[2707] - Quote
Vincintius Agrippa wrote: The reload time is a horrible concept. Its not that HML and RLML overlapped. Its just that heavy missiles were destroyed by rise and friends almost 2 years ago. They reduced hm damage by 20%, nerfed explo radius and velocity. Which effectively killed the heavy missile launcher in pvp. The t2 varients are even worse as the damage dealing rage's suffere from massive explosive radius limiting you to only bc's and bs's. An utter insult considering these are cruiser sized weapons. Plop on an ab you wont take any damage from heavy missiles.
Light missile caracals have horrible dps, however they have a 1000-1200 volley which is used in alpha fleets. For reasons stated above there are no hml caracals. As for hams, only the t2 versions do any dps, ofcourse without any tp's that will be negated. All in all, only one missile cruiser and bc for caldari. Moa, ****. Ferox, ****. To be quite frank all missile ships have less dps and less applied damage than turret based ships. This being said, caldari have nothing but mission ships above frigs and dessies.
Pretty much this, the Drake nerf was a necessary evil, but Rise had to put on his ****** hat and nerf missiles instead. THEN we got the drake nerf. I'm not even trying to understand anymore...
|

Onictus
Silver Snake Enterprise Fatal Ascension
628
|
Posted - 2013.12.04 20:01:00 -
[2708] - Quote
Sgt Ocker wrote: The great and terrible thing about statistics is in the compilation and presentation. Without looking at how those domis got so many kills one could assume the Domi to be way over powered and decide it is in need of rebalancing ( a nerf). Thing is, that 19k of kills came from major fleet battles, ( like the old drake blobs and look what happened there) where two sides lined up with similar doctrines and punched it out till one was left standing. (look at Domi losses for the same period)
That is easy.
Its us dirty blobber the going standard means that every ship that dies to our domi fleets has 60-180 domiix's on it, the evekill top twenty just parses the ships on a kill, not the killing blow, this is why a sucessful null doctrine drakes for a long time, zealots during CFC vs NC. in Tribute, Mega's during Fountain.....Domi's now crush the eve kill top twenty, the numbers are multiplied from 6 to 18 times over your typical small gang. |

Herzog Wolfhammer
Sigma Special Tactics Group
3745
|
Posted - 2013.12.04 23:27:00 -
[2709] - Quote
Arthur Aihaken wrote:I give up... Switching over to guns and not looking back. Trying to get CCP to recognize and acknowledge that they've made some critical mistakes with respect to missiles is like trying to convince conspiracy theorists that we really did land on the moon. I'm not waiting around for the next update (let alone another year or more) for another set of half thought-out changes that seem to be introduced on a whim. We've basically seen Drakes and now Caracals eliminated as viable PvP options. Tengus have been relegated to the sidelines by being banned from most FW and DED complexes since Odyssey, and with the recent RLML change in Rubicon they're more or less useless in PvP as well. Even the Cerberus - which was shaping up to be a decent PvP ship - has all but disappeared. It's only a matter of time before Tengus get nerfed to the point where they're no longer viable in PvE, either. Ironically, I think the new Marauder actually influenced the changes to RLMLs because a few enterprising individuals were conceiving it as the ultimate frigate-gank platform. 
The part that really sticks in my craw is that there is absolutely nothing wrong with using a large ship for "frigate ganking". Heck, who has a right to dictate who uses what for anything? If someone wants to field a cruiser to gank frigates, so what. The same cruiser is dead when another cruiser shows up.
The RLML could have been the answer to these potential "intie gank fleets" we see now that their warp speeds are up and they are immune to bubbles. With a 40 second reload now all you need it to send in cheap tackle, let it pop, then while the quarry takes 40 SECONDS TO RELOAD you can move in the expensive stuff. |

Zvaarian the Red
Evil Leprechaun Brigade
168
|
Posted - 2013.12.05 01:05:00 -
[2710] - Quote
Herzog Wolfhammer wrote: The RLML could have been the answer to these potential "intie gank fleets" we see now that their warp speeds are up and they are immune to bubbles. With a 40 second reload now all you need it to send in cheap tackle, let it pop, then while the quarry takes 40 SECONDS TO RELOAD you can move in the expensive stuff.
Or you can simply wtfpwn it with a turret cruiser. |
|

Arthur Aihaken
The.VOID
758
|
Posted - 2013.12.05 01:11:00 -
[2711] - Quote
Here's another suggestion... change the fitting requirements such that RLMLs become a light weapons system and RHMLs become a medium-based weapons system. Then the burst and 40-second reload make more sense on a frigate and cruiser hull, because they suck on cruiser and battleship hulls. I am currently away, traveling through time and will be returning last week. |

Dr Sraggles
The Covenant of Blood
45
|
Posted - 2013.12.05 01:48:00 -
[2712] - Quote
Arthur Aihaken wrote:Here's another suggestion... change the fitting requirements such that RLMLs become a light weapons system and RHMLs become a medium-based weapons system. Then the burst and 40-second reload make more sense on a frigate and cruiser hull, because they suck on cruiser and battleship hulls. Yeah, I realize I'm scraping the bottom of the barrel here...
That's CRAZY TALK Arthur! Then a $200 Mill Cerb would do the dps of a $60 mill Talos....O wait...
|

Dr Sraggles
The Covenant of Blood
45
|
Posted - 2013.12.05 01:53:00 -
[2713] - Quote
Elusive Panda wrote:Sentry V completed yesterday.
Hey, look at the bright side:
If you spend a month each training Large Hybrids V, Sentries V, Large Drones V and Gall BS V plus add a few level V support skills in a mere 6 short months (and $120 poorer) you will actually have a viable BS for pvp!
Instead of remaps they should let us reallocate our SP every year . |

Maxor Swift
Science and Trade Institute Caldari State
0
|
Posted - 2013.12.05 02:13:00 -
[2714] - Quote
I just have a horrible feeling that CCP thinks this is such a great idea that we will see it on cruises next.
I just bought a cerb about 2 weeks before they ruined it now im desperately trying to make HAMs work on it sigh. |

Seranova Farreach
Lion Squadron
479
|
Posted - 2013.12.05 03:02:00 -
[2715] - Quote
ccp needs to un nerf heavy missles, buff explosive speed on hams, completly fix the phoenix and citadel torps/cruises
and finally cut the reload time in half for rapid launchers.
sad as it is i think CCP rise is corrupt and trying to nerf missles and missle ships into the ground cause he has his own agenda against them or perhaps outside influence is trying to get missiles nerfed.
Too long has gunnery been the go to for pvp! missile users rise up! and FIRE ZEE MISSILES! |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
43
|
Posted - 2013.12.05 03:04:00 -
[2716] - Quote
Seranova Farreach wrote:ccp needs to un nerf heavy missles, buff explosive speed on hams, completly fix the phoenix and citadel torps/cruises
and finally cut the reload time in half for rapid launchers.
sad as it is i think CCP rise is corrupt and trying to nerf missles and missle ships into the ground cause he has his own agenda against them or perhaps outside influence is trying to get missiles nerfed.
Too long has gunnery been the go to for pvp! missile users rise up! and FIRE ZEE MISSILES! All zee missiles? |

Sgt Ocker
State War Academy Caldari State
83
|
Posted - 2013.12.05 03:25:00 -
[2717] - Quote
Dr Sraggles wrote:Elusive Panda wrote:Sentry V completed yesterday. Hey, look at the bright side: If you spend a month each training Large Hybrids V, Sentries V, Large Drones V and Gall BS V plus add a few level V support skills in a mere 6 short months (and $120 poorer) you will actually have a viable BS for pvp! Instead of remaps they should let us reallocate our SP every year  . ! Major problem there, 6 months from now the Domi will be nerfed and that 6 months of training is wasted. So you will need to do it again for whatever gets the OP badge next, ( OP by CCP standards not real use)
This actually makes good business sense, keep forcing people to switch doctrines and retrain every 6 months = more plex sold (cash for CCP), more skill books sold (ISK for CCP).
Cynical outlook - Yes, but prove me wrong.
|

Sgt Ocker
State War Academy Caldari State
83
|
Posted - 2013.12.05 03:42:00 -
[2718] - Quote
Dr Sraggles wrote:Arthur Aihaken wrote:Here's another suggestion... change the fitting requirements such that RLMLs become a light weapons system and RHMLs become a medium-based weapons system. Then the burst and 40-second reload make more sense on a frigate and cruiser hull, because they suck on cruiser and battleship hulls. Yeah, I realize I'm scraping the bottom of the barrel here... That's CRAZY TALK Arthur! Then a $200 Mill Cerb would do the dps of a $60 mill Talos....O wait...  I actually thought when I 1st saw RHML they would be good on a BC, then I saw the PG requirements. As a BC weapon they may have merit, make then relatively hard to fit, so as to not overpower a BC you would need to sacrifice most of your tank to fit a full rack (720 T2 Howitzer PG).
If they are to stay a Battleship size weapon ( very likely) give us a T3 BC that can fit them (Naga comes to mind) Let Caldari compete in the T3 BC line with a weapon that is Caldari, Missiles. |

Vincintius Agrippa
F L O O D
9
|
Posted - 2013.12.05 06:51:00 -
[2719] - Quote
It always amazes me how much time ccp seems to invest in dumb ****. Yet, they cant even fix things of meaning.
Example: Changing the lights on a wolf from purple to grey. Camera zooming after undock,,,,,,, The volume of mwd's and ab's.,,,,,,,, Making the sound of booster ships more prevalent in front of the ship...... Among other dumb ****......
CCP has released a number of patches since Rubicon deployed Let me sum it up: Rubicon 1.0.1
****. ****, more ****
Rubicon 1.0.2
More ****, extra ****, alpha ****, beta ****.......High Grade (******** ****) Omega
Rubicon 1.0.3
Bullshit, Cowshit, dogshit, cat diarrhea , peoples diarrhea,.....
Rubicon 1.0.4
Blue ****, green ****, burgundy ****, quad laser ****, heavy pulse lazors with conflag ****.
Rubicon 1.05 ..........I think you know where im going with this................. Rubicon 1.0.6 ................................................................................................... Rubicon 1.0.7
Im tired of saying the word ****.
|

Zvaarian the Red
Evil Leprechaun Brigade
168
|
Posted - 2013.12.05 07:37:00 -
[2720] - Quote
Vincintius Agrippa wrote:It always amazes me how much time ccp seems to invest in dumb ****. Yet, they cant even fix things of meaning.
Example: Changing the lights on a wolf from purple to grey. Camera zooming after undock,,,,,,, The volume of mwd's and ab's.,,,,,,,, Making the sound of booster ships more prevalent in front of the ship...... Among other dumb ****......
CCP has released a number of patches since Rubicon deployed Let me sum it up: Rubicon 1.0.1
****. ****, more ****
Rubicon 1.0.2
More ****, extra ****, alpha ****, beta ****.......High Grade (******** ****) Omega
Rubicon 1.0.3
Bullshit, Cowshit, dogshit, cat diarrhea , peoples diarrhea,.....
Rubicon 1.0.4
Blue ****, green ****, burgundy ****, quad laser ****, heavy pulse lazors with conflag ****.
Rubicon 1.05 ..........I think you know where im going with this................. Rubicon 1.0.6 ................................................................................................... Rubicon 1.0.7
Im tired of saying the word ****.
Please try not to get this thread locked... |
|

Mhari Dson
Lazy Brothers Inc
90
|
Posted - 2013.12.05 08:03:00 -
[2721] - Quote
Elusive Panda wrote:Sentry V completed yesterday.
Just put that in today myself, don't like drones much but it'll work for now. |

Silverbackyererse
15
|
Posted - 2013.12.05 10:58:00 -
[2722] - Quote
Personally, I smell a nerf to all launcher based weapons systems to the point where they are little used.
My tin-foil-hattery says this is happening to reduce server loading. I recall a CCP examination of server loading a while back and launcher based weapons are server resource hungry.
Less launcher ships flying around = big win for CCP.
Tell me I'm wrong. ;) |

Arthur Aihaken
The.VOID
764
|
Posted - 2013.12.05 11:33:00 -
[2723] - Quote
Silverbackyererse wrote:My tin-foil-hattery says this is happening to reduce server loading. I recall a CCP examination of server loading a while back and launcher based weapons are server resource hungry.
Less launcher ships flying around = big win for CCP. Tell me I'm wrong. ;) Assuming we're both wearing our tinfoil hats and are tuned into the same frequencyGǪ
GÇó Stealth bombers are right up near the top in terms of missile use (torpedoes and bombs) GÇó All of the mission NPCs in PvE use missiles to some extent (usually the slow-moving variety) GÇó POS and structure grinding typically sees missiles utilized (and to a lesser degree, POS defenses)
So I'm not entirely sure how you could eliminate missile use per say, but one solution would be to exchange flight time for missile velocity so that missile objects don't last as long. It does seem odd that we introduced 2 new rapid fire "burst" launchers that have the potential to dump a lot of new objects in a relatively short period of time.
Therefore, I see your conspiracy theory and raise you one: the 40-second reload time is intended to reduce server load.  I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
162
|
Posted - 2013.12.05 11:59:00 -
[2724] - Quote
Maxor Swift wrote:I just bought a cerb about 2 weeks before they ruined it now im desperately trying to make HAMs work on it sigh. Hey, you don't have to struggle - precision rigged hero Cerb is a way to go! With 2 webs, TP and a long point your HAM's will deal 30% damage to almost anything. |

Sgt Ocker
State War Academy Caldari State
83
|
Posted - 2013.12.05 12:28:00 -
[2725] - Quote
Silverbackyererse wrote:Personally, I smell a nerf to all launcher based weapons systems to the point where they are little used.
My tin-foil-hattery says this is happening to reduce server loading. I recall a CCP examination of server loading a while back and launcher based weapons are server resource hungry.
Less launcher ships flying around = big win for CCP.
Tell me I'm wrong. ;) I'm curious, I can see where your coming from and would never presume you to be wrong but would not hundreds of Domis with 5 drones a piece create as much if not more server load as the same amount of Ravens pumping out cruise missiles? |

Zvaarian the Red
Evil Leprechaun Brigade
168
|
Posted - 2013.12.05 13:22:00 -
[2726] - Quote
Sgt Ocker wrote:Silverbackyererse wrote:Personally, I smell a nerf to all launcher based weapons systems to the point where they are little used.
My tin-foil-hattery says this is happening to reduce server loading. I recall a CCP examination of server loading a while back and launcher based weapons are server resource hungry.
Less launcher ships flying around = big win for CCP.
Tell me I'm wrong. ;) I'm curious, I can see where your coming from and would never presume you to be wrong but would not hundreds of Domis with 5 drones a piece create as much if not more server load as the same amount of Ravens pumping out cruise missiles?
Probably more. If you think about it drones are almost certainly more resource intensive that missiles. The bottom line is that CCP are simply clueless when it comes to game balance. There's no nefarious plot to ruin missiles, they just don't know what they are doing. |

Aivo Dresden
Red Federation RvB - RED Federation
122
|
Posted - 2013.12.05 13:52:00 -
[2727] - Quote
CCP Rise wrote: This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
DPS would suggest it's sustained damage. However, you're only counting the time it's actually launching missiles, not the 40 seconds it takes to reload the launcher. Those numbers should be halved, at least. You don't count DPS and then exclude downtime caused by reloads or cool downs. That's just so misleading I don't even have the words to describe it.
Not to mention that 40 seconds in PvP is the difference between life and dead.
Congratulations, after ruining HMs and then HAMs (Although arguably the problem here is more the ammo, and possibly less the launcher platform) you've now broken RLML as well. |

Moonaura
The Dead Rabbit Society
479
|
Posted - 2013.12.05 13:55:00 -
[2728] - Quote
Yes, in the case of the RLML at least, the sustained DPS is reduced from before by 20% "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
479
|
Posted - 2013.12.05 13:57:00 -
[2729] - Quote
Sgt Ocker wrote:Silverbackyererse wrote:Personally, I smell a nerf to all launcher based weapons systems to the point where they are little used.
My tin-foil-hattery says this is happening to reduce server loading. I recall a CCP examination of server loading a while back and launcher based weapons are server resource hungry.
Less launcher ships flying around = big win for CCP.
Tell me I'm wrong. ;) I'm curious, I can see where your coming from and would never presume you to be wrong but would not hundreds of Domis with 5 drones a piece create as much if not more server load as the same amount of Ravens pumping out cruise missiles?
Didn't they do a ton of optimisation around the way that these missiles were being calculated on the server after realising this. Sure its in an old dev blog. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Aivo Dresden
Red Federation RvB - RED Federation
122
|
Posted - 2013.12.05 14:09:00 -
[2730] - Quote
The sad, sad truth is that unfortunately there just aren't any alternatives. You pull out stats saying 'well xxx people still use the launchers so from that we conclude they are still good and popular". Again so misleading. There just are no better alternatives for people that only have missile skills. What else are they going to fit on their cruiser? HMs? HAMs? They are even worse of. |
|

Bouh Revetoile
TIPIAKS
434
|
Posted - 2013.12.05 16:15:00 -
[2731] - Quote
Aivo Dresden wrote:Congratulations, after ruining HMs and then HAMs Hu ? When did they ruined HAM ? In 3 years I only saw them buffed... |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
46
|
Posted - 2013.12.05 16:22:00 -
[2732] - Quote
scorchlikeshiswhiskey wrote:All zee missiles?
Yes All Zee Missiles.
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
45
|
Posted - 2013.12.05 16:37:00 -
[2733] - Quote
Is anyone keeping track of the last Dev update on what's going on in this "closely followed" thread? Or is CCP still trying the silent treatment for missile and Caldari pilots? |

Seranova Farreach
Lion Squadron
481
|
Posted - 2013.12.05 16:40:00 -
[2734] - Quote
scorchlikeshiswhiskey wrote:Seranova Farreach wrote:ccp needs to un nerf heavy missles, buff explosive speed on hams, completly fix the phoenix and citadel torps/cruises
and finally cut the reload time in half for rapid launchers.
sad as it is i think CCP rise is corrupt and trying to nerf missles and missle ships into the ground cause he has his own agenda against them or perhaps outside influence is trying to get missiles nerfed.
Too long has gunnery been the go to for pvp! missile users rise up! and FIRE ZEE MISSILES! All zee missiles?
yes, every last one of ZEE MISSILES! |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
165
|
Posted - 2013.12.05 16:41:00 -
[2735] - Quote
Bouh Revetoile wrote:Aivo Dresden wrote:Congratulations, after ruining HMs and then HAMs Hu ? When did they ruined HAM ? In 3 years I only saw them buffed... That is true - they were buffed, just not enough apparently. |

Mhari Dson
Lazy Brothers Inc
90
|
Posted - 2013.12.05 16:47:00 -
[2736] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote:Aivo Dresden wrote:Congratulations, after ruining HMs and then HAMs Hu ? When did they ruined HAM ? In 3 years I only saw them buffed... That is true - they were buffed, just not enough apparently.
Needed a bit more buff than they got, and HM's should have application where HAM's are now with HAM's bieng a bit better. |

Seranova Farreach
481
|
Posted - 2013.12.05 16:48:00 -
[2737] - Quote
Aivo Dresden wrote:CCP Rise wrote: This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
DPS would suggest it's sustained damage. However, you're only counting the time it's actually launching missiles, not the 40 seconds it takes to reload the launcher. Those numbers should be halved, at least. You don't count DPS and then exclude downtime caused by reloads or cool downs. That's just so misleading I don't even have the words to describe it. Not to mention that 40 seconds in PvP is the difference between life and death. Congratulations, after ruining HMs and then HAMs (Although arguably the problem here is more the ammo, and possibly less the launcher platform) you've now broken RLML as well.
this this omg this ccp read this gawdamnit. _______________________ http://i.imgur.com/d9Ee2ik.jpg
|

Arthur Aihaken
The.VOID
767
|
Posted - 2013.12.05 17:22:00 -
[2738] - Quote
scorchlikeshiswhiskey wrote:Is anyone keeping track of the last Dev update on what's going on in this "closely followed" thread? Or is CCP still trying the silent treatment for missile and Caldari pilots? There's not much to keep track of - nothing's changed. Priorities have been a) margin trading scams, b) contemplating nerfing Serpentis webs and c) the new uninspired SoE Nestor battleship. They're probably just waiting for this thread to lose interest so they can go "See? People have embraced the new changes." I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
2
|
Posted - 2013.12.05 17:42:00 -
[2739] - Quote
So.. threw a HM fit together on 2 minmatar cruiser hulls and experimented. I used scyFI and bellicose for these identical fits. I'm on my phone so you'll have to go with the basic explanation.
The fit:
x2 target painters x2 bcu for belli, x3 for scyFI Meta dcu x2 t1 rigors 1 nano LSE (meta4 on belli) T2 em screen reinforcer rig Warp disruptor Meta mwd Crash booster
Scythe is 20k ehp Belli is like 11k
The key is using your speed as tank. I killed a daredevil with the belli. Got me down to half armor but was able to alpha his reps. So HMs are usable.. but your fit tends to be extreme with minimal tank.
I did not fit caracal this way, but should also be semi effective as it also is a quick ship. Works great fot hit n runs, with no 40s reload. |

Arthur Aihaken
The.VOID
768
|
Posted - 2013.12.05 17:59:00 -
[2740] - Quote
Every Problem With Rapid Light Launchers In Point Form TL;DR - If you agree, please "like" this post. We need to continue to get the word out to players and keep this thread active. GǪ..
GÇó These were released on a whim, without any advance notice, testing or consultation with players. GÇó When factoring in reloads, overall DPS (including Caldari kinetic bonuses where applicable) has dropped a staggering 23%! Contrary to what's been stated, in addition to being a completely radical change - this was also a massive nerf. GÇó Ammunition capacity has been reduced by 77.75% and fitting requirements have increased almost 100%, which means in addition to the DPS loss - ships now have less configuration for tank or other modules. GÇó Missiles have the advantage of applying any damage type, which is removed with the inability to quickly switch ammunition. Pre-loading multiple damage types only waters down DPS and prevents adaptation to targets with different resistances. Even an instant ammo swap still wouldn't address the 40-second reload time (because 18 rounds doesn't last long). GÇó All tactical skill is lost since opponents now need only survive for 45 seconds. The 40-second reload window affords them enough time to repair whatever damage was incurred, reload ancillary boosters/repairers and call in reinforcements. GÇó Eliminates missile-based ships from solo PvP, because the damage application with heavy assault and heavy missiles is still abysmal. I am currently away, traveling through time and will be returning last week. |
|

Aivo Dresden
Red Federation RvB - RED Federation
125
|
Posted - 2013.12.05 18:05:00 -
[2741] - Quote
Stitch Kaneland wrote:Text you don't have a web? Like how bad would the Daredevil pilot have to be, to actually die to that? :P Not to mention that a frigate got you in half armor. Now run that again where you run in to a Vexor, or Maller. :P
|

Arthur Aihaken
The.VOID
769
|
Posted - 2013.12.05 18:06:00 -
[2742] - Quote
Stitch Kaneland wrote:The key is using your speed as tank. I killed a daredevil with the belli. Got me down to half armor but was able to alpha his reps. So HMs are usable.. but your fit tends to be extreme with minimal tank. If they're able to intercept and scram you though, you're dead - because you've sacrificed all your tank for target painters and rigors. Range is your only advantage, and if they sensor dampen you you'll either have to close to mitigate that or switch to FoF missiles and hope for the best (but this also prevents the use of target painters). I do applaud your efforts though. I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
3
|
Posted - 2013.12.05 18:25:00 -
[2743] - Quote
Aivo Dresden wrote:Stitch Kaneland wrote:Text You don't have a web. Like how bad would the Daredevil pilot have to be, to actually die to that? How did he not get away? Not to mention that a frigate got you in half armor. Now run that again where you run in to a Vexor, or Maller. :P
He could have been bad. Buts its a 300dps frigate, not your run of the mill rifter. I was getting 150-200 alpha hits on him as he was orbiting. The belli fit is just a large frig ehp wise at 11k. But its cheap. Scyfi a bit better at 20k.
Why would I intentionally attack a cruiser in my solo frig killer? I could and have if the right conditions exist. I also killed a rook and all the drones a navy vexor had. Didn't kill the vexor but I'm sure he was annoyed.
And did u say maller? I'm out at like 30-40km lobbing missiles, don't think he can touch me. And I wouldn't fight a maller because that would be a snooze, take too damn long to kill.
Scram is risky, but most frigs can't handle sustained 160dps. Plus the scyfi has small neut. |

The Sinister
Eve Minions
34
|
Posted - 2013.12.05 18:39:00 -
[2744] - Quote
-RIP -
Rapid Light Missile Launcher
No one uses them anymore HAHAHAHAHA i bet you didnt see that coming Rise you Dumbfuk |

Aivo Dresden
Red Federation RvB - RED Federation
127
|
Posted - 2013.12.05 18:55:00 -
[2745] - Quote
Stitch Kaneland wrote:Text Of course you're right, assuming you get to dictate the entire fight, you might be able to kill some frigs in your cruiser. If you get tackled though, you are in trouble.
That said, hunting frigs in a cruiser is all good and well but which launcher system would you use them to engage a cruiser then? HAMs? HMs? I mean with HM you have the range to dictate the fight, but you lack damage. You'll also have problems keeping your targets locked down really. If you opt for HAM you do slightly more damage, but you will have to get in to web/scram range of everything you engage. At that range you will get killed by a LOT of things, HAM damage application is really sub par. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
3
|
Posted - 2013.12.05 20:54:00 -
[2746] - Quote
Aivo Dresden wrote:Stitch Kaneland wrote:Text Of course you're right, assuming you get to dictate the entire fight, you might be able to kill some frigs in your cruiser. If you get tackled though, you are in trouble. That said, hunting frigs in a cruiser is all good and well but which launcher system would you use them to engage a cruiser then? HAMs? HMs? I mean with HM you have the range to dictate the fight, but you lack damage. You'll also have problems keeping your targets locked down really. If you opt for HAM you do slightly more damage, but you will have to get in to web/scram range of everything you engage. At that range you will get killed by a LOT of things, HAM damage application is really sub par.
I would use HM or HAM to kill cruisers similar to this but with maybe 1 or no tps. Prob keep the rigors for fast moving cruisers though and then use the extra slots for tank. My scyfi does 336dps with current fit, the scyfi is better suited for HML because of alpha.gets up to 1200-1300 per volley. Belli is like 240 I think with x2 bcu. But I wouldn't use belli to kill cruisers. Tp bonus is actually useful for killin frigs.
I would only use hams with either large buffer or active tanked, or dual prop.
Also as a note, the scyfi can reach 4k/s with OH without links/boosters/implants. Just need 2 nanos. Not many other cruisers can go that fast. So they could try and run, but I don't think they'll get away unless I screw up. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
166
|
Posted - 2013.12.05 21:23:00 -
[2747] - Quote
Stitch Kaneland wrote: He could have been bad. Buts its a 300dps frigate, not your run of the mill rifter. I was getting 150-200 alpha hits on him as he was orbiting.
Stitch Kaneland wrote: My scyfi does 336dps with current fit, the scyfi is better suited for HML because of alpha.gets up to 1200-1300 per volley.
Alpha Damage: The total damage of the first Volley fired. DPS calculation has nothing to do with this as we are talking about only the first volley and nothing else.
Alpha Strike: Destruction of target with Alpha damage.
Volley Damage: The total damage of one cycle of weapon by a single (or multiple) ships.
When discussing Alpha Damage, DPS does not matter. This is because we are talking about the first and only the first volley. Titan super weapon has a DPS around 20, who cares about that right?
When measuring Alpha damage, consider only how many shipsGÇÖ combined Alpha Damage it takes to Alpha Strike a ship (ideally just one). If you need more than one volley you are not talking about Alpha Damage anymore.
Can we all agree with this or not?
http://oldforums.eveonline.com/?a=topic&threadID=771749 |

Arthur Aihaken
The.VOID
779
|
Posted - 2013.12.05 22:30:00 -
[2748] - Quote
Niena Nuamzzar wrote:Can we all agree with this or not? Yes, but that still doesn't fix RLMLs unfortunately... I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
3
|
Posted - 2013.12.05 22:35:00 -
[2749] - Quote
Niena Nuamzzar wrote:Stitch Kaneland wrote: He could have been bad. Buts its a 300dps frigate, not your run of the mill rifter. I was getting 150-200 alpha hits on him as he was orbiting.
Stitch Kaneland wrote: My scyfi does 336dps with current fit, the scyfi is better suited for HML because of alpha.gets up to 1200-1300 per volley.
Alpha Damage: The total damage of the first Volley fired. DPS calculation has nothing to do with this as we are talking about only the first volley and nothing else.
Alpha Strike: Destruction of target with Alpha damage.
Volley Damage: The total damage of one cycle of weapon by a single (or multiple) ships.
When discussing Alpha Damage, DPS does not matter. This is because we are talking about the first and only the first volley. Titan super weapon has a DPS around 20, who cares about that right?
When measuring Alpha damage, consider only how many shipsGÇÖ combined Alpha Damage it takes to Alpha Strike a ship (ideally just one). If you need more than one volley you are not talking about Alpha Damage anymore.Can we all agree with this or not? http://oldforums.eveonline.com/?a=topic&threadID=771749
Noted. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
3
|
Posted - 2013.12.06 01:58:00 -
[2750] - Quote
Ok, so i fit up a caracal and compared.
The only difference between the Caracal and Bellicose (comparable priced equivalent) is that i'm using HAM's on the caracal due to its velocity bonus.
These examples are under perfect conditions (i.e Crash booster, max skills)
[Caracal, Anti-Frigate] Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II Nanofiber Internal Structure II
Warp Disruptor II Phased Weapon Navigation Array Generation Extron Phased Weapon Navigation Array Generation Extron Large Shield Extender II Experimental 10MN Microwarpdrive I
Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile
Medium Warhead Rigor Catalyst I Medium Warhead Rigor Catalyst I Medium Core Defense Field Extender I
Warrior II x2
Missile DPS only: 90 w/ 945 Volley w/ drones: 122 DPS Speed: 2226/3170 OH EHP: 11k (Anti-frigate remember? sacrifices must be made to hit undersized targets with oversized weapons)
[Bellicose, Anti-Frigate] Nanofiber Internal Structure II Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II
Phased Weapon Navigation Array Generation Extron Phased Weapon Navigation Array Generation Extron Warp Disruptor II Experimental 10MN Microwarpdrive I Large Shield Extender II
Heavy Missile Launcher II, Scourge Precision Heavy Missile Heavy Missile Launcher II, Scourge Precision Heavy Missile Heavy Missile Launcher II, Scourge Precision Heavy Missile Heavy Missile Launcher II, Scourge Precision Heavy Missile
Medium Warhead Rigor Catalyst I Medium Warhead Rigor Catalyst I Medium Anti-EM Screen Reinforcer II
Warrior II x5
(Precision) Missile Only: 78 dps /w 888 Volley w/ drones: 158 dps Speed: 1834/2613 EHP: 10,814
So, this points out a few things.
1. Caracal is the best t1 cruiser for killing frigates with a heavy launcher, It applies 2 (lol) more dps than my scyFI when only comparing missile damage ( and the scyFI has 3 BCU's). Its mainly because of the velocity bonus and hams, since hams apply better dps typically.
2. The caracal with dual nano's is quite a bit faster than most other cruisers except maybe the stabber. A few hundred m/s slower than an un-nano'd stabber. Nothing that skills/boosters/implants couldn't change to swing in your favor.
3. Don't focus on the dps number so much, but the volley. This is how the frigate dies to missiles. Not max DPS, but consistent damage. Yes, you're losing 2/3 of your DPS, and 2/3 of your volley. But guess what, each volley is still going to do up to 311 (there will be variables here, but under ideal conditions). Your average active tanked frig is using the base 400-600 armor or shield amount. Think they can out rep the hits when the hits start to bleed structure? Plated are alittle different.. but are typically slower and less worrisome. Or have larger sigs thanks to shield tanks.
4. In general yes, heavy missiles could use slight tweaking. But, before you know it, you're doing too much DPS to small targets with an oversized weapon, which makes them a tad OP. If you look at the combined DPS, on average, how many frigs (the basic throw away ones that are blobbed at you) can tank 122/150 dps, other than dual rep incursus? Obviously assualt frigs are different story, but the same still applies, its just about how skillful you are either outrunning them, or setting it up so you apply max dps as he's burning towards you. So if you tweak things too much, then the fits you see here, can then start dropping dmg application mods/rigs and allowing their "frigate EHP" get boosted back to cruiser EHP, but can still murder frigates and some cruisers.
5. This proves, when you fit your ship with a FOCUS to kill frigates, it tends to do it. You sacrifice EHP but gain lots of speed. in effect requiring more pilot skill to win fights, thus, making the game more fun than pressing orbit and F1. Just like turret gunners have to minimize transversal, you too will also have to maximize range/agility and more manual flying.
What does this say about RLML? Simply that, they're even more consistent damage, but at a cost with the reload. I would agree that at least 2 more charges would bring it to an acceptable balance.
RLML are a cruiser sized weapon, and that shouldn't automatically make them OP against frigates. Theres needs to be some chance of risk for the person using the module (this is a game), not just spam missile death to any frig that comes in contact. Hence the 40s reload.
So then you say "Well we were just wanting them to nerf dmg and range", but that doesn't change the fact, that if that frigate is in range of your missiles, its going to do sustained DPS that most cannot rep through consistently, unless flown by good pilots with boosters/drugs etc. Ok, so then we nerf light missiles into the ground to where they're consistently doing.. lets say 100-150dps but with higher application(depending on ship they're used on).
Well then, whats the point of fitting them? To have a cruiser tank, but laughable dps? So when they decided to balance this class of launcher, i'm thinking these were your options:
Burst DPS that has a chance of killing a frigate or 2 before a long delay (depending on fitting/pilot skill)
OR
Something that gets nerfed worse than HM's, and is completely and utterly worthless to fit
Oh, and remember the sacrifice's i was talking about earlier? Which fit has more EHP, the ship using an oversized weapon but trying to kill frigates, or the ship with an anti-frigate weapon system that is fit to kill frigates? |
|

Stitch Kaneland
Soldiers of Farscape The East India Co.
3
|
Posted - 2013.12.06 02:14:00 -
[2751] - Quote
As a final balance note, you know what frigates have as a defense? Afterburners. That means, if you suspect you're going to find skilled frigate pilots with afterburners, you may consider adding rigors/TP's to help counter with RLML. |

Viceorvirtue
The Hatchery Team Liquid
33
|
Posted - 2013.12.06 02:49:00 -
[2752] - Quote
It should be noted that unlike missiles, a turret ship does not have to completely change its weapon system or fit to be able to deal with both cruisers and frigates. If you fit a missile ship to be able to kill frigates you tend not to be able to deal with cruisers, and vice versa. Turrets don't have this issue (well they do but it can easily be overcome by manual piloting in the majority of cases) and the question becomes why not use a turret ship instead because you don't end up in the 'either or' situation that's won or lost before even undocking that you do in a missile ship.
Rlm were high on the metrics because they were so easy to train into to be just as effective as things like the omen and thorax. They were nerfed based on these metrics but CCP wanted them to be good vs frigates but not as good as heavy missiles against cruisers. The problem stems from issues in heavy missile application, as light fury missiles will actually do similar damage to cn heavy missiles on a fast moving cruiser hull. Equally the rlm allowed the caracal to fit a second lse, which actually let it stay on field against the omen and thorax. Normally a single lse caracal does not have the application to be able to fight something like an omen or thorax unless it uses hams, and even then it is very close.
Heavy missiles would theoretically be the go to launcher for fighting both cruisers and frigates but run into severe application problems to the point where they just really aren't worth using in place of a turret ship unless you have some outside source of webs/tps so you dont have to sacrifice the little tank you have. This leaves hams which despite having even more application issues tend to do more damage and actually can fight against other cruisers yet still do little to nothing against fast moving frigates outside of web range without making sacrifices that again, put them at what may be too much of a disadvantage against cruisers.
Nobody in the thread has once said the rlms were not too powerful and couldn't use a bit of tweaking down. The issue is that what was released, on short notice, was an incomplete weapon system (you cant change ammo during a fight when you need to without 40 seconds of doing nothing) that would have arguably served better as an entirely different weapon system once the missile damage application formula was looked at and hopefully redone.
I'm not saying that iteration on a weapon is bad, but having to iterate to fix what is likely a critical design flaw that was pointed out during testing and released anyway is frustrating. Then again so is balancing based mostly on metrics without going into the deeper question of why the metrics are skewed in such a way. Rlm were powerful, but they were also used because the alternatives were not comparable to the majority of other ships due to the way missile dmg is applied. So while nerfing rlm was the right call, changing them to an entirely different weapon system and effectively polarizing them as great or horrible with promises to possibly iterate later to make them less frustrating without really plumbing through the guts of missile application or really giving much notice is the biggest reason that there is so much negative and hostile reaction in the thread.
It would be great if rise posted here more and we all actually had a civil discussion about application, fitting, and general usefulness as well as intended missile design goals since that is the point of a feedback thread is it not? |

Arthur Aihaken
The.VOID
780
|
Posted - 2013.12.06 02:54:00 -
[2753] - Quote
Stitch Kaneland wrote:Ok, so i fit up a caracal and compared. Just so I have this straight... we're down to fitting cruisers to effectively take on frigates? I'm just going to raise the obvious question here: What happens when you run into a cruiser with a drastically slashed EHP? I appreciate the examples, and I'm not trying to be critical... but you do see the problem here, yes? RLMLs gave players the ability to fend off both without sacrificing tank. I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
3
|
Posted - 2013.12.06 03:15:00 -
[2754] - Quote
Arthur Aihaken wrote:Stitch Kaneland wrote:Ok, so i fit up a caracal and compared. Just so I have this straight... we're down to fitting cruisers to effectively take on frigates? I'm just going to raise the obvious question here: What happens when you run into a cruiser with a drastically slashed EHP? I appreciate the examples, and I'm not trying to be critical... but you do see the problem here, yes? RLMLs gave players the ability to fend off both without sacrificing tank. Stitch Kaneland wrote:As a final balance note, you know what frigates have as a defense? Afterburners. That means, if you suspect you're going to find skilled frigate pilots with afterburners, you may consider adding rigors/TP's to help counter with RLML. Yes, and while you're running rigors or flares in your rig slots - your enemy is using his to beef his resistances and tank. This is great for PvE - not so much for PvP. Again, I'm not trying to be critical - just pointing out a rather large hole.
Understood. However, the goal here is to try and pick your fights if you're solo. In a gang, use your speed to your advantage and "Snipe" with missiles.
I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.
Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version. |

Zvaarian the Red
Evil Leprechaun Brigade
172
|
Posted - 2013.12.06 03:41:00 -
[2755] - Quote
Stitch Kaneland wrote: I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.
Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version.
Sorry but even with rigors heavy missiles blow against frigates with afterburners. A Caracal with three rigors and precision heavy missiles deals 25% damage to a Kestrel with an afterburner or around ~63 DPS. With faction ammo that drops to 16.5% or ~47 DPS. That's utter garbage. There is no arguing otherwise.
And keep in mind that's with perfect damage application skills. It gets worse if you don't have those. |

Arthur Aihaken
The.VOID
781
|
Posted - 2013.12.06 03:47:00 -
[2756] - Quote
Stitch Kaneland wrote:Understood. However, the goal here is to try and pick your fights if you're solo. In a gang, use your speed to your advantage and "Snipe" with missiles.
I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.
Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version. If you're flying solo in a Caracal, I would say the chances of picking fights on your terms are going to be slim to none. In a gang, you are the weakest link... Sure, if you have the time without distractions, and your target is pointed - you can eventually kill everything. The problem is that if you can't kill them quickly, you usually can't disengage, either. And that's typically when uninvited guests tend to show up...
Zvaarian the Red wrote:Sorry but even with rigors heavy missiles blow against frigates with afterburners. A Caracal with three rigors and precision heavy missiles deals 25% damage to a Kestrel with an afterburner or around ~63 DPS. With faction ammo that drops to 16.5% or ~47 DPS. That's utter garbage. There is no arguing otherwise. And keep in mind that's with perfect damage application skills. It gets worse if you don't have those. I tend to agree. Better, but not great. Heavy assaults benefit the most from rigors and flares. I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
3
|
Posted - 2013.12.06 04:26:00 -
[2757] - Quote
Zvaarian the Red wrote:Stitch Kaneland wrote: I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.
Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version.
Sorry but even with rigors heavy missiles blow against frigates with afterburners. A Caracal with three rigors and precision heavy missiles deals 25% damage to a Kestrel with an afterburner or around ~63 DPS. With faction ammo that drops to 16.5% or ~47 DPS. That's utter garbage. There is no arguing otherwise. And keep in mind that's with perfect damage application skills. It gets worse if you don't have those.
But thats what i would expect from an a/b frigate. Its their defense against turrets (transversal and sig tanking) and missiles (sig and speed tanking) on larger vessels.
Heres an idea, how about we buff all missile damage application except lights. Then incorporate bonuses into afterburners to provide additional missile damage reduction. That would effectively make it like a tracking disruptor for missiles that makes sense. Then you have to consider a dual prop, or a/b only for fits to negate missile dps. So if you're fighting someone without an a/b, you get a buff to missile damage. If they have a fit with a/b, you hit like we do now. |

Zvaarian the Red
Evil Leprechaun Brigade
172
|
Posted - 2013.12.06 04:44:00 -
[2758] - Quote
Stitch Kaneland wrote:Zvaarian the Red wrote:Stitch Kaneland wrote: I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.
Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version.
Sorry but even with rigors heavy missiles blow against frigates with afterburners. A Caracal with three rigors and precision heavy missiles deals 25% damage to a Kestrel with an afterburner or around ~63 DPS. With faction ammo that drops to 16.5% or ~47 DPS. That's utter garbage. There is no arguing otherwise. And keep in mind that's with perfect damage application skills. It gets worse if you don't have those. But thats what i would expect from an a/b frigate. Its their defense against turrets (transversal and sig tanking) and missiles (sig and speed tanking) on larger vessels. Heres an idea, how about we buff all missile damage application except lights. Then incorporate bonuses into afterburners to provide additional missile damage reduction. That would effectively make it like a tracking disruptor for missiles that makes sense. Then you have to consider a dual prop, or a/b only for fits to negate missile dps. So if you're fighting someone without an a/b, you get a buff to missile damage. If they have a fit with a/b, you hit like we do now.
An Omen with beam lasers and no damage application rigs or modules generally applies damage much better against a frig with an afterburner, and it's only at the worst possible traversal that the numbers begin to compare, though even then the greater base DPS means you are doing much more damage. And if you add tracking rigs and/or modules? It's truly laughable at that point. |

Vincintius Agrippa
F L O O D
12
|
Posted - 2013.12.06 06:39:00 -
[2759] - Quote
Consider this, calari missile ships need three, 3, damage mods to really acquire any dps and even with those 3 they still do almost half the dps as turret ships using only 2. Add to that the fact that t1/meta 4 missiles systems with faction ammo do significantly less dps than t1/meta 4 based turret weapons. Only t2 launchers do cruiser sized dps. (450 dps with faction, over 530 with t2, over 600 oh). With hams that is. The only missile ship in this game worth using is actually the caracal navy issue which the above results are based on. Despite it not having the range bonus of the regular caracal it applies damage a hell of a lot better. The regular caracal with t2 launcher can get around 400 dps, with t2 ammo, however the massive explosion radius that t2 damage missiles get means they only can hit battle cruisers and up. So, Hams with t2 ammo are only useful on a nic. Faction hams can just barely handle cruisers, w/o an ab.
Caracal Navy Stats: 5% rof bonus 5% Bonus to explosion radius per level.
At Caldari Cruiser 5 I get::
Inferno Rage- 129 explosion radius, 109.65 with 1 rigor- 532 dps Caldari Navy Inferno- 75 explosion radius, 63.75 with 1 rigor- 440 Dps
Behold, my cruiser sized missiles can finally hit cruisers!^^^^^^
Inferno Javelin 75 explosion radius, 63.75 with 1 rigor- 345 dps.
Note: The javelins have an extra 19 m/s explosive velocity over faction, and have and extra 9km range. Not sure -100dps for extra 20 m/s explo velocity is worth it. That is up to you.
eft says 43k ehp, more like 33k ehp in eve. This is a faction ship remember, it should have a better tank. This should be the standard caracals tank and dps.
This^^^^^^^^^^^^^^^^^^^^^^^^^^^^^is a proper missile cruiser. Although it is worth mentioning that Large shield extenders should grant a 4k shield bonus like 1600's compared to the 2k they have now. Shield ships cant seem to tank as much as armor, add to that the sig penatly that blooms your ship so that everyone does perfect damge to you. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
140
|
Posted - 2013.12.06 06:46:00 -
[2760] - Quote
Gorski Car wrote:Tried the new rlmls. All I have 2 say is top lel way 2 ruin a weapon system ccp. I finaly got around to testing the Caracel and RLML in a lvl3 mission in Emperor Station, Amarr. Let me sum it up for you. This mission shouldn't have taken me more than 10-20 minutes.
I spent the last 45 minutes doing it. I had to reload the damn things almost ten times to kill the fing repair station. Then reload again while tanking the Merc wave to fire back. In total, I spent over half of it loading the damn things. Congrats, I have determined that the only acceptable use for these things is to reprocess them.
Caracal is now a piece of **** in every respect. Good thing I have good Amarr, WINMATAR and Gallente ship skills.
CCP Rise and Fozzie, I am sending you coal for christmas. I am never ever going to trust one damn thing you say about balancing again. Seriously, you need to be fired or retasked.
*Estimate of time was off: closer to an hour. |
|

Arthur Aihaken
The.VOID
786
|
Posted - 2013.12.06 06:50:00 -
[2761] - Quote
Kenshi Hanshin wrote:[quote=Gorski Car]I had to reload the damn things almost ten times to kill the fing repair station. No one (well, no one but all of us) stopped to think about the NPC repair that would happen in the 40-second reload interval. Gee, how could we possibly have foreseen this...  I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
786
|
Posted - 2013.12.06 06:56:00 -
[2762] - Quote
Vincintius Agrippa wrote:Shield ships cant seem to tank as much as armor, add to that the sig penatly that blooms your ship so that everyone does perfect damge to you. Yes, my EVE kingdom for an armor-based Caldari missile ship... I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
141
|
Posted - 2013.12.06 06:57:00 -
[2763] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:I had to reload the damn things almost ten times to kill the fing repair station. No one (well, no one but all of us) stopped to think about the NPC repair that would happen in the 40-second reload interval. Gee, how could we possibly have foreseen this...  Don't tempt me...
I am going to put my skilling times into something that will actually get me some efficient results. What I would do if I had the money to buy all the stockholders of CCP out... (FIrst thing would be to reduce CCP 40sec and CCP Idiot {Fozzie} paycheck). |

Vincintius Agrippa
F L O O D
13
|
Posted - 2013.12.06 06:58:00 -
[2764] - Quote
Arthur Aihaken wrote:Vincintius Agrippa wrote:Shield ships cant seem to tank as much as armor, add to that the sig penatly that blooms your ship so that everyone does perfect damge to you. Yes, my EVE kingdom for an armor-based Caldari missile ship...
Armor based caldari missile ship? I was just stating that shield cruisers cant tank as much as armor ones. A problem with caldari cruisers which generally means a standard tank with sub-par dps with prop and no point --or-- sub-par dps + sub-par tank with point and propmod. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
141
|
Posted - 2013.12.06 07:03:00 -
[2765] - Quote
Vincintius Agrippa wrote:Armor based caldari missile ship? Something unclear?
It is simple, I am saying that the RIse's and Fozzie's pay needs to be reduced or ammended. I am getting fed up with his delusional and ridiculous ideas. That would be dismissed if he actually spent a minute to analyze the idea within the context of eve's mechanics. |

Vincintius Agrippa
F L O O D
13
|
Posted - 2013.12.06 07:07:00 -
[2766] - Quote
oh, sorry, I thought you were being sarcastic :D |

Arthur Aihaken
The.VOID
786
|
Posted - 2013.12.06 07:31:00 -
[2767] - Quote
Vincintius Agrippa wrote:Armor based caldari missile ship? I was just stating that shield cruisers cant tank as much as armor ones. A problem with caldari cruisers which generally means a standard tank with sub-par dps with prop and no point --or-- sub-par dps + sub-par tank with point and propmod. Yeah, imagine a Cerebus with 6 low slots.  I am currently away, traveling through time and will be returning last week. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
879
|
Posted - 2013.12.06 09:32:00 -
[2768] - Quote
Kenshi Hanshin wrote:Gorski Car wrote:Tried the new rlmls. All I have 2 say is top lel way 2 ruin a weapon system ccp. I finaly got around to testing the Caracel and RLML in a lvl3 mission in Emperor Station, Amarr. Let me sum it up for you. This mission shouldn't have taken me more than 10-20 minutes. I spent the last 45 minutes doing it. I had to reload the damn things almost ten times to kill the fing repair station. Then reload again while tanking the Merc wave to fire back. In total, I spent over half of it loading the damn things. Congrats, I have determined that the only acceptable use for these things is to reprocess them. Caracal is now a piece of **** in every respect. Good thing I have good Amarr, WINMATAR and Gallente ship skills. CCP Rise and Fozzie, I am sending you coal for christmas. I am never ever going to trust one damn thing you say about balancing again. Seriously, you need to be fired or retasked. *Estimate of time was off: closer to an hour. Footnote: You ****** over Caldari pilots with the drake, HML last year now this half-assed idea with RLMLs & RHMLs. You have not addressed any of the underlying issues with missile mechanics. We as players have told you more times than I can count both in this thread, HML (Odyssey) and CML (Retribution). I can do your job better than you and your team. Hell, if I could I would be stripping you and your team of your salaries till you do your job with quality and professionalism. Which I have yet to see or evaluate acceptable performance in either criteria. You would be fired, lose your PE liscence and be a homeless bum in the woods if you were in my career field: with the ethic and professionalism you displayed.
When you write Winmatar after the last 1 and half year nerfs of minamtar ships and CLEAR new dominance of gallente ships you make yourself way more low on credit than any rapid missile lanucher idea might . "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Sgt Ocker
State War Academy Caldari State
85
|
Posted - 2013.12.06 12:00:00 -
[2769] - Quote
Arthur Aihaken wrote:
It seems clear that RLML and RHMLs are destined to be niche weapons that only serve to further blobs. Why we would want to encourage this at the expense of solo PvP is beyond me.
That sadly is a pretty easy question to answer.
Blob warfare (although generally bloody terrible for those involved due to TIDI) is just so good for advertising.
2 huge fleets numbering over 4000 met in TIDI-DIE. These massive fleets were using the newly released RLML & RHML on Cruisers and Battleships. The fight was one to behold and if you signup for a 30 day trial today you can soon be a part of this new and exciting game, EVE TIDI DIE, a 1 hour battle will last 4 hours due to the TIDI (how's that for value for money, pay for 1 hour get 3 for free) Signup today and we'll throw in a set of RLML or RHML as a bonus. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
3
|
Posted - 2013.12.06 14:41:00 -
[2770] - Quote
Zvaarian the Red wrote:Stitch Kaneland wrote:Zvaarian the Red wrote:Stitch Kaneland wrote: I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.
Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version.
Sorry but even with rigors heavy missiles blow against frigates with afterburners. A Caracal with three rigors and precision heavy missiles deals 25% damage to a Kestrel with an afterburner or around ~63 DPS. With faction ammo that drops to 16.5% or ~47 DPS. That's utter garbage. There is no arguing otherwise. And keep in mind that's with perfect damage application skills. It gets worse if you don't have those. But thats what i would expect from an a/b frigate. Its their defense against turrets (transversal and sig tanking) and missiles (sig and speed tanking) on larger vessels. Heres an idea, how about we buff all missile damage application except lights. Then incorporate bonuses into afterburners to provide additional missile damage reduction. That would effectively make it like a tracking disruptor for missiles that makes sense. Then you have to consider a dual prop, or a/b only for fits to negate missile dps. So if you're fighting someone without an a/b, you get a buff to missile damage. If they have a fit with a/b, you hit like we do now. An Omen with beam lasers and no damage application rigs or modules generally applies damage much better against a frig with an afterburner, and it's only at the worst possible traversal that the numbers begin to compare, though even then the greater base DPS means you are doing much more damage. And if you add tracking rigs and/or modules? It's truly laughable at that point.
The only thing with turrets is that if you pilot correctly you can cause dps to drop off significantly. To where no dps is applied. So of course turrets are going to be better at applying initially because you can negate all their damage if u know how to fly. Missiles will always hit if youre in range. Think of it more like a damage over time effect. Low but consistent dps. Now I'm not advocating HML, they do need a buff, but they're not completely useless. If you don't want a 40s reload but want to hunt frigs, there are alternatives, just have to sacrifice. Are the above fittings good? Not really, but they are fun to fly and will kill most frigs. They are specialized for the task. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
168
|
Posted - 2013.12.06 15:37:00 -
[2771] - Quote
So medium size missiles are in good shape but somehow people are choosing turrets over missiles now perhaps more than ever? Okay, seems legit. |

Elusive Panda
Gendry's Leech Eternal Pretorian Alliance
3
|
Posted - 2013.12.06 17:04:00 -
[2772] - Quote
nvm, post got lost. No time to write it back. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
3
|
Posted - 2013.12.06 17:10:00 -
[2773] - Quote
Niena Nuamzzar wrote:So medium size missiles are in good shape but somehow people are choosing turrets over missiles now perhaps more than ever? Okay, seems legit.
I didn't say they were in good shape. They need tweaking. I've mentioned that several times already. But they are affected far more on how you fit than turrets for application. You could easily adjust above fittings to gain more tank and lose application on frigates but still apply respectable dps to cruiser sized targets. If you're wanting an op pwnmobile, thats max tank and gank and no application, then you're going to be disappointed.
Still think most are missing the point, missiles hit everytime, you can only outrun missiles or maybe kill them with SB or use defenders (lol) which no one has really touched on. Those systems could use some tweaking as well. So if you fit for more application, you will always be applying some form of dps. If HML are buffed too much, then they'll swing over into being op again because then you can reduce application rigs and modules and have more tank.
Buff hm dmg and application, introduce module to disrupt missiles would be ideal. I was thinking either incorporate the effect into afterburners or make a new utility high slot that affects explosion raduis/velocity that functions like a SB. Give it a slightly longer cycle time so you can still occasionly get good hits inbetween cycle times of said module. That way missile users aren't completely nuetered if they get into a fight with a ship that has one. We could call it chaff, and maybe even consumes charges? Like 20 charges and then a 10-20 second reload? You load it with scrap metal or some new charge. Functioning similar to defenders but u need only one module. It doesn't kill the missile just lowers application. The high slot then gives the choice of a nuet/nos or missile defense. |

Arthur Aihaken
The.VOID
788
|
Posted - 2013.12.06 17:45:00 -
[2774] - Quote
Sgt Ocker wrote:Blob warfare (although generally bloody terrible for those involved due to TIDI) is just so good for advertising.
2 huge fleets numbering over 4000 met in TIDI-DIE. These massive fleets were using the newly released RLML & RHML on Cruisers and Battleships. The fight was one to behold and if you signup for a 30 day trial today you can soon be a part of this new and exciting game, EVE TIDI DIE, a 1 hour battle will last 4 hours due to the TIDI (how's that for value for money, pay for 1 hour get 3 for free) Yes, because watching paint dry between issuing commands, dying and then waiting an hour to get back into the battle is so exciting... I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
788
|
Posted - 2013.12.06 20:23:00 -
[2775] - Quote
I've switched over to HAMs while I train guns. How's everyone else faring? I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
145
|
Posted - 2013.12.06 20:54:00 -
[2776] - Quote
Kagura Nikon wrote:Kenshi Hanshin wrote:Gorski Car wrote:Tried the new rlmls. All I have 2 say is top lel way 2 ruin a weapon system ccp. I finaly got around to testing the Caracel and RLML in a lvl3 mission in Emperor Station, Amarr. Let me sum it up for you. This mission shouldn't have taken me more than 10-20 minutes. I spent the last 45 minutes doing it. I had to reload the damn things almost ten times to kill the fing repair station. Then reload again while tanking the Merc wave to fire back. In total, I spent over half of it loading the damn things. Congrats, I have determined that the only acceptable use for these things is to reprocess them. Caracal is now a piece of **** in every respect. Good thing I have good Amarr, WINMATAR and Gallente ship skills. CCP Rise and Fozzie, I am sending you coal for christmas. I am never ever going to trust one damn thing you say about balancing again. Seriously, you need to be fired or retasked. *Estimate of time was off: closer to an hour. Footnote: You ****** over Caldari pilots with the drake, HML last year now this half-assed idea with RLMLs & RHMLs. You have not addressed any of the underlying issues with missile mechanics. We as players have told you more times than I can count both in this thread, HML (Odyssey) and CML (Retribution). I can do your job better than you and your team. Hell, if I could I would be stripping you and your team of your salaries till you do your job with quality and professionalism. Which I have yet to see or evaluate acceptable performance in either criteria. You would be fired, lose your PE liscence and be a homeless bum in the woods if you were in my career field: with the ethic and professionalism you displayed. When you write Winmatar after the last 1 and half year nerfs of minamtar ships and CLEAR new dominance of gallente ships you make yourself way more low on credit than any rapid missile lanucher idea might . Minmatar ships still have absurd advantages due to their smaller than average sig radius and higher than average speed. I still see more Minmatar ships in red fleets than I do gallente. Thus my statement.
The point is that Minmatar and Gallente ships are the two strongest factions. You really cannot argue against that.
|

Marcus Walkuris
Aww yeahhh
40
|
Posted - 2013.12.06 20:59:00 -
[2777] - Quote
Arthur Aihaken wrote:I've switched over to HAMs while I train guns. How's everyone else faring?
Finishing cruise missiles and switching over to gunnery. As I've shown in this dead thread https://forums.eveonline.com/default.aspx?g=posts&m=3821584#post3821584
You can switch over to gunnery and including support skills train up a gun type and loose no speed over finishing missile skills past 70% or more percent completed. Missiles are THAT fubar and skill intensive to boot. |

Arthur Aihaken
The.VOID
789
|
Posted - 2013.12.06 21:02:00 -
[2778] - Quote
Marcus Walkuris wrote:You can switch over to gunnery and including support skills train up a gun type and loose no speed over finishing missile skills past 70% or more percent completed. Missiles are THAT fubar and skill intensive to boot. I noticed that the gunnery stuff seems to train a lot quicker. I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
145
|
Posted - 2013.12.06 21:07:00 -
[2779] - Quote
Stitch Kaneland wrote:Niena Nuamzzar wrote:So medium size missiles are in good shape but somehow people are choosing turrets over missiles now perhaps more than ever? Okay, seems legit. I didn't say they were in good shape. They need tweaking. I've mentioned that several times already. But they are affected far more on how you fit than turrets for application. You could easily adjust above fittings to gain more tank and lose application on frigates but still apply respectable dps to cruiser sized targets. If you're wanting an op pwnmobile, thats max tank and gank and no application, then you're going to be disappointed. Still think most are missing the point, missiles hit everytime, you can only outrun missiles or maybe kill them with SB or use defenders (lol) which no one has really touched on. Those systems could use some tweaking as well. So if you fit for more application, you will always be applying some form of dps. If HML are buffed too much, then they'll swing over into being op again because then you can reduce application rigs and modules and have more tank. Buff hm dmg and application, introduce module to disrupt missiles would be ideal. I was thinking either incorporate the effect into afterburners or make a new utility high slot that affects explosion raduis/velocity that functions like a SB. Give it a slightly longer cycle time so you can still occasionly get good hits inbetween cycle times of said module. That way missile users aren't completely nuetered if they get into a fight with a ship that has one. We could call it chaff, and maybe even consumes charges? Like 20 charges and then a 10-20 second reload? You load it with scrap metal or some new charge. Functioning similar to defenders but u need only one module. It doesn't kill the missile just lowers application. The high slot then gives the choice of a nuet/nos or missile defense. Sorry for any double post.
It doesn't matter if the missiles hit for 10% or less of their theoretical damage. Weapons are meant to kill with efficiency. So the damage over time analogy you are using is complete horse-****. That works fine with games that are similar to WoW. However, that is not Eve. Furthermore, damage-over-time doesn't make sense from a logical standpoint with the background of Eve.
I will say that I do at least have some liking for your chaff-launcher idea. |

Arthur Aihaken
The.VOID
792
|
Posted - 2013.12.06 21:13:00 -
[2780] - Quote
Kenshi Hanshin wrote:I will say that I do at least have some liking for your chaff-launcher idea. Only if we get a passive low-slot Ballistic Enhancer... I am currently away, traveling through time and will be returning last week. |
|

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
145
|
Posted - 2013.12.06 21:15:00 -
[2781] - Quote
Arthur Aihaken wrote:I've switched over to HAMs while I train guns. How's everyone else faring? I am faring alright since I have decent gunnery and good drone skills. But that doesn't negate the feeling of being punch in the gut and kicked in the mouth... Seriously, this consistent nerfing and bias against Caldari having any parity is getting old really fast. I am actually starting to miss EA devs who don't even try to hide their biased ideas. As you knew exactly what it was you were getting into.
That as an aside: I did some DPS graphs for the Marauders. Since I was bored and what the hell... Summary, in the majority of situations the Vargur outperforms the other three by a significant margin.
Fittings: http://imgur.com/NRmx5T3,BoqZytW,JeSWJ1p,W3pVDyM,SBkgm1l,5na1Urr,JcDEVdn,ms2BduR,iY77lOr
http://imgur.com/NRmx5T3,BoqZytW,JeSWJ1p,W3pVDyM,SBkgm1l,5na1Urr,JcDEVdn,ms2BduR,iY77lOr#1
http://imgur.com/NRmx5T3,BoqZytW,JeSWJ1p,W3pVDyM,SBkgm1l,5na1Urr,JcDEVdn,ms2BduR,iY77lOr#2
DPS Graphs: http://imgur.com/NRmx5T3,BoqZytW,JeSWJ1p,W3pVDyM,SBkgm1l,5na1Urr,JcDEVdn,ms2BduR,iY77lOr#3 http://imgur.com/NRmx5T3,BoqZytW,JeSWJ1p,W3pVDyM,SBkgm1l,5na1Urr,JcDEVdn,ms2BduR,iY77lOr#4 http://imgur.com/NRmx5T3,BoqZytW,JeSWJ1p,W3pVDyM,SBkgm1l,5na1Urr,JcDEVdn,ms2BduR,iY77lOr#5 http://imgur.com/NRmx5T3,BoqZytW,JeSWJ1p,W3pVDyM,SBkgm1l,5na1Urr,JcDEVdn,ms2BduR,iY77lOr#6 http://imgur.com/NRmx5T3,BoqZytW,JeSWJ1p,W3pVDyM,SBkgm1l,5na1Urr,JcDEVdn,ms2BduR,iY77lOr#7 http://imgur.com/NRmx5T3,BoqZytW,JeSWJ1p,W3pVDyM,SBkgm1l,5na1Urr,JcDEVdn,ms2BduR,iY77lOr#8
Enjoy! |

Arthur Aihaken
The.VOID
792
|
Posted - 2013.12.06 21:21:00 -
[2782] - Quote
Between CCP-Rush and CCP-Fizzle, it's been a pretty crappy year for Caldari players. I am currently away, traveling through time and will be returning last week. |

Marcus Walkuris
Aww yeahhh
42
|
Posted - 2013.12.06 21:24:00 -
[2783] - Quote
Arthur Aihaken wrote:Marcus Walkuris wrote:You can switch over to gunnery and including support skills train up a gun type and loose no speed over finishing missile skills past 70% or more percent completed. Missiles are THAT fubar and skill intensive to boot. I noticed that the gunnery stuff seems to train a lot quicker.
Lol I misspelled lose. yes it is immense a difference in effective training requirement. 36x multiplier total for missile support+target painting. Vs 18x for gunnery, 16 times for projectiles. This doesn't even include the fact you can skip out of falloff skills for lasers and hybrids with little problem. Vice versa "Sharpshooter" optimal skill can be taken to lvl 4 and left there for projectiles. Whereas the force multiplier for missile support skills is much higher percentage-wise and downright essential. Range skills+tracking sticking out head and shoulder. And all that for 1 (sad) weapons-ystem vs 3. Ohh not to mention you have double the skill requirements for medium small and heavy, short and long range techII requirements. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
146
|
Posted - 2013.12.06 21:37:00 -
[2784] - Quote
Marcus Walkuris wrote:Arthur Aihaken wrote:Marcus Walkuris wrote:You can switch over to gunnery and including support skills train up a gun type and loose no speed over finishing missile skills past 70% or more percent completed. Missiles are THAT fubar and skill intensive to boot. I noticed that the gunnery stuff seems to train a lot quicker. Lol I misspelled lose. yes it is immense a difference in effective training requirement. 36x multiplier total for missile support+target painting. Vs 18x for gunnery, 16 times for projectiles. This doesn't even include the fact you can skip out of falloff skills for lasers and hybrids with little problem. Vice versa "Sharpshooter" optimal skill can be taken to lvl 4 and left there for projectiles. Whereas the force multiplier for missile support skills is much higher percentage-wise and downright essential. Range skills+tracking sticking out head and shoulder. And all that for 1 (sad) weapons-ystem vs 3. Ohh not to mention you have double the skill requirements for medium small and heavy, short and long range techII requirements. When you compare the SP investments to the effectiveness, there is really no reason to train Missiles anymore. You are better off with Lasers, Hybrids, Projectiles or even drones. I highly doubt anyone that has skills and experience in all five systems will disagree.
Edit: The only advantage missiles still have is that they are easier to use than turrets for newbies. Since you don't have to worry about the optimal-falloff ranges. However, that really don't matter. Since the damage application is garbage. |

Marcus Walkuris
Aww yeahhh
42
|
Posted - 2013.12.06 22:22:00 -
[2785] - Quote
Kenshi Hanshin wrote: When you compare the SP investments to the effectiveness, there is really no reason to train Missiles anymore. You are better off with Lasers, Hybrids, Projectiles or even drones. I highly doubt anyone that has skills and experience in all five systems will disagree.
Edit: The only advantage missiles still have is that they are easier to use than turrets for newbies. Since you don't have to worry about the optimal-falloff ranges. However, that really don't matter. Since the damage application is garbage.
Yeah, I think it's a glaring issue, I don't want to bump my own thread though, but expected there to be more interest. I wanted to make a newbie guide for SP allocation. (not going to turn every newb into an SP natzi). But to give an indication to them of what to expect. Or what to train for if they are SP optimizing neurotics like me. I would advise a newb in this day and age to go for drones and then gunnery after. (I just don't know where to post it or anything).
I myself have just about finished cruise missiles and that is only for my rattlesnake, at this point I would vow to fill all my high slots with neuts for lvl4 missions if I could get those SP points back. Little over 2,5 months worth of training time. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
4
|
Posted - 2013.12.06 22:25:00 -
[2786] - Quote
Kenshi Hanshin wrote:Stitch Kaneland wrote:Niena Nuamzzar wrote:So medium size missiles are in good shape but somehow people are choosing turrets over missiles now perhaps more than ever? Okay, seems legit. I didn't say they were in good shape. They need tweaking. I've mentioned that several times already. But they are affected far more on how you fit than turrets for application. You could easily adjust above fittings to gain more tank and lose application on frigates but still apply respectable dps to cruiser sized targets. If you're wanting an op pwnmobile, thats max tank and gank and no application, then you're going to be disappointed. Still think most are missing the point, missiles hit everytime, you can only outrun missiles or maybe kill them with SB or use defenders (lol) which no one has really touched on. Those systems could use some tweaking as well. So if you fit for more application, you will always be applying some form of dps. If HML are buffed too much, then they'll swing over into being op again because then you can reduce application rigs and modules and have more tank. Buff hm dmg and application, introduce module to disrupt missiles would be ideal. I was thinking either incorporate the effect into afterburners or make a new utility high slot that affects explosion raduis/velocity that functions like a SB. Give it a slightly longer cycle time so you can still occasionly get good hits inbetween cycle times of said module. That way missile users aren't completely nuetered if they get into a fight with a ship that has one. We could call it chaff, and maybe even consumes charges? Like 20 charges and then a 10-20 second reload? You load it with scrap metal or some new charge. Functioning similar to defenders but u need only one module. It doesn't kill the missile just lowers application. The high slot then gives the choice of a nuet/nos or missile defense. Sorry for any double post. It doesn't matter if the missiles hit for 10% or less of their theoretical damage. Weapons are meant to kill with efficiency. So the damage over time analogy you are using is complete horse-****. That works fine with games that are similar to WoW. However, that is not Eve. Furthermore, damage-over-time doesn't make sense from a logical standpoint with the background of Eve. I will say that I do at least have some liking for your chaff-launcher idea.
I didn't like the DoS statement either, but have you ever seen a missile do 0 damage when in range? If your answer is no, then the DoS statement still applies. I will elaborate more when I get home. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
146
|
Posted - 2013.12.06 22:42:00 -
[2787] - Quote
Stitch Kaneland wrote:Kenshi Hanshin wrote:Stitch Kaneland wrote:Niena Nuamzzar wrote:So medium size missiles are in good shape but somehow people are choosing turrets over missiles now perhaps more than ever? Okay, seems legit. I didn't say they were in good shape. They need tweaking. I've mentioned that several times already. But they are affected far more on how you fit than turrets for application. You could easily adjust above fittings to gain more tank and lose application on frigates but still apply respectable dps to cruiser sized targets. If you're wanting an op pwnmobile, thats max tank and gank and no application, then you're going to be disappointed. Still think most are missing the point, missiles hit everytime, you can only outrun missiles or maybe kill them with SB or use defenders (lol) which no one has really touched on. Those systems could use some tweaking as well. So if you fit for more application, you will always be applying some form of dps. If HML are buffed too much, then they'll swing over into being op again because then you can reduce application rigs and modules and have more tank. Buff hm dmg and application, introduce module to disrupt missiles would be ideal. I was thinking either incorporate the effect into afterburners or make a new utility high slot that affects explosion raduis/velocity that functions like a SB. Give it a slightly longer cycle time so you can still occasionly get good hits inbetween cycle times of said module. That way missile users aren't completely nuetered if they get into a fight with a ship that has one. We could call it chaff, and maybe even consumes charges? Like 20 charges and then a 10-20 second reload? You load it with scrap metal or some new charge. Functioning similar to defenders but u need only one module. It doesn't kill the missile just lowers application. The high slot then gives the choice of a nuet/nos or missile defense. Sorry for any double post. It doesn't matter if the missiles hit for 10% or less of their theoretical damage. Weapons are meant to kill with efficiency. So the damage over time analogy you are using is complete horse-****. That works fine with games that are similar to WoW. However, that is not Eve. Furthermore, damage-over-time doesn't make sense from a logical standpoint with the background of Eve. I will say that I do at least have some liking for your chaff-launcher idea. I didn't like the DoT statement either, but have you ever seen a missile do 0 damage when in range? If your answer is no, then the DoT statement still applies. I will elaborate more when I get home. As a matter of fact, I have had my missiles do exactly 0 damage. Admittedly it was a dramiel and the missiles were being completely nullified due to the Sig-Explosion radius and Velocity-Explosion velocity ratios. I also recall losing that Drake too...
I look forward to your elaboration, Sir.
Edit: Still doesn't negate or mitigate that missiles should not be a DoT weapon or that DoT weapons make no sense in the context of the Eve Universe. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
4
|
Posted - 2013.12.07 03:22:00 -
[2788] - Quote
Kenshi Hanshin wrote:Stitch Kaneland wrote:Kenshi Hanshin wrote:Stitch Kaneland wrote:Niena Nuamzzar wrote:So medium size missiles are in good shape but somehow people are choosing turrets over missiles now perhaps more than ever? Okay, seems legit. I didn't say they were in good shape. They need tweaking. I've mentioned that several times already. But they are affected far more on how you fit than turrets for application. You could easily adjust above fittings to gain more tank and lose application on frigates but still apply respectable dps to cruiser sized targets. If you're wanting an op pwnmobile, thats max tank and gank and no application, then you're going to be disappointed. Still think most are missing the point, missiles hit everytime, you can only outrun missiles or maybe kill them with SB or use defenders (lol) which no one has really touched on. Those systems could use some tweaking as well. So if you fit for more application, you will always be applying some form of dps. If HML are buffed too much, then they'll swing over into being op again because then you can reduce application rigs and modules and have more tank. Buff hm dmg and application, introduce module to disrupt missiles would be ideal. I was thinking either incorporate the effect into afterburners or make a new utility high slot that affects explosion raduis/velocity that functions like a SB. Give it a slightly longer cycle time so you can still occasionly get good hits inbetween cycle times of said module. That way missile users aren't completely nuetered if they get into a fight with a ship that has one. We could call it chaff, and maybe even consumes charges? Like 20 charges and then a 10-20 second reload? You load it with scrap metal or some new charge. Functioning similar to defenders but u need only one module. It doesn't kill the missile just lowers application. The high slot then gives the choice of a nuet/nos or missile defense. Sorry for any double post. It doesn't matter if the missiles hit for 10% or less of their theoretical damage. Weapons are meant to kill with efficiency. So the damage over time analogy you are using is complete horse-****. That works fine with games that are similar to WoW. However, that is not Eve. Furthermore, damage-over-time doesn't make sense from a logical standpoint with the background of Eve. I will say that I do at least have some liking for your chaff-launcher idea. I didn't like the DoT statement either, but have you ever seen a missile do 0 damage when in range? If your answer is no, then the DoT statement still applies. I will elaborate more when I get home. As a matter of fact, I have had my missiles do exactly 0 damage. Admittedly it was a dramiel and the missiles were being completely nullified due to the Sig-Explosion radius and Velocity-Explosion velocity ratios. I also recall losing that Drake too... I look forward to your elaboration, Sir. Edit: Still doesn't negate or mitigate that missiles should not be a DoT weapon or that DoT weapons make no sense in the context of the Eve Universe.
Fair enough.
I am not wanting DoT weapons in Eve, i'm stating that for balancing purposes, thats at the core principle, that missiles act in a way that mimics DoT effects. You can either reduce their effectiveness (speed and low sigs) or increase their effectiveness (webs/tps/rigs), regardless, some kind of damage is being caused. Perhaps in apparently some of the more extreme cases you can negate all damage. Turrets have the chance to miss from every distance that is within range, making it more about skill and manualy flying to line up shots. Each have their benefits and disadvantages. Do HM need a buff? Yes, they just need to be tweaked a bit, but still make missile pilots fit tps/rigs (and oneday a missile guidance computer) to make it more on par with how turrets have to fit.
|

Zvaarian the Red
Evil Leprechaun Brigade
176
|
Posted - 2013.12.07 03:33:00 -
[2789] - Quote
Stitch Kaneland wrote:Yes, they just need to be tweaked a bit, but still make missile pilots fit tps/rigs (and oneday a missile guidance computer) to make it more on par with how turrets have to fit.
The problem is that currently turret ships can use mids or lows to enhance tracking while missile ships have to use mid slots, and without any tracking enhancements they are massively better in all cases other than frig size weapons (where the gap is relatively small). |

Nevyn Auscent
Broke Sauce
585
|
Posted - 2013.12.07 03:54:00 -
[2790] - Quote
Stitch Kaneland wrote:
Fair enough.
I am not wanting DoT weapons in Eve, i'm stating that for balancing purposes, thats at the core principle, that missiles act in a way that mimics DoT effects. You can either reduce their effectiveness (speed and low sigs) or increase their effectiveness (webs/tps/rigs), regardless, some kind of damage is being caused. Perhaps in apparently some of the more extreme cases you can negate all damage. Turrets have the chance to miss from every distance that is within range, making it more about skill and manualy flying to line up shots. Each have their benefits and disadvantages. Do HM need a buff? Yes, they just need to be tweaked a bit, but still make missile pilots fit tps/rigs (and oneday a missile guidance computer) to make it more on par with how turrets have to fit.
Uh, except the same argument can be made about turrets that they are DoT weapons. Because they do some damage over time.... Hence the term 'DPS' The problem is said DPS is negligible compared to turrets in most classes. AND turrets are so much more economical to train skill wise. |
|

Empeached
Patusan Retreats
4
|
Posted - 2013.12.07 16:34:00 -
[2791] - Quote
So is there any chance we could get an update on this CCP? There have been lots of very informative posts in this thread highlighting some of the problems facing missiles (heavies in particular), and it seems like tackling these is the only real way to effectively balance rapids - it's hard to introduce a new mechanic into a system that for lots of people just isn't working as it should.
Would be nice to hear some feedback anyway - not least because I'm trying to work out whether the smart move is to switch to training drones or not... |

Arthur Aihaken
The.VOID
793
|
Posted - 2013.12.07 16:55:00 -
[2792] - Quote
Empeached wrote:So is there any chance we could get an update on this CCP? The update I'm fully expecting is to the effect of "GǪwhile we were initially concerned with the 40-second reload/ammunition swap time, players seem to have adapted and are now utilizing the rapid launchers in numerous new tactical scenariosGǪ therefore, we have decided to leave rapid launchers for now and continue evaluating them."
YeahGǪ not holding my breath. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
180
|
Posted - 2013.12.07 22:26:00 -
[2793] - Quote
Empeached wrote:So is there any chance we could get an update on this CCP? There have been lots of very informative posts in this thread highlighting some of the problems facing missiles (heavies in particular), and it seems like tackling these is the only real way to effectively balance rapids - it's hard to introduce a new mechanic into a system that for lots of people just isn't working as it should.
Would be nice to hear some feedback anyway - not least because I'm trying to work out whether the smart move is to switch to training drones or not...
CCP 40Sec don't give a ****. Sorry. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
147
|
Posted - 2013.12.07 22:44:00 -
[2794] - Quote
Empeached wrote:So is there any chance we could get an update on this CCP? There have been lots of very informative posts in this thread highlighting some of the problems facing missiles (heavies in particular), and it seems like tackling these is the only real way to effectively balance rapids - it's hard to introduce a new mechanic into a system that for lots of people just isn't working as it should.
Would be nice to hear some feedback anyway - not least because I'm trying to work out whether the smart move is to switch to training drones or not... You better start training drones and turrets. Unless you are willing to make a bet that CCP Rise will actually fix his gross error. If I were you, better to not count on that happening. It is probably more likely that Jesus Christ will return ...no religious offense meant to anyone.
Arthur Aihaken wrote:Empeached wrote:So is there any chance we could get an update on this CCP? The update I'm fully expecting is to the effect of "GǪwhile we were initially concerned with the 40-second reload/ammunition swap time, players seem to have adapted and are now utilizing the rapid launchers in numerous new tactical scenariosGǪ therefore, we have decided to leave rapid launchers for now and continue evaluating them." YeahGǪ not holding my breath. Agreed! That is what I am betting on if anything.
Zvaarian the Red wrote:Empeached wrote:So is there any chance we could get an update on this CCP? There have been lots of very informative posts in this thread highlighting some of the problems facing missiles (heavies in particular), and it seems like tackling these is the only real way to effectively balance rapids - it's hard to introduce a new mechanic into a system that for lots of people just isn't working as it should.
Would be nice to hear some feedback anyway - not least because I'm trying to work out whether the smart move is to switch to training drones or not... CCP 40Sec don't give a ****. Sorry. That was obvious back during Odyssey when 90% of the board in the HML thread stated that missile mechanics needed fixing and do a minor nerf on HMs as a temporary measure. Then it was reinforced during Retribution with the CM thread and what amounted to a nerf for the Raven and buff for the Typhoon-missile boat. Most recently, the RHML and nerf to the caracal in this Rubicon expansion.
Seriously, what more proof do you need that Rise and Fozzie are hell-bent on nerfing Caldari capabilities into the ground. The past track-record of their changes give no indication of any alternative intent.
@Newbs and Caldari pilots: I would strongly advise you to train drones, hybrids, lasers or projectiles. Forget that missiles even exist. As mark my words, CCP Rise will nerf the Tengu into the grave come next expansion. We have no logical reason to believe that he won't based on his past actions. Remember, he loves the Gallente and Minmatar and to hell with Caldari. |

Marcus Walkuris
Aww yeahhh
44
|
Posted - 2013.12.07 23:00:00 -
[2795] - Quote
Empeached wrote:So is there any chance we could get an update on this CCP? There have been lots of very informative posts in this thread highlighting some of the problems facing missiles (heavies in particular), and it seems like tackling these is the only real way to effectively balance rapids - it's hard to introduce a new mechanic into a system that for lots of people just isn't working as it should.
Would be nice to hear some feedback anyway - not least because I'm trying to work out whether the smart move is to switch to training drones or not...
Short answer it is (training drones), I have posted on missile SP efficiency. I have posted all the missile related threads going atm that I know of elsewhere and Figured Id do it here too.
https://forums.eveonline.com/default.aspx?g=posts&m=3823191#post3823191 Mine, about SP.
https://forums.eveonline.com/default.aspx?g=posts&t=294382&find=unread Ransu Asanari multifaceted clusterguck discussion.
The RlML thread in features and ideas.
https://forums.eveonline.com/default.aspx?g=posts&t=301515 Missile debate in ships and modules DHB Wildcat.
https://forums.eveonline.com/default.aspx?g=posts&m=3976668#post3976668 by Void Weaver also a summary. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
52
|
Posted - 2013.12.07 23:05:00 -
[2796] - Quote
Does anyone have access to a 3D printer? I was thinking we cuold print out some ********* for CCP40sec so he could man-up and at least defend his position instead of whining like a 3-yr old and acting worse than my gf when she's angry. Someone check his estrogen levels...
*This isn't constructive at all, but CCP has shown us quite clearly over and over again that they don't care about constructive.* |

Marcus Walkuris
Aww yeahhh
44
|
Posted - 2013.12.07 23:10:00 -
[2797] - Quote
Arthur Aihaken wrote:Empeached wrote:So is there any chance we could get an update on this CCP? The update I'm fully expecting is to the effect of "GǪwhile we were initially concerned with the 40-second reload/ammunition swap time, players seem to have adapted and are now utilizing the rapid launchers in numerous new tactical scenariosGǪ therefore, we have decided to leave rapid launchers for now and continue evaluating them." YeahGǪ not holding my breath.
Although I share your cynicism due to a complete lack of CCP interest for a topic which seems to have a serious presence in almost every forum. We shouldn't let it pour over or we get thread-locked. One of the links I gave earlier shows the CSM is taking interest. (Malcanis).
Also I think it will be: "Focussing on more pressing matters". |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
52
|
Posted - 2013.12.07 23:14:00 -
[2798] - Quote
Marcus Walkuris wrote:Arthur Aihaken wrote:Empeached wrote:So is there any chance we could get an update on this CCP? The update I'm fully expecting is to the effect of "GǪwhile we were initially concerned with the 40-second reload/ammunition swap time, players seem to have adapted and are now utilizing the rapid launchers in numerous new tactical scenariosGǪ therefore, we have decided to leave rapid launchers for now and continue evaluating them." YeahGǪ not holding my breath. Although I share your cynicism due to a complete lack of CCP interest for a topic which seems to have a serious presence in almost every forum. We shouldn't let it pour over or we get thread-locked. One of the links I gave earlier shows the CSM is taking interest. (Malcanis). Also I think it will be: "Focussing on more pressing matters". The CSM hasn't poked their whiny heads in here in over 40 pages. (I'm guesstimating, I didn't actually check that number but I suspect it is actually quite higher) They also haven't said jack squat except that they support CCP because metrics and other BS |

Arthur Aihaken
The.VOID
801
|
Posted - 2013.12.08 00:05:00 -
[2799] - Quote
Marcus Walkuris wrote:Although I share your cynicism due to a complete lack of CCP interest for a topic which seems to have a serious presence in almost every forum. We shouldn't let it pour over or we get thread-locked. One of the links I gave earlier shows the CSM is taking interest. (Malcanis).
Also I think it will be: "Focussing on more pressing matters". It was cynicism midway through the threadGǪ It's probably borderline narcissism at this point. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
180
|
Posted - 2013.12.08 00:39:00 -
[2800] - Quote
scorchlikeshiswhiskey wrote:Marcus Walkuris wrote:Arthur Aihaken wrote:Empeached wrote:So is there any chance we could get an update on this CCP? The update I'm fully expecting is to the effect of "GǪwhile we were initially concerned with the 40-second reload/ammunition swap time, players seem to have adapted and are now utilizing the rapid launchers in numerous new tactical scenariosGǪ therefore, we have decided to leave rapid launchers for now and continue evaluating them." YeahGǪ not holding my breath. Although I share your cynicism due to a complete lack of CCP interest for a topic which seems to have a serious presence in almost every forum. We shouldn't let it pour over or we get thread-locked. One of the links I gave earlier shows the CSM is taking interest. (Malcanis). Also I think it will be: "Focussing on more pressing matters". The CSM hasn't poked their whiny heads in here in over 40 pages. (I'm guesstimating, I didn't actually check that number but I suspect it is actually quite higher) They also haven't said jack squat except that they support CCP because metrics and other BS
The CSM is complicit in all bullshit as far as I can tell. |
|

Isis Dea
State Protectorate Caldari State
434
|
Posted - 2013.12.08 00:57:00 -
[2801] - Quote
As FW soloer, I find myself even more useless now. It's hard enough not being able to use a battleship to fight the swarms of light t1 frigs with smartbombs or have a superior tank. Two catalysts will down any battleship design I can come up with short of putting light missiles on a Raven, especially if they shoot down your drones (something the FWers been getting especially good at).
You can also kiss your sec status goodbye if you smartbomb.
Anything smaller is going to die trying to solo 3-5 man gangs of frigs, especially if assault frigs are in the picture. Even with this DPS bursting RLMLs, you can't cut down dual ancillary TECH 1 frigs with any sort of ease.
Maybe if you limited an ancillary booster like a damage control to fitting only one maximum.
Still... it's rough. I'd love to hear recommendations for soloing in FW? Preferably in a PM so as to not derail topic?
UPDATE: Yeap, even 409 dps, I can't get my Caracal to cut down crap. And if you fight another cruiser especially, you're screwed when you hit reload.
Pretty much giving up on trying to even bother. If a 3-4 frig fleet can take anything trying to solo, I'd say the profession of soloing is dead or more expensive than the effort is worth. |

Arthur Aihaken
The.VOID
801
|
Posted - 2013.12.08 01:24:00 -
[2802] - Quote
What players don't seem to realize is that you get more armor resistances and passive tank through armor setups than you do with shield setups, often requiring more slots for comparably less tank. So it's easy to say "dual-web" except more often than not you've only got one slot to point or web - let alone dual webs and a point. And then there's the whole damage application aspect, which sees armor setups using their rigs and slave implants to improve tank while shield ships are relegated to running rigors and flares because they don't even have a spare slot for a target painter.
A passive low-slot Ballistic Enhancer that offered 20% explosion velocity, 10% explosion radius and 10% missile velocity (or some combination thereof) would probably balance things out nicely - maybe even offsetting the original heavy missile and Drake nerfs. It's not like missile-based hulls have a wealth of low slots to really make this offensive, and stacking penalties would be in effect just as they are for Tracking Enhancers. I could see many Caldari ships running a Ballistic Enhancer in place of a third or fourth Ballistic Control instead - so it's not like this won't come with a tradeoff, either.
The main issue is that instead of slowly making improvements to missiles it's been a steady series of nerfs while continuing to ignore the fundamental problems. As I've previously stated, it's not hard to fix missiles: you just need to have the actual desire to do so. I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
92
|
Posted - 2013.12.08 01:36:00 -
[2803] - Quote
RLML's should never have been changed! The PG nerf or the clip size nerf on their own would have been hard to explain, but the 40 second reload time on top has killed them for a lot of players. I could live without them but not when heavies are so utterly crap as well, it just leaves missile pilots with no good options in any ship class between destroyers and battleships. To make the change more pallet-able at least they could fix heavy missiles
Give HML 10% more dps along with explosion radius/velocity stats close to where HAM's are now; still ineffective even with target painters, but good range to make up for it so you can always warp off if your not doing enough damage.
HAM's need explosion velocity buffed so that it isn't possible for enemies to both sig tank, and speed tank at the same time with an afterburner. It should be MWD fit for speed tanking or AB for sig tanking, but not both at the same time. Just make it so speed tanking only gives a slight difference for the first 1200m/s or so, there after it's mostly MWD territory. |

Fourteen Maken
State Protectorate Caldari State
92
|
Posted - 2013.12.08 01:43:00 -
[2804] - Quote
Arthur Aihaken wrote:What players don't seem to realize is that you get more armor resistances and passive tank through armor setups than you do with shield setups, often requiring more slots for comparably less tank. So it's easy to say "dual-web" except more often than not you've only got one slot to point or web - let alone dual webs and a point. And then there's the whole damage application aspect, which sees armor setups using their rigs and slave implants to improve tank while shield ships are relegated to running rigors and flares because they don't even have a spare slot for a target painter.
A passive low-slot Ballistic Enhancer that offered 20% explosion velocity, 10% explosion radius and 10% missile velocity (or some combination thereof) would probably balance things out nicely - maybe even offsetting the original heavy missile and Drake nerfs. It's not like missile-based hulls have a wealth of low slots to really make this offensive, and stacking penalties would be in effect just as they are for Tracking Enhancers. I could see many Caldari ships running a Ballistic Enhancer in place of a third or fourth Ballistic Control instead - so it's not like this won't come with a tradeoff, either.
The main issue is that instead of slowly making improvements to missiles it's been a steady series of nerfs while continuing to ignore the fundamental problems. As I've previously stated, it's not hard to fix missiles: you just need to have the actual desire to do so.
Exactly the problem, turret pilots have 3-4 luxury medium slots they can put what they want in, we have one before it becomes necessary to start stripping tank. Missile boats were not designed to operate in scram range, we don't have the tank and we certainly don't have the dps even with our lows filled with damage mod's. Telling us to fill our medium slots with scrams, webs and target painters to apply that dps shows how little some people understand missile tactics. |

Zvaarian the Red
Evil Leprechaun Brigade
180
|
Posted - 2013.12.08 02:04:00 -
[2805] - Quote
Virtually everyone with any sense agrees missiles need damage application modules like turrets have. So it shouldn't be surprising that CCP doesn't seem to agree. |

Arthur Aihaken
The.VOID
802
|
Posted - 2013.12.08 02:11:00 -
[2806] - Quote
Fourteen Maken wrote:Exactly the problem, turret pilots have 3-4 luxury medium slots they can put what they want in, we have one before it becomes necessary to start stripping tank. Missile boats were not designed to operate in scram range, we don't have the tank and we certainly don't have the dps even with our lows filled with damage mod's. Telling us to fill our medium slots with scrams, webs and target painters to apply that dps shows how little some people understand missile tactics. It should also be pointed out that shield extender modules and rigs increase signature radius, while armor plating and rigs simply reduces AB and MWD speed. It makes it a lot harder for Caldari ships to mitigate damage (both missile and turret). One of the other suggestions I made was to have shield extenders penalize sensor strength as opposed to signature radius to balance things out a bit. Heck, what I'd really like is an armor-based Tengu with 6-7 low slots and armor bonuses and resistances. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
86
|
Posted - 2013.12.08 02:33:00 -
[2807] - Quote
Nearly 2 weeks since the last response from a Dev (any dev)
Quote: CCP Rise and one post from someone actually using RLML who says they are enjoying them 1 post from someone enjoying them and the thousands of others who no longer use them don't count. Nice balancing. (NB; I think if you read on, the guy who stated he was enjoying them has modified / retracted this statement, to state they are a niche weapon with little to no solo application)
Quote:discussion with CSM, conversation with players I know who are using them and using them myself on TQ. Would it be possible to have some of the positive feedback from your friends passed on to us?? I would like to know how they are using them, I am unable as a solo player to find a role for them.
Quote:As far as the long reload mechanic, the feedback is mixed in this thread and mostly positive elsewhere (CSM, internal development, external forums) Again, how about some links. I'd really be interested to hear from CSM. Even a killboard link showing their success would be nice, 50 most recent solo kills on Zkill, 1 using rockets, 2 with light missiles, 2 using HML precisions, 1 using Hams with faction ammo. None using RHML or RLML.
Quote:Several of the ships using these systems are kinetic bonused which means you don't switch that often. Not sure which ships you are referring to here. Caracal, no kinetic bonus Cerberus, no kinetic bonus Bellicose, no kinetic bonus Navy Caracal, no kinetic bonus Navy Osprey, 10% kinetic, 5% EM EXP Therm (and actually 1 of 2 to have a damage bonus) Navy Sythe, no kinetic bonus (10% damage bonus) Gila, no kinetic bonus
Quote: that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here. Is feedback from a minority really the best way to balance??
I started this post with the idea of giving some positive feedback in the hope CCP Rise may take note. Problem is, there really is nothing in CCP Rise's responses to be positive about. All we have heard is there is a minority (unknown to the majority) who are content with the new launchers and that is who CCP Rise is listening to.
If nothing else can I get the SP invested in missiles refunded so I can put it into something useful to my play style. RLML no longer do this and with 1/4 of my skills in a weapon system I can no longer effectively use and no gunnery skills, I am at a loss on how to proceed, or if it is even worth proceeding.
NB; I do understand as a primarily solo player i don't count for much in the scheme of things. How many more like me are out there? |

Arthur Aihaken
The.VOID
802
|
Posted - 2013.12.08 03:35:00 -
[2808] - Quote
Sgt Ocker wrote:1 post from someone enjoying them and the thousands of others who no longer use them don't count. Nice balancing. (NB; I think if you read on, the guy who stated he was enjoying them has modified / retracted this statement, to state they are a niche weapon with little to no solo application) Actually, that was me. I said they were "interesting", which shouldn't be taken as an glowing endorsement. I've since had 2 weeks to try and kill things with them, and the short version is you can - but it requires more luck than skill. In anything than a 1:1 against a lower-classed ship you're really outmatched.
Quote:Would it be possible to have some of the positive feedback from your friends passed on to us?? I would like to know how they are using them, I am unable as a solo player to find a role for them. I've asked for this as well. Still waiting...
Quote:Again, how about some links. I'd really be interested to hear from CSM. Even a killboard link showing their success would be nice, 50 most recent solo kills on Zkill, 1 using rockets, 2 with light missiles, 2 using HML precisions, 1 using Hams with faction ammo. None using RHML or RLML. You can obtain kills against inferior ships. You cannot win a pitched 1:1 battle against a comparable opponent.
Quote:Not sure which ships you are referring to here. Caracal, no kinetic bonus Cerberus, no kinetic bonus Bellicose, no kinetic bonus Navy Caracal, no kinetic bonus Navy Osprey, NO bonus to light missiles,10% kinetic, 5% EM EXP Therm (and actually 1 of 2 to have a damage bonus) Navy Sythe, no kinetic bonus (10% damage bonus) Gila, no kinetic bonus Cerberus, 25% kinetic bonus Drake, 50% kinetic bonus Osprey Navy, 50% kinetic bonus Tengu, 25% kinetic bonus
Quote:NB; I do understand as a primarily solo player i don't count for much in the scheme of things. How many more like me are out there? More than people realize. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
86
|
Posted - 2013.12.08 04:05:00 -
[2809] - Quote
Arthur Aihaken wrote:Sgt Ocker wrote:Would it be possible to have some of the positive feedback from your friends passed on to us?? I would like to know how they are using them, I am unable as a solo player to find a role for them. I've asked for this as well. Still waiting... Quote:Not sure which ships you are referring to here. Caracal, no kinetic bonus Cerberus, no kinetic bonus Bellicose, no kinetic bonus Navy Caracal, no kinetic bonus Navy Osprey, NO bonus to light missiles,10% kinetic, 5% EM EXP Therm (and actually 1 of 2 to have a damage bonus) Navy Sythe, no kinetic bonus (10% damage bonus) Gila, no kinetic bonus Cerberus, 25% kinetic bonus Drake, 50% kinetic bonus Osprey Navy, 50% kinetic bonus Tengu, 25% kinetic bonus Quote:NB; I do understand as a primarily solo player i don't count for much in the scheme of things. How many more like me are out there? More than people realize. My bad I forgot the Caldari skill bonus on the Cerberus was restricted to Kinetic. Osprey does have a bonus to kinetic missiles but no bonus to light launchers. A Tengu with a 40 second reload just never entered my head as being viable. As for the Drake, would anyone ever fit RLML to it? Again it was not a ship I thought of as being viable with RLML so did not include it. Also it has no bonus to lights and I didn't think 146DPS (including reload) 234DPS burst (excluding reload time) was the type of Battlecruiser people would opt for. (Nano Mwd fit)
I only included those ships with bonuses to light missiles and 1 (Navy Osprey) I thought should have a light missile bonus. |

Zvaarian the Red
Evil Leprechaun Brigade
180
|
Posted - 2013.12.08 04:32:00 -
[2810] - Quote
Drake's bonus does not apply to light missiles so that one is moot. |
|

Arthur Aihaken
The.VOID
803
|
Posted - 2013.12.08 04:37:00 -
[2811] - Quote
Zvaarian the Red wrote:Drake's bonus does not apply to light missiles so that one is moot. The point was a lot more ships are still relegated to a kinetic bonus, regardless of weapon type. As for the Drake, heavy missiles are useless and it doesn't get any light missile bonuses - so it's effectively worthless outside of PvE. I am currently away, traveling through time and will be returning last week. |

Onictus
Silver Snake Enterprise Fatal Ascension
647
|
Posted - 2013.12.08 05:17:00 -
[2812] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Drake's bonus does not apply to light missiles so that one is moot. The point was a lot more ships are still relegated to a kinetic bonus, regardless of weapon type. As for the Drake, heavy missiles are useless and it doesn't get any light missile bonuses - so it's effectively worthless outside of PvE.
That would be sub level 4 PvE. |

Sgt Ocker
State War Academy Caldari State
86
|
Posted - 2013.12.08 05:43:00 -
[2813] - Quote
Onictus wrote:Arthur Aihaken wrote:Zvaarian the Red wrote:Drake's bonus does not apply to light missiles so that one is moot. The point was a lot more ships are still relegated to a kinetic bonus, regardless of weapon type. As for the Drake, heavy missiles are useless and it doesn't get any light missile bonuses - so it's effectively worthless outside of PvE. That would be sub level 4 PvE. Be fair to the poor Drake guys.. 15 or 20 Ham fit drakes can reinforce a poco in about an hour. As long as they are left alone.
You would not use drakes as there are far better options BUT they could do it 
|

Onictus
Silver Snake Enterprise Fatal Ascension
647
|
Posted - 2013.12.08 06:54:00 -
[2814] - Quote
Sgt Ocker wrote:Onictus wrote:Arthur Aihaken wrote:Zvaarian the Red wrote:Drake's bonus does not apply to light missiles so that one is moot. The point was a lot more ships are still relegated to a kinetic bonus, regardless of weapon type. As for the Drake, heavy missiles are useless and it doesn't get any light missile bonuses - so it's effectively worthless outside of PvE. That would be sub level 4 PvE. Be fair to the poor Drake guys.. 15 or 20 Ham fit drakes can reinforce a poco in about an hour. As long as they are left alone. You would not use drakes as there are far better options BUT they could do it 
This was linked somewhere
700DPS HML drake http://i.imgur.com/h51BDBu.jpg
...try to ignore that the clone costs 7 times what the ship does....if you farm the LP.
its fine 
Actually to be fair a hamdrake gang with a hyena or three mixed in is pretty damn nasty I imagine.....but un-range bonused HAMs on a slow ship, ugh. Suffice it to say I'm not trying to figure out where my drakes are (I'm sure I have a few around) |

Arthur Aihaken
The.VOID
803
|
Posted - 2013.12.08 10:55:00 -
[2815] - Quote
Tengu or Drake? I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
86
|
Posted - 2013.12.08 12:42:00 -
[2816] - Quote
Arthur Aihaken wrote:Tengu or Drake? The description, Tengu Srategic Cruiser, sort of gives it away 
|

Zvaarian the Red
Evil Leprechaun Brigade
182
|
Posted - 2013.12.08 12:42:00 -
[2817] - Quote
673 DPS is what I get in EFT with HAMs and pure DPS lows and rigs (nothing above T2 and no drones). Good luck getting your target within their 16.9km range and keeping them there while also having any kind of tank, and good luck applying more than 25% of that DPS number under most circumstances (you will do 146 DPS to a stationary Rifter lol). |

JetCord
People of Random Nature
28
|
Posted - 2013.12.08 13:37:00 -
[2818] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
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
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
i just saw the bonus on raven/typhoon - its affect the RHML but its variant the raven navy issue/ raven state issue/ golem dont have and so is the rattlesnake
and typhoon fleet issue - has bonus to heavy missile! not RHML . Is this a typo ? |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
171
|
Posted - 2013.12.08 13:55:00 -
[2819] - Quote
JetCord wrote: and typhoon fleet issue - has bonus to heavy missile! not RHML . Is this a typo ?
7.5% bonus to heavy missile damage, meaning you can use both launchers - heavy and rapid heavy. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
994
|
Posted - 2013.12.08 14:22:00 -
[2820] - Quote
Zvaarian the Red wrote:673 DPS is what I get in EFT with HAMs and pure DPS lows and rigs (nothing above T2 and no drones). Good luck getting your target within their 16.9km range and keeping them there while also having any kind of tank, and good luck applying more than 25% of that DPS number under most circumstances (you will do 146 DPS to a stationary Rifter lol).
Sounds like you're revisiting the 2008 HAM Drake discussion, with about the same degree of skill.
Full-tackle HAM Drake has 76k EHP before overload. It does 298 DPS to your stationary Rifter and 165 DPS if it uses an overloaded AB (duh drones). The range comment is inane. Yes, you're not going to tackle an interceptor, but plenty of stuff is slow enough to get tackled, particularly if it's using an AB, and most of those turret ships will want to get close to apply their DPS anyway. |
|

Marcus Walkuris
Aww yeahhh
45
|
Posted - 2013.12.08 15:33:00 -
[2821] - Quote
Gypsio III wrote:Zvaarian the Red wrote:673 DPS is what I get in EFT with HAMs and pure DPS lows and rigs (nothing above T2 and no drones). Good luck getting your target within their 16.9km range and keeping them there while also having any kind of tank, and good luck applying more than 25% of that DPS number under most circumstances (you will do 146 DPS to a stationary Rifter lol). Sounds like you're revisiting the 2008 HAM Drake discussion, with about the same degree of skill. Full-tackle HAM Drake has 76k EHP before overload. It does 298 DPS to your stationary Rifter and 165 DPS if it uses an overloaded AB (duh drones). The range comment is inane. Yes, you're not going to tackle an interceptor, but plenty of stuff is slow enough to get tackled, particularly if it's using an AB, and most of those turret ships will want to get close to apply their DPS anyway.
I think you just said the applied dps is higher with drones when he specifically said without drones. No?
|

Marcus Walkuris
Aww yeahhh
45
|
Posted - 2013.12.08 15:41:00 -
[2822] - Quote
Arthur Aihaken wrote:What players don't seem to realize is that you get more armor resistances and passive tank through armor setups than you do with shield setups, often requiring more slots for comparably less tank. So it's easy to say "dual-web" except more often than not you've only got one slot to point or web - let alone dual webs and a point. And then there's the whole damage application aspect, which sees armor setups using their rigs and slave implants to improve tank while shield ships are relegated to running rigors and flares because they don't even have a spare slot for a target painter.
A passive low-slot Ballistic Enhancer that offered 20% explosion velocity, 10% explosion radius and 10% missile velocity (or some combination thereof) would probably balance things out nicely - maybe even offsetting the original heavy missile and Drake nerfs. It's not like missile-based hulls have a wealth of low slots to really make this offensive, and stacking penalties would be in effect just as they are for Tracking Enhancers. I could see many Caldari ships running a Ballistic Enhancer in place of a third or fourth Ballistic Control instead - so it's not like this won't come with a tradeoff, either.
The main issue is that instead of slowly making improvements to missiles it's been a steady series of nerfs while continuing to ignore the fundamental problems. As I've previously stated, it's not hard to fix missiles: you just need to have the actual desire to do so.
Yes, I've wanted to bring this up too. Furthermore I've said it but it really needs stressed. The range bonuses they are excessive to the point of useless. Missiles more then anything are stuck with VERY fossilized versions of weapon bonus types. This sniping far outside scramber range actually used to be a thing at some point I believe, and I could be wrong on that. But having a possibly meaningless bonus is always worse then having one that never sucks. Having a range bonus on sniper focussed ships needs to just stop, yes I'm talking about the entire caldari line up. Here and there it might be right depending on the hull, but just default=range bonus is ridiculous on the ranged weapon-systems. Other faction ships can have sensible range bonuses where appropriate. |

Dr Sraggles
The Covenant of Blood
50
|
Posted - 2013.12.08 17:09:00 -
[2823] - Quote
Gypsio III wrote:Zvaarian the Red wrote:673 DPS is what I get in EFT with HAMs and pure DPS lows and rigs (nothing above T2 and no drones). Good luck getting your target within their 16.9km range and keeping them there while also having any kind of tank, and good luck applying more than 25% of that DPS number under most circumstances (you will do 146 DPS to a stationary Rifter lol). Sounds like you're revisiting the 2008 HAM Drake discussion, with about the same degree of skill. Full-tackle HAM Drake has 76k EHP before overload. It does 298 DPS to your stationary Rifter and 165 DPS if it uses an overloaded AB (duh drones). The range comment is inane. Yes, you're not going to tackle an interceptor, but plenty of stuff is slow enough to get tackled, particularly if it's using an AB, and most of those turret ships will want to get close to apply their DPS anyway.
And pray tell my friend, how many HAM drakes do you see these days?
For the money, you see 10x the number of Talos and Nados and Brutix.
Why? What has the player base discovered?
They have discovered a Drake can't kill anything before friends arrive. It's an alpha and burst DPS game in small scale pvp. In Blobs, Ishtars and Domis rule. No more Drake Doctrine other than bait Drake.
You may see the odd ratting Drake these days that is counting on tank for there to be time for *his* friends to arrive as heavies are fine against NPCs in a belt that "burn" at you at 200m/s. But they are not very successful in the current game for anything other than some low level PvE.
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
54
|
Posted - 2013.12.08 17:24:00 -
[2824] - Quote
Marcus Walkuris wrote:Arthur Aihaken wrote:What players don't seem to realize is that you get more armor resistances and passive tank through armor setups than you do with shield setups, often requiring more slots for comparably less tank. So it's easy to say "dual-web" except more often than not you've only got one slot to point or web - let alone dual webs and a point. And then there's the whole damage application aspect, which sees armor setups using their rigs and slave implants to improve tank while shield ships are relegated to running rigors and flares because they don't even have a spare slot for a target painter.
A passive low-slot Ballistic Enhancer that offered 20% explosion velocity, 10% explosion radius and 10% missile velocity (or some combination thereof) would probably balance things out nicely - maybe even offsetting the original heavy missile and Drake nerfs. It's not like missile-based hulls have a wealth of low slots to really make this offensive, and stacking penalties would be in effect just as they are for Tracking Enhancers. I could see many Caldari ships running a Ballistic Enhancer in place of a third or fourth Ballistic Control instead - so it's not like this won't come with a tradeoff, either.
The main issue is that instead of slowly making improvements to missiles it's been a steady series of nerfs while continuing to ignore the fundamental problems. As I've previously stated, it's not hard to fix missiles: you just need to have the actual desire to do so. Yes, I've wanted to bring this up too. Furthermore I've said it but it really needs stressed. The range bonuses they are excessive to the point of useless. Missiles more then anything are stuck with VERY fossilized versions of weapon bonus types. This sniping far outside scramber range actually used to be a thing at some point I believe, and I could be wrong on that. But having a possibly meaningless bonus is always worse then having one that never sucks. Having a range bonus on sniper focussed ships needs to just stop, yes I'm talking about the entire caldari line up. Here and there it might be right depending on the hull, but just default=range bonus is ridiculous on the ranged weapon-systems. Other faction ships can have sensible range bonuses where appropriate. Range bonuses make sense on projectile weapons that, somehow, travel at the speed of ******* light. Not on missiles. |

Bouh Revetoile
TIPIAKS
437
|
Posted - 2013.12.08 17:28:00 -
[2825] - Quote
Dr Sraggles wrote:And pray tell my friend, how many HAM drakes do you see these days?
For the money, you see 10x the number of Talos and Nados and Brutix.
Why? What has the player base discovered?
They have discovered a Drake can't kill anything before friends arrive. It's an alpha and burst DPS game in small scale pvp. In Blobs, Ishtars and Domis rule. No more Drake Doctrine other than bait Drake.
You may see the odd ratting Drake these days that is counting on tank for there to be time for *his* friends to arrive as heavies are fine against NPCs in a belt that "burn" at you at 200m/s. But they are not very successful in the current game for anything other than some low level PvE.
Actually I tend to think people are unable to discover anything. People saw their precious OP Drake nerfed, and beause they can't think by themselves, they just left it alone without even trying anything.
Also I'd like one day missile users stop thinking missiles are only turrets with different graphics, but I'm losing hope... |

Marcus Walkuris
Aww yeahhh
46
|
Posted - 2013.12.08 17:31:00 -
[2826] - Quote
scorchlikeshiswhiskey wrote: Range bonuses make sense on projectile weapons that, somehow, travel at the speed of voking light. Not on missiles.
They make sense as long as the ship slots support it and there is a place for it in game. That said double range bonuses only result in a higher percentage of comedy. (I'm talking rail guns too here, caldari progression).
The Drake argument earlier btw, with the changes to warp speed it is almost like the Drake could become more obsolete. What would that be -4 grades obsolete??
|

Dr Sraggles
The Covenant of Blood
50
|
Posted - 2013.12.08 17:44:00 -
[2827] - Quote
Bouh Revetoile wrote: Actually I tend to think people are unable to discover anything.
You are living proof. 
|

Fourteen Maken
State Protectorate Caldari State
93
|
Posted - 2013.12.08 18:00:00 -
[2828] - Quote
Gypsio III wrote:[.
Full-tackle HAM Drake has 76k EHP before overload. It does 298 DPS to your stationary Rifter and 165 DPS if it uses an overloaded AB (duh drones). The range comment is inane. Yes, you're not going to tackle an interceptor, but plenty of stuff is slow enough to get tackled, particularly if it's using an AB, and most of those turret ships will want to get close to apply their DPS anyway.
Sounds good, but if you plan on soloing in web range would you not be better to just go with a brawling turret ship, or a drone boat instead? When battlecruisers are used in fleets and gangs for things like camping gates and stations the high alpha and instant dps of turrets is more useful than HAM volleys regardless of tank/dps, and I imagine it's a similar situation in fleet engagements, where turret and drone tactics would be superior to missiles.
Either way as I see it buffing the damage application for HAM's is not going to break the game, because fleets already have all the tools available to get near perfect dps out of Heavy missiles; if they are not being used in blobs now that won't change much with a damage application buff. Even In a fleet of 20 it's easy to bring hyena's, or a few ppl fit target painters so everyone gets to apply near full dps on the primary.
Something needs to be done because HML and HAM don't work well for solo or small gang in cruisers like the Caracal, it can't live with other cruisers in web range, it's vulnerable against active tank frigs or small frig gangs, and against other cruisers it only does between 25-40% of it's dps in most situations... against other cruisers, that's crazy ffs. Against a MWD stabber at full speed about 25% of dps is applied, even against a webbed AB cruiser doing 300m/s it wont apply more than 30% of it's dps, so unless you manage to web, scram, and paint a mwd fit cruiser you can only expect to use a fraction of your dps. In about 95% of situations you'll find yourself at disadvantage. A damage application buff to explosion velocity rather than a dps buff will make them usable on the Caracal in place of RLML, and without spawning massive Drake fleet's everywhere. I like Arthurs suggestion of a low slot tracking enhancer style module so I can choose to swap potential dps for better applied dps like turret users can, this would make HAM Caracal viable in solo/small gang pvp without having any real impact on large fleets.
Heavy missiles are a horrible mess, but HAM's are not far off, fix the damage application on them so that their dps doesn't rapidly fall off a cliff after the target starts moving more than 200m/s, then they become useful. Is there any logical explanation as to why I have to choose between a weapon system that's incapable of killing anything bigger than a frig, or a weapon system that can't apply it's dps to almost any moving target that's smaller than a battlecruiser? Do you think that's right, and if not what can be done to correct it? |

Marcus Walkuris
Aww yeahhh
49
|
Posted - 2013.12.08 18:43:00 -
[2829] - Quote
Fourteen Maken wrote: Missiles don't work for me.
No sarcasm, start training gunnery. I mean yes that is a ****** thing to say and I do feel some kind of way about being screwed this hard for rolling Caldari for the second time I might add. I put in over a year of training and just when I am supposed to really take off, I am forced to train gunnery skills. I trained drone skills already since after the HML drake fiasco I became unsure of missiles. But now I can't even hold on to that for PvE efficiency's sake. Get isk and buy another character is the only way out at this point.
Right now with Gallente/Caldari BS 5 every faction's marauder will be 3,5 days longer then training for a Golem, I'm sticking to my rattler and going for gunnery. I am done with missiles and caldari. I am finishing my support skills and moving over to the other side of the tracks. |

Fourteen Maken
State Protectorate Caldari State
95
|
Posted - 2013.12.08 19:31:00 -
[2830] - Quote
Marcus Walkuris wrote:Fourteen Maken wrote: Missiles don't work for me. No sarcasm, start training gunnery. I mean yes that is a ****** thing to say and I do feel some kind of way about being screwed this hard for rolling Caldari for the second time I might add. I put in over a year of training and just when I am supposed to really take off, I am forced to train gunnery skills. I trained drone skills already since after the HML drake fiasco I became unsure of missiles. But now I can't even hold on to that for PvE efficiency's sake. Get isk and buy another character is the only way out at this point. Right now with Gallente/Caldari BS 5 every faction's marauder will be 3,5 days longer then training for a Golem, I'm sticking to my rattler and going for gunnery. I am done with missiles and caldari. I am finishing my support skills and moving over to the other side of the tracks.
No your right, I've been training gunnery and drone skills, and I plan to buy a Min/Gall pvp character to use as my main if I ever get enough ISK, but it leaves a bitter taste because I wanted to play as Caldari and fly our ships, but not at the expense of having a poor line up to chose from. I'm not giving up on missiles altogether, it was hinted earlier in the thread they might look at Heavy missiles again. Missile ships will always be easy to use in pve missions, and in frigs we have the Hawk and Condor which are good for pvp. It just annoys me that Caldari are already the weakest race, we get the short end of the stick and still manage to be the target of more nerfs, is ccp run by some role playing manchild with a vendetta or wth is going on?
p.s. we don't even get bonuses on the best pirate ships, people need to complain or nothing will ever get fixed, and we are paying customers so we have a right to complain if we're not happy. |
|

Marcus Walkuris
Aww yeahhh
54
|
Posted - 2013.12.08 20:22:00 -
[2831] - Quote
Fourteen Maken wrote:Marcus Walkuris wrote:Fourteen Maken wrote: Missiles don't work for me. No sarcasm, start training gunnery. I mean yes that is a ****** thing to say and I do feel some kind of way about being screwed this hard for rolling Caldari for the second time I might add. I put in over a year of training and just when I am supposed to really take off, I am forced to train gunnery skills. I trained drone skills already since after the HML drake fiasco I became unsure of missiles. But now I can't even hold on to that for PvE efficiency's sake. Get isk and buy another character is the only way out at this point. Right now with Gallente/Caldari BS 5 every faction's marauder will be 3,5 days longer then training for a Golem, I'm sticking to my rattler and going for gunnery. I am done with missiles and caldari. I am finishing my support skills and moving over to the other side of the tracks. No your right, I've been training gunnery and drone skills, and I plan to buy a Min/Gall pvp character to use as my main if I ever get enough ISK, but it leaves a bitter taste because I wanted to play as Caldari and fly our ships, but not at the expense of having a poor line up to chose from. I'm not giving up on missiles altogether, it was hinted earlier in the thread they might look at Heavy missiles again. Missile ships will always be easy to use in pve missions, and in frigs we have the Hawk and Condor which are good for pvp. It just annoys me that Caldari are already the weakest race, we get the short end of the stick and still manage to be the target of more nerfs, is ccp run by some role playing manchild with a vendetta or wth is going on? p.s. we don't even get bonuses on the best pirate ships, people need to complain or nothing will ever get fixed, and we are paying customers so we have a right to complain if we're not happy.
Lol that gave me a very vivid mental picture of role-playing developers siting around a table with dice and everything. So are we still legitimately discussing RLML which is the original purpose of this thread? It just seems to be too hard to keep a thread alive atm with the amount of posting going on just after the expansion. From "change back the lights on the jaguar" to " I could've sworn I had 10 tritanium in my hangar and not 4". I am following 5 threads regarding Missiles some quite lengthy at that and they still get snowed under by "My cat ran across my keyboard". That said though RLML was the proverbial last nail inthe coffin for the entire system so does that legitimize our general discussion at this point?? |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
63
|
Posted - 2013.12.08 20:30:00 -
[2832] - Quote
Marcus Walkuris wrote:Fourteen Maken wrote:Marcus Walkuris wrote:Fourteen Maken wrote: Missiles don't work for me. No sarcasm, start training gunnery. I mean yes that is a ****** thing to say and I do feel some kind of way about being screwed this hard for rolling Caldari for the second time I might add. I put in over a year of training and just when I am supposed to really take off, I am forced to train gunnery skills. I trained drone skills already since after the HML drake fiasco I became unsure of missiles. But now I can't even hold on to that for PvE efficiency's sake. Get isk and buy another character is the only way out at this point. Right now with Gallente/Caldari BS 5 every faction's marauder will be 3,5 days longer then training for a Golem, I'm sticking to my rattler and going for gunnery. I am done with missiles and caldari. I am finishing my support skills and moving over to the other side of the tracks. No your right, I've been training gunnery and drone skills, and I plan to buy a Min/Gall pvp character to use as my main if I ever get enough ISK, but it leaves a bitter taste because I wanted to play as Caldari and fly our ships, but not at the expense of having a poor line up to chose from. I'm not giving up on missiles altogether, it was hinted earlier in the thread they might look at Heavy missiles again. Missile ships will always be easy to use in pve missions, and in frigs we have the Hawk and Condor which are good for pvp. It just annoys me that Caldari are already the weakest race, we get the short end of the stick and still manage to be the target of more nerfs, is ccp run by some role playing manchild with a vendetta or wth is going on? p.s. we don't even get bonuses on the best pirate ships, people need to complain or nothing will ever get fixed, and we are paying customers so we have a right to complain if we're not happy. Lol that gave me a very vivid mental picture of role-playing developers siting around a table with dice and everything. So are we still legitimately discussing RLML which is the original purpose of this thread? It just seems to be too hard to keep a thread alive atm with the amount of posting going on just after the expansion. From "change back the lights on the jaguar" to " I could've sworn I had 10 tritanium in my hangar and not 4". I am following 5 threads regarding Missiles some quite lengthy at that and they still get snowed under by "My cat ran across my keyboard". That said though RLML was the proverbial last nail inthe coffin for the entire system so does that legitimize our general discussion at this point?? To answer your question, we've discussed the problems with RLML, RHML, regular missiles, and missile based ships. None of it seems to matter because 40sec and Fizzle have been ignoring us for over 2 weeks, and the CSM popped in to tell us to deal with it about 50 pages ago. Frankly, I would like to declare open war on the Devs in-game, but I doubt they really log in. |

Arthur Aihaken
The.VOID
820
|
Posted - 2013.12.08 20:38:00 -
[2833] - Quote
Marcus Walkuris wrote:I am following 5 threads regarding Missiles some quite lengthy at that and they still get snowed under by "My cat ran across my keyboard". Touche'. I can has cheezeburger?
scorchlikeshiswhiskey wrote:None of it seems to matter because 40sec and Fizzle have been ignoring us for over 2 weeks, and the CSM popped in to tell us to deal with it about 50 pages ago. I'm glad to see the new nicknames catching on. They seem more appropriate.  I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
820
|
Posted - 2013.12.08 21:01:00 -
[2834] - Quote
I think we need another Burn Jita. Just with missiles this time. Cruise missile-equipped battleships @ 250km range would make for an interesting display. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
189
|
Posted - 2013.12.08 21:04:00 -
[2835] - Quote
Gypsio III wrote:Zvaarian the Red wrote:673 DPS is what I get in EFT with HAMs and pure DPS lows and rigs (nothing above T2 and no drones). Good luck getting your target within their 16.9km range and keeping them there while also having any kind of tank, and good luck applying more than 25% of that DPS number under most circumstances (you will do 146 DPS to a stationary Rifter lol). Sounds like you're revisiting the 2008 HAM Drake discussion, with about the same degree of skill. Full-tackle HAM Drake has 76k EHP before overload. It does 298 DPS to your stationary Rifter and 165 DPS if it uses an overloaded AB (duh drones). The range comment is inane. Yes, you're not going to tackle an interceptor, but plenty of stuff is slow enough to get tackled, particularly if it's using an AB, and most of those turret ships will want to get close to apply their DPS anyway.
The only way you get that kind of tank is with shield rigs, which pretty much makes your entire point moot since I was talking about a Drake's potential max damage with Rage HAMs and nothing but damage mods and rigs. Oh and I excluded drones because 5 total light drones is not reliable especially against frigs. |

Zvaarian the Red
Evil Leprechaun Brigade
189
|
Posted - 2013.12.08 21:09:00 -
[2836] - Quote
Bouh Revetoile wrote: Also I'd like one day missile users stop thinking missiles are only turrets with different graphics, but I'm losing hope...
You are so full of ****. You know that right? |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
173
|
Posted - 2013.12.08 21:34:00 -
[2837] - Quote
Fourteen Maken wrote: Missile ships will always be easy to use in pve missions, and in frigs we have the Hawk and Condor which are good for pvp.
We have also Rubicon Crow, which is quite nice with 4 mids. Nothing wrong with Hookbill as far as I know.. |

Sgt Ocker
State War Academy Caldari State
86
|
Posted - 2013.12.08 23:34:00 -
[2838] - Quote
Has anyone done more testing with the new launchers? I should say been using as testing implies you are using something other than a final product and at this stage I don't see things changing in regard to RLML & RHML.
Back to my questions.
Has anyone had any success with these launchers, in either fleet or solo situations?
Is there a legitimate use for these weapons that makes them a better or equal choice with something else?
|

Stitch Kaneland
Soldiers of Farscape The East India Co.
4
|
Posted - 2013.12.08 23:59:00 -
[2839] - Quote
Sgt Ocker wrote:Has anyone done more testing with the new launchers? I should say been using as testing implies you are using something other than a final product and at this stage I don't see things changing in regard to RLML & RHML.
Back to my questions.
Has anyone had any success with these launchers, in either fleet or solo situations?
Is there a legitimate use for these weapons that makes them a better or equal choice with something else?
I've used the RHML with varying success, mainly on my FI phoon, but thats bout it. Its the only ship with bonuses that make sense with the launcher. RoF is worthless. I have RLML on my scyFI, but haven't played with it much, having more fun goofing off with HML on the scythe with dual tp's and double rigors.. not killing much, but its amusing.. In null, frig gangs are pretty random. Thats the only time i'll bring that ship out while it has RLML is if there are frigs nearby. Maybe could use against a slower, low range cruiser.. like a blaster thorax or something.. would just take awhile to kill. Otherwise it would die pretty hilariously, or i'd have to run away. |

Fourteen Maken
State Protectorate Caldari State
96
|
Posted - 2013.12.09 04:47:00 -
[2840] - Quote
Marcus Walkuris wrote:
So are we still legitimately discussing RLML which is the original purpose of this thread?
RLML was the go to weapon system for Caracal and Cerberus pilots, but after the changes it's no longer viable in most circumstances, it leaves a vacuum that needs to be filled by either HAM's or HML's and neither are fit for purpose as things stand, that's why we are discussing them and the general state of the Caldari line up in an RLML thread. |
|

Zvaarian the Red
Evil Leprechaun Brigade
194
|
Posted - 2013.12.09 05:19:00 -
[2841] - Quote
Arthur Aihaken wrote:I think we need another Burn Jita. Just with missiles this time. Cruise missile-equipped battleships @ 250km range would make for an interesting display.
Jita will just speed tank them.  |

Arthur Aihaken
The.VOID
828
|
Posted - 2013.12.09 05:21:00 -
[2842] - Quote
Fourteen Maken wrote:RLML was the go to weapon system for Caracal and Cerberus pilots, but after the changes it's no longer viable in most circumstances, it leaves a vacuum that needs to be filled by either HAM's or HML's and neither are fit for purpose as things stand, that's why we are discussing them and the general state of the Caldari line up in an RLML thread. The solution to any perceived problems with the rapid light launchers is to first address damage application with heavy and heavy assault missiles. The heavy missile nerf is what primarily drove people to light missiles, and to a lesser degree - heavy assault missiles. The range and damage application for light missiles is far superior to heavy assault missiles, such that even with less DPS the higher ammunition capacity and ability to apply damage is often superior with light missiles. This is because it's a medium-strength weapon that utilizes and typically receives bonuses to light ammunition.
And herein lies an interesting question: Why is it that CCP continues to pigeonhole us into specific weapon types for each class of ship? Why not simply have certain bonuses that are applicable to any light, medium or heavy weapon? Case in-point: why shouldn't a Navy Raven receive a missile velocity and explosion radius to all missile types? Because it would make it more powerful against cruisers or frigates, right? And what's necessarily wrong with that? After all, it's going to make it comparably weaker against another battleship, so it's not like the decision doesn't entail some risk. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
828
|
Posted - 2013.12.09 05:22:00 -
[2843] - Quote
Zvaarian the Red wrote:Jita will just speed tank them.  Fortunately for us, they don't allow the Phoeix into high-sec - so we're good to go.  I am currently away, traveling through time and will be returning last week. |

XvXTeacherVxV
The Cult Reborn
62
|
Posted - 2013.12.09 05:37:00 -
[2844] - Quote
Ok.. so after having played with these rapid launchers some I have to say... that I was totally right when I said the 40second timer would be enough to make me not use them. So... guess I'll go back to using turrets now.
EDIT: Also, is it just me or is it kind of weird that rebalance changes always come in increments of 5%? What if a system needs a 7% buff to be perfectly balanced? Uh... 5% and call it close enough. Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE |

Zvaarian the Red
Evil Leprechaun Brigade
197
|
Posted - 2013.12.09 06:45:00 -
[2845] - Quote
XvXTeacherVxV wrote:Ok.. so after having played with these rapid launchers some I have to say... that I was totally right when I said the 40second timer would be enough to make me not use them. So... guess I'll go back to using turrets now.
At this point the only people who seem to have not foreseen that these changes would make virtually everyone stop using rapid launchers are the people making all the decisions. Not a good sign... |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
146
|
Posted - 2013.12.09 07:39:00 -
[2846] - Quote
I'd like to see some stats on their use now that it's been a few weeks since their patch. That's long enough for most players to have tried them out now. Sales figures for the launchers and their use in combat. Click here for LP store weapon cost rebalancing |

Vincintius Agrippa
F L O O D
14
|
Posted - 2013.12.09 07:57:00 -
[2847] - Quote
1. The average caldari pilot, solo:
Highs slots 1-5 -5 launcher/turrets
Mediums slots 1-5 1. Prop mod, 2. Scram 3. Target painter ( launchers, to hit ****) 4. web (to apply damage to anything moving faster than 5 m/s, in the case of missiles) 5. Shield module, lse or adaptive <-------Sole defense
Lows slots 1-4 1. Damage control 2.Ballistic control unit 3. 2nd bcu 4. 3rd bcu <---------------Despite 3 damage mods, missiles still do over 100 dps less than turrets with meta 4's
Rigs 1-3 1.shield extender 2. shield extender or rigor 3.flare catalyst
---------------> outcome, 20k less tank/ over 100 dps less, compared to every other races cruiser.
2. Caldari cruiser pilot, fleet with logistical support and takle (Ospreys for shield reps, Bellicose or vigils for target painting etc.)
Highs 1-5 -5 launchers/turrets Midslots 1-5 1. Adaptive invul II 2. Adaptive invul II 3. Large Shield Extender II 4. Large Shield Extender II 5. MWD or AB.
Lowslots 1-4 1.... 2.... 3.....Ballistic control unit II 4. Damage control II
Outcome----------> Proper tank, still 100 dps less than every other racial cruiser. Relies solely on frigates for point, tp ships to do damage to anything. With Hams of course. Heavy Missiles are out of the question. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
888
|
Posted - 2013.12.09 09:09:00 -
[2848] - Quote
I tried the rapid launchers a few time sin cerberus and scythe fleet issue during these 2 weeks. Its pathetic. I felt that I would be better armed with T1 small guns.
Every single target (from AF to Hacs simply ignored my ship when I was using the rapid launchers, because i was not a threat).
On other hand i had to see my team mates kill interceptors with HAMS at same time :) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

CCP Fozzie
C C P C C P Alliance
8506

|
Posted - 2013.12.09 09:32:00 -
[2849] - Quote
Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

Zvaarian the Red
Evil Leprechaun Brigade
198
|
Posted - 2013.12.09 09:33:00 -
[2850] - Quote
I just realized that a LM Corax has better sustained DPS than a RLML Caracal. If that was intended I'm not sure what to say. LM Corax is not exactly top tier destroyer material. |
|

Arthur Aihaken
The.VOID
828
|
Posted - 2013.12.09 09:33:00 -
[2851] - Quote
Kagura Nikon wrote:Its pathetic. I felt that I would be better armed with T1 small guns. It wouldn't be so pathetic if it weren't trueGǪ I'm pretty sure even standard light launchers out-DPS the rapids simply due to increased capacity. I am currently away, traveling through time and will be returning last week. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
888
|
Posted - 2013.12.09 09:38:00 -
[2852] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
Wait until everyone has spent their old ships armed with rapid launchers loaded with 80 rounds. Then it will fall another few %. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Marcus Walkuris
Aww yeahhh
54
|
Posted - 2013.12.09 10:10:00 -
[2853] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
Translation: Write post in notepad, copy paste to forums. Grab a handful of chips and drink Icelandisch soda.
I don't get any sense of a reply out of this, although it is something it doesn't relate to "this thread"
Edit: I can get not wanting to read this thread all day, can we get some kind of CSM reply/relay?? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
994
|
Posted - 2013.12.09 11:02:00 -
[2854] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
Giving us numbers for PVE and PVP usage would be useful. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
174
|
Posted - 2013.12.09 11:09:00 -
[2855] - Quote
CCP Fozzie wrote:We're also getting some good experience flying with them on our own player characters in a live environment. Please Fraps it and upload to Youtube (or it didn't happen). Thank you. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 11:37:00 -
[2856] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
But all this tells you is what people think of them, not how good they actually are. Why all this metrics nonsense instead of fixing light missiles? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
994
|
Posted - 2013.12.09 11:44:00 -
[2857] - Quote
Fourteen Maken wrote:
Sounds good, but if you plan on soloing in web range would you not be better to just go with a brawling turret ship, or a drone boat instead? When battlecruisers are used in fleets and gangs for things like camping gates and stations the high alpha and instant dps of turrets is more useful than HAM volleys regardless of tank/dps, and I imagine it's a similar situation in fleet engagements, where turret and drone tactics would be superior to missiles.
Certainly it's always been a truism that turrets are better than missiles in fleet environments, and become more better as gang size increases. But I think we all know that that won't be solved without the flight time issue being reduced to the point where missiles aren't actually missiles at all. A lowslot missile tracking/speed enhancer would certainly help mitigate the issue though.
Also, yes, on the brawling scale there are good turret options too. Someone above mentioned the Tornado and Talos as being better choice than a Drake, but the comparison between brawlers and skirmishers isn't very useful. The Brutix was a better comparison, at least with short range fits - there's no way I'm defending HMs these days! However, shield Brutix can lack tackle and is distinctly on the fragile side (invoked to criticise HAM Drake), armour buffer Brutix is painfully slow with trimarks (also invoked to criticise HAM Drake) and similarly flimsy without, while active armour Brutix is rather niche. So I still feel that HAM Drake offers a good mix of tank, damage projection and mobility for a combat BC in a solo or small gang environment. If you're not flying in those environments, then don't use it - I certainly don't in WH fights!
Re. HAM/HML damage application. Well, everyone knows that HMs are out of whack, no further comment needed there! I feel you're too harsh on HAMs though. Your example of a MWDing Stabber is deliberately extreme, something like a Thorax or Rupture would be better (and more representative of the game than the unpopular Stabber?), and there your 25-40% damage application figure quoted are overly pessimistic. It's 71% against an unwebbed MWDing nano shield Thorax, for example, and more against a shield nano Rupture.
|

Edward Olmops
Sirius Fleet
110
|
Posted - 2013.12.09 11:47:00 -
[2858] - Quote
Zvaarian the Red wrote:I just realized that a LM Corax has better sustained DPS than a RLML Caracal. If that was intended I'm not sure what to say. LM Corax is not exactly top tier destroyer material.
Hm. What exactly is the point here? The Corax should NOT have higher sustained DPS than the Caracal, because... everyone knows the Corax is crap and everyone loves Caracals??!
(besides, I used the Corax a lot and actually it's a bit short on PG. It should imo at least support a full rack of T2-LM+MWD. Rocket fits are not really good since these destroyers are sooo slow) |

Altrue
Exploration Frontier inc
732
|
Posted - 2013.12.09 11:49:00 -
[2859] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
This does not mean anything.
Is sov fun ? No. Yet, are people still grinding sov ? Yes.
There are no 36 solutions when you want to be in a cruiser and hit frigates, so people will continue to use RLMLs anyway as long as they do more damage than heavy missiles on frigates... So your point is irrelevant in terms of game design and game balance.
For the game balance part, this rebalance just made the problem worse with RLMLs even more efficient on frigates and even less efficient on everything else.
In terms of game design, this rebalance is crap due to the reload time being too long. Creating inactivity and uselesness in the middle of a fight. This is counpounded by the fact that you cannot see the time remaining for the reload, and that you cannot switch ammo fast enough to use missiles how they were designed to be used.
So, stop trying to contain the crowd just by throwing metrics that we have no way to verify into the air. Thank you.
G££ <= Me |

Sgt Ocker
State War Academy Caldari State
86
|
Posted - 2013.12.09 11:54:00 -
[2860] - Quote
CCP Fozzie wrote:
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
Wonder if it would be possible to have some of these figures posted?
Like, what were the figures the week before?
Can you tell from your metrics who is actually "using" RLML and who just fitting them to try them out?
How are they being used? Solo, Small fleet, Large fleet
What ships are they being used on?
What is the win loss ratio for those using them?
I take it "within acceptable ranges" really means "we've created a niche weapon at the expense of a weapon that was fine as it was and your stuck with it as it is"
Did you take into consideration with your metrics those players that due to training have no choice but to use them? Are only using them while cross training into turrets? Are like me, only using them (in PVE) to get rid of the 10,000 light missiles I have stockpiled.
Oh and CCP Fozzie, I bet all your own characters have all lvl 5's to do they??
My dream of a pure caldari missile PVP toon is dead.
|
|

Fourteen Maken
State Protectorate Caldari State
97
|
Posted - 2013.12.09 11:55:00 -
[2861] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback! But all this tells you is what people think of them, not how good they actually are. Why all this metrics nonsense instead of fixing light missiles?
If you mean heavy missiles then I don't think metrics can be ignored, but they will be skewed by pve unless they have some way to isolate pve from pvp usage the missile metrics will always appear to be healthy. Someone posted a link to usage stats earlier and missiles were hardly featured at all in the top 20 weapon systems, so I'm not sure what metric was used to determine RLML was OP in the first place |

Texty
State War Academy Caldari State
84
|
Posted - 2013.12.09 11:58:00 -
[2862] - Quote
I wish these forums showed the number of replies a poster has made in the thread under his or her portrait, and bordered the portrait with different colors as the number gets larger, like, up to 5 replies = white, 10 = yellow... and made the portrait flashy red once it exceeds 30 or something. |

Warde Guildencrantz
TunDraGon
944
|
Posted - 2013.12.09 12:02:00 -
[2863] - Quote
Altrue wrote:In terms of game design, this rebalance is crap due to the reload time being too long. Creating inactivity and uselesness in the middle of a fight. This is counpounded by the fact that you cannot see the time remaining for the reload, and that you cannot switch ammo fast enough to use missiles how they were designed to be used.
If not firing missiles for a bit means you are sitting there doing absolutely nothing in a fight, then I think you aren't fighting correctly. If you don't kill the enemy by the time your rounds run out, chances are you should be doing some evasive maneuvers.
In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. It didn't make it into rubicon.
|

Sgt Ocker
State War Academy Caldari State
86
|
Posted - 2013.12.09 12:04:00 -
[2864] - Quote
Texty wrote:I wish these forums showed the number of replies a poster has made in the thread under his or her portrait, and bordered the portrait with different colors as the number gets larger, like, up to 5 replies = white, 10 = yellow... and made the portrait flashy red once it exceeds 30 or something. So your saying people should not be able to post in a thread they have interest in more than -, - How many times is considered too many?
Personally I wish people who weren't contributing to a thread were not allowed to post but that's just me.
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
333
|
Posted - 2013.12.09 12:50:00 -
[2865] - Quote
Sgt Ocker wrote:Quote:Warde Guildencrantz In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. And you don't think that would be exploited to bypass the 40 second reload altogether?
It wouldn't be able to exploit the 40 second reload timer because (as I currently understand it) it will be a 1 for 1 swap of ammo.
For example: you have 15 rounds of Fury missiles. You switch to precision but you would only get 15 rounds of precision.
or
you have 5 rounds of explosive and switch to EM. you only get 5 rounds of EM. |

Fourteen Maken
State Protectorate Caldari State
97
|
Posted - 2013.12.09 12:52:00 -
[2866] - Quote
Warde Guildencrantz wrote:Altrue wrote:In terms of game design, this rebalance is crap due to the reload time being too long. Creating inactivity and uselesness in the middle of a fight. This is counpounded by the fact that you cannot see the time remaining for the reload, and that you cannot switch ammo fast enough to use missiles how they were designed to be used.
you are sitting there doing absolutely nothing in a fight, then I think you aren't fighting correctly.
Where did he say that? |

Fourteen Maken
State Protectorate Caldari State
97
|
Posted - 2013.12.09 12:54:00 -
[2867] - Quote
Spugg Galdon wrote:Sgt Ocker wrote:Quote:Warde Guildencrantz In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. And you don't think that would be exploited to bypass the 40 second reload altogether? It wouldn't be able to exploit the 40 second reload timer because (as I currently understand it) it will be a 1 for 1 swap of ammo. For example: you have 15 rounds of Fury missiles. You switch to precision but you would only get 15 rounds of precision. or you have 5 rounds of explosive and switch to EM. you only get 5 rounds of EM.
Will the swap be instant like crystals? |

Sgt Ocker
State War Academy Caldari State
86
|
Posted - 2013.12.09 13:08:00 -
[2868] - Quote
Spugg Galdon wrote:Sgt Ocker wrote:Quote:Warde Guildencrantz In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. And you don't think that would be exploited to bypass the 40 second reload altogether? It wouldn't be able to exploit the 40 second reload timer because (as I currently understand it) it will be a 1 for 1 swap of ammo. For example: you have 15 rounds of Fury missiles. You switch to precision but you would only get 15 rounds of precision. or you have 5 rounds of explosive and switch to EM. you only get 5 rounds of EM. That would make it pretty much unable to be exploited but still does nothing to fix the underlying problem with launchers.
It may make them a little more user friendly for small fleets or gangs out for a fast hit and run gank but as a medium sized ship, primary weapon system, of which caldari missile users have 1 below par alternative in HML. It still leaves a very big hole as far as balance between other races goes.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
890
|
Posted - 2013.12.09 13:23:00 -
[2869] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
Important would be the figures on people that have success.. not everyone.
How many players with a highly positive kill ratio (The ones that can judge properly a weapon system) are using them? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
333
|
Posted - 2013.12.09 13:30:00 -
[2870] - Quote
Fourteen Maken wrote:Spugg Galdon wrote:Sgt Ocker wrote:Quote:Warde Guildencrantz In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. And you don't think that would be exploited to bypass the 40 second reload altogether? It wouldn't be able to exploit the 40 second reload timer because (as I currently understand it) it will be a 1 for 1 swap of ammo. For example: you have 15 rounds of Fury missiles. You switch to precision but you would only get 15 rounds of precision. or you have 5 rounds of explosive and switch to EM. you only get 5 rounds of EM. Will the swap be instant like crystals?
If not instant I imagine it would be a maximum of 10 seconds |
|

Moonaura
The Dead Rabbit Society
479
|
Posted - 2013.12.09 13:48:00 -
[2871] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
First off, thanks for following the thread still. Hard to ignore it though I guess - its now the second largest Rubicon thread after marauders, and that had a months lead time.
But sadly, I had to cringe really when reading this. If the goal then, was to reduce people using the RLML by introducing an awful mechanic, then yes, you've achieved your goal. But CCP Rise said this was supposed to be 'Fun' so surely we should be seeing an increase surely?
This just makes me think you've basically introduced this to kill RLML over use, without understanding the reasons why it became popular in the first place.
1. The Light Precision Missiles hit almost every target perfectly
2. Heavy Precision Missiles hit for only a third or half their DPS against Frigates and Fast Cruisers and do less DPS than the old RLML, so why bother using them - so nobody did.
If you fit 5 Target Painters to a Caracal and its missile still can't hit at their full potential, then, clearly there is something very wrong. And please bear in mind these missiles already do far less potential DPS than their gun counterparts - yes - even at range.
I repeat - please give us the choice over the original RLML and the new burst ones - then you could truly see if anyone really wants to play with burst modules - or prefers to have more than 18 missiles in their launcher.
And fix the Heavy Precision missiles... which are a terrible, laughable joke. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
334
|
Posted - 2013.12.09 14:02:00 -
[2872] - Quote
Moonaura wrote: I repeat - please give us the choice over the original RLML and the new burst ones - then you could truly see if anyone really wants to play with burst modules - or prefers to have more than 18 missiles in their launcher.
And fix the Heavy Precision missiles... which are a terrible, laughable joke.
I would only have the original RLML back with a 20% DPS nerf. That way it is comparable to the Rubicon RLML.
Edit: Heavy missiles in general are pretty poor. I'll give you that. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
890
|
Posted - 2013.12.09 14:05:00 -
[2873] - Quote
Moonaura wrote:CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback! First off, thanks for following the thread still. Hard to ignore it though I guess - its now the second largest Rubicon thread after marauders, and that had a months lead time. But sadly, I had to cringe really when reading this. If the goal then, was to reduce people using the RLML by introducing an awful mechanic, then yes, you've achieved your goal. But CCP Rise said this was supposed to be 'Fun' so surely we should be seeing an increase surely? This just makes me think you've basically introduced this to kill RLML over use, without understanding the reasons why it became popular in the first place. 1. The Light Precision Missiles hit almost every target perfectly 2. Heavy Precision Missiles hit for only a third or half their DPS against Frigates and Fast Cruisers and do less DPS than the old RLML, so why bother using them - so nobody did. If you fit 5 Target Painters to a Caracal and its missile still can't hit at their full potential, then, clearly there is something very wrong. And please bear in mind these missiles already do far less potential DPS than their gun counterparts - yes - even at range. I repeat - please give us the choice over the original RLML and the new burst ones - then you could truly see if anyone really wants to play with burst modules - or prefers to have more than 18 missiles in their launcher. And fix the Heavy Precision missiles... which are a terrible, laughable joke.
Sorry but this logic is Wrong. No ship in game has a way to ensure it will hit for 100% of its potential damage against a ship of a smaller class.
Missile users want something compeltely unfair there. A rupture also cannot hit a frigate with AB to the majority of its damage, even if they use 5 tack computers and track enhancers.
Dmage mitigation HSOULD exist. Missiel users must get this into their head, turrets in some situatiosn suffer less, but in other sistuations they suffer way more.
The value might need adjustment, but is lack of reasonable thinking to expect any missile to hit for 100% of damage on an AB frigate!
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Zvaarian the Red
Evil Leprechaun Brigade
201
|
Posted - 2013.12.09 14:15:00 -
[2874] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
You do understand that something's popularity is only correlative to its quality yes? Please tell me you understand that. Please.
Also I'm assuming overall missile usage went down as well, and I'm also thinking it will continue to go down in the coming months. Is this your real intent? Just admit it if it is. |
|

CCP Fozzie
C C P C C P Alliance
8509

|
Posted - 2013.12.09 14:20:00 -
[2875] - Quote
Zvaarian the Red wrote:CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback! You do understand that something's popularity is only correlative to its quality yes? Please tell me you understand that. Please.
Of course. I would direct your attention to the first half of my post, which makes it quite clear that metrics are only one of many methods by which we're keeping an eye on how our changes play out on the live server. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
890
|
Posted - 2013.12.09 14:23:00 -
[2876] - Quote
Zvaarian the Red wrote:CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback! You do understand that something's popularity is only correlative to its quality yes? Please tell me you understand that. Please. Also I'm assuming overall missile usage went down as well, and I'm also thinking it will continue to go down in the coming months. Is this your real intent? Just admit it if it is.
Correction, popularity with COMPETENT players is correlated with its quality. Dumb people can be easily deceived... that afteral its Apple main focus. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Zvaarian the Red
Evil Leprechaun Brigade
201
|
Posted - 2013.12.09 14:27:00 -
[2877] - Quote
Warde Guildencrantz wrote: In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. It didn't make it into rubicon.
People keep saying this like it's ever actually going to happen, therefore problems solved. It hasn't and it probably never will. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
890
|
Posted - 2013.12.09 14:32:00 -
[2878] - Quote
Zvaarian the Red wrote:Warde Guildencrantz wrote: In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. It didn't make it into rubicon.
People keep saying this like it's ever actually going to happen, therefore problems solved. It hasn't and it probably never will.
It will be solved, the same day they find a role for the tempest... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

CCP Rise
C C P C C P Alliance
3347

|
Posted - 2013.12.09 14:32:00 -
[2879] - Quote
I'm going to add some more words to this fairly bizarre thread!
Something that a few of you are at least partially talking about is the difference between power and fun and the relationship between them in this balance pass. I'm extremely interested in this as well and it can be very difficult to figure out how each are impacted during a given change.
The goals for this change, just to be clear, were to lower the overall power level of rapid lights somewhat as we felt they left too little room for the other medium launchers despite their intended application which is very specialized. So in less words: overall nerf, with the exception that they still need to be very good at their specialty of killing frigates.
Attached to that was the goal of keeping them as fun or more fun to use than the were before. This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support.
So we have two things we can discuss now, but they should definitely be kept separate. One is power level, the other is fun.
Metrics like the one Fozzie mentions could represent a range of things, but it's very likely that power level is still more than satisfactory OR that they are so much fun to use that people are still fielding them despite being under-powered, or a combination of the two. Usage is of course also affected by momentum related to skill points and familiarity but the relative stability of use can not be explained completely by that. |
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1392
|
Posted - 2013.12.09 14:40:00 -
[2880] - Quote
Have you considered that a third possibility exists?
Specifically, I'm implying that there may be a third group of people: People who, despite hating the new rapid launcher mechanics, continue to field them regardless of power or fun because other missiles still don't do the job better than taking a gamble on rapid launchers?
Also, what do your metrics say about LML usage? How much has it gone up since the RLML change? I don't know about others but every single one of my RLML-toting cruisers has switched over to LMLs.
These last two posts by Fozzie and yourself give me a very very strong feeling that the next one is going to be "Rapid launchers are really being accepted a lot better by the community than we had expected, so we're satisfied with how missiles are as a whole and won't be looking at them for a while."
Interesting quote by one of the devs during the roam on that Plex for GOOD livestream regarding his RHMLs: "I'm always stuck reloading!" |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
890
|
Posted - 2013.12.09 14:40:00 -
[2881] - Quote
Power level cannot be completely dissociate from fun. Because power level dictates how often you will get frustration. Otherwise peopel would be using festival launchers on pvp.
In real eve, you very rarely can be sure you will face only frigates. If the weapon system is ONLY usable against frigates, its power level is near zero outside duels. No one ask it to be as good as hams to kill cruisers, but when your ship must run from an untanked t1 fit cruiser .. you are not going to have fun.
If you gave zealot pilots the chance to use small lasers with same bonuses they have on medium ones, but with nearly same fittings as the medium ones they would very very rarely be used.
In real eve you cannot throw away your offensive power completely like that. You can trade some, but throwing away means the frustration level will Rise (pun intended) to unbearable levels.
Also a lot of peopel use rapids because other missiles do not FIT in their ships. Keep that in mind. I for once have EXCLUSIVELY that reason to have still some ships with rapid launchers. What would happen with Hams got the same fittings? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
994
|
Posted - 2013.12.09 14:47:00 -
[2882] - Quote
CCP Rise wrote:
Attached to that was the goal of keeping them as fun or more fun to use than the were before. This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support.
They're not fun. Regardless of their combat utility, a weapon system whose user is permanently worried about a 40 s reload, even just to change damage type, is not fun to use. It's deeply frustrating, aggravating and stressful to know that you're just a few seconds away from being mostly useless for 40 s. Even if you'd just blapped two AFs with your 18 volleys, the fear and worry of what might happen during the next 40 s still means that they're not fun. 
The frontloaded damage and burst DPS is a lovely idea for a new mechanic, but it just doesn't work in practice, at least not with the current numbers.
And please sort HMs out. And the damn Phoenix. |

Moonaura
The Dead Rabbit Society
481
|
Posted - 2013.12.09 14:56:00 -
[2883] - Quote
Kagura Nikon wrote:Moonaura wrote:CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback! First off, thanks for following the thread still. Hard to ignore it though I guess - its now the second largest Rubicon thread after marauders, and that had a months lead time. But sadly, I had to cringe really when reading this. If the goal then, was to reduce people using the RLML by introducing an awful mechanic, then yes, you've achieved your goal. But CCP Rise said this was supposed to be 'Fun' so surely we should be seeing an increase surely? This just makes me think you've basically introduced this to kill RLML over use, without understanding the reasons why it became popular in the first place. 1. The Light Precision Missiles hit almost every target perfectly 2. Heavy Precision Missiles hit for only a third or half their DPS against Frigates and Fast Cruisers and do less DPS than the old RLML, so why bother using them - so nobody did. If you fit 5 Target Painters to a Caracal and its missile still can't hit at their full potential, then, clearly there is something very wrong. And please bear in mind these missiles already do far less potential DPS than their gun counterparts - yes - even at range. I repeat - please give us the choice over the original RLML and the new burst ones - then you could truly see if anyone really wants to play with burst modules - or prefers to have more than 18 missiles in their launcher. And fix the Heavy Precision missiles... which are a terrible, laughable joke. Sorry but this logic is Wrong. No ship in game has a way to ensure it will hit for 100% of its potential damage against a ship of a smaller class. Missile users want something compeltely unfair there. A rupture also cannot hit a frigate with AB to the majority of its damage, even if they use 5 tack computers and track enhancers. Dmage mitigation HSOULD exist. Missiel users must get this into their head, turrets in some situatiosn suffer less, but in other sistuations they suffer way more. The value might need adjustment, but is lack of reasonable thinking to expect any missile to hit for 100% of damage on an AB frigate!
Please go back and read many of my posts on the subject in this thread. A heavy Missile Precision will not even hit a Cruiser for 100% damage... I'm not talking about a weapon that does 100% damage to anything that would be insane right? But that is basically where the Light Precision are at right now.
I am not asking for something that is unfair. If you read what I've wrote before - i've suggested that the Light Missile Precisions be mildly nerfed as they hit AB Frigates to easily. I've suggested that TD be nerfed as they are to powerful against guns. I've suggested that the tengu with its missiles be nerfed IF Heavy Missiles are fixed to stop it being OP.
What I'm asking for here - are two things - choice - and balance. Heavy Missiles are broken. A 40 second reload with burst mode, should be a choice not enforced on us. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
481
|
Posted - 2013.12.09 15:00:00 -
[2884] - Quote
For the record, if memory serves, a Heavy Precision will hit a Frigate for around 30-40 DPS. So its laughable you think that is fine. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
481
|
Posted - 2013.12.09 15:14:00 -
[2885] - Quote
CCP Rise wrote:I'm going to add some more words to this fairly bizarre thread!
Something that a few of you are at least partially talking about is the difference between power and fun and the relationship between them in this balance pass. I'm extremely interested in this as well and it can be very difficult to figure out how each are impacted during a given change.
The goals for this change, just to be clear, were to lower the overall power level of rapid lights somewhat as we felt they left too little room for the other medium launchers despite their intended application which is very specialized. So in less words: overall nerf, with the exception that they still need to be very good at their specialty of killing frigates.
Attached to that was the goal of keeping them as fun or more fun to use than the were before. This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support.
So we have two things we can discuss now, but they should definitely be kept separate. One is power level, the other is fun.
Metrics like the one Fozzie mentions could represent a range of things, but it's very likely that power level is still more than satisfactory OR that they are so much fun to use that people are still fielding them despite being under-powered, or a combination of the two. Usage is of course also affected by momentum related to skill points and familiarity but the relative stability of use can not be explained completely by that.
edit: Oh, and in case it helps to say it at all, like Fozzie said we are watching these closely and I want to iterate on them. It's too early to know what that iteration might be but they won't get abandoned.
The solution is very simple CCP Rise.
If you look at Light Missiles, they are overall fine - but the Precisions will hit practically everything at 100% damage. Even an AB fit Frigate. Precisions need to have their explosion velocity nerfed a small amount.
The reason the RLML was soooo popular was because Heavy Missiles are basically pointless. They are not effective. End of. Heavy Precision Missiles 'should' be able to hit a fast cruiser. Remember they get a big DPS drop loading them - yet they only hit a Stabber with a MWD for 50% of their DPS. Frigates, - ha - waste of time.
So everyone used the RLML because it offered similar DPS and worked.
If you feel the RLML is overpowered (again - I would look very hard at their DPS in relation to gunnery) then nerf the ROF on them.
Personally, I would reduce their ROF, tweak Light Precision Missiles Explosion Velocity, and take a good long hard look at the Heavy Missiles - while considering you might need to nerf the Tengu to stop it becoming the new Drake if Heavy Missiles are 'too' good.
PS. Its good that you are finally here again. *hugs*.
"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 15:19:00 -
[2886] - Quote
Moonaura wrote:If you look at Light Missiles, they are overall fine
lol |

Viceorvirtue
The Hatchery Team Liquid
33
|
Posted - 2013.12.09 15:30:00 -
[2887] - Quote
On the subject of metrics, I do remember at one point while the ferox was being discussed that a dev said something to the extent of 'rail feroxs are being used, it is mostly meta 4 rails and it's mostly for pve but it is being used'. I may be misremembering that and feel free to correct me with the exact quote if I am wrong. At any rate my point is that you need to know why the metrics re the way they are and not just look at the numbers to decide wether something is good or bad.
In the case of the rail ferox being 'fine' because it was used in pve by people who likely had no other option when training for rokhs, you have to question wether it really is 'fine' or is just being used because there really isn't any other effective option. In the case of cruisers and hmls, they aren't very effective in solo or very small gang because even percisions don't apply their damage to other cruisers well. Rlm still not only effectively apply damage to cruisers but frigates as well and they happen to be very ppolarized now.
If you see something you can kill you know you can kill it and it's not going to take long at all, alternatively you know that if you have to swap ammo you need to leave because in the majority of situations when you are in a fight, taking 40 seconds just to respond to a change in the fight is not exactly fun and will probably get you killed. Furthermore there are still many newer players who have trained into rlm because they used to be the fastest train to something that could work well in a solo or small gang pvp situation and are now stuck using them because they have nothing else skilled.
I find it slightly disheartening that we finally get dev responses but they have nothing to do with any of the extensive math or discussion in the thread. Was hoping for there to be more than just 'we are still reading the thread and watching metrics'. |

Texty
State War Academy Caldari State
84
|
Posted - 2013.12.09 15:34:00 -
[2888] - Quote
Sgt Ocker wrote: So your saying people should not be able to post in a thread they have interest in more than -, - How many times is considered too many?
Posting a lot doesn't necessarily mean the poster is contributing, especially in a thread where only a handful of people are repeatedly posting the same thing over and over again.
A few posts are usually enough. If you find yourself posting like 30, you are either being trolled, or unintentionally becoming a troll yourself. |

Altrue
Exploration Frontier inc
733
|
Posted - 2013.12.09 15:48:00 -
[2889] - Quote
CCP Rise wrote: Metrics like the one Fozzie mentions could represent a range of things, but it's very likely that power level is still more than satisfactory OR that they are so much fun to use that people are still fielding them despite being under-powered, or a combination of the two. Usage is of course also affected by momentum related to skill points and familiarity but the relative stability of use can not be explained completely by that.
Wrong.
People are still fielding them because heavy missiles are crap. G££ <= Me |

Arthur Aihaken
The.VOID
830
|
Posted - 2013.12.09 15:50:00 -
[2890] - Quote
CCP Fozzie wrote:As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges. Called it. I am currently away, traveling through time and will be returning last week. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
176
|
Posted - 2013.12.09 16:08:00 -
[2891] - Quote
Moonaura wrote: If you look at Light Missiles, they are overall fine - but the Precisions will hit practically everything at 100% damage. Even an AB fit Frigate.
You keep repeating this but it is not true. So no, they won't hit an AB frigate at 100% damage. |

Marcus Walkuris
Aww yeahhh
54
|
Posted - 2013.12.09 16:19:00 -
[2892] - Quote
CCP Rise wrote:I'm going to add some more words to this fairly bizarre thread!
First, glad you are responding. Second, the fact you call this a fairly bizarre thread while completely ignoring the main issue raised is troubling.
The main argument at this point has not been wether RLML were OP or UP, but A: They were being used to veer around the glaring issues of the other medium sized launchers, meaning the most versatile hull class has been destroyed when it comes to missiles. And B: Have been complained about not being fun to unplayable from a tactical perspective/to as far as being the one niche to rule them all.
I really wish I was around to understand what these "metrics" consist of. For now it just sounds like you are talking about a hand of cards you're holding with a lot of mystery. I know I have HML techII and they "feel" pathetic. I won't dare get into HAM's with the recent changes. If your cruiser sized weapon-systems don't function, then the majority of your progression/hulls are broken. And that is the outlook of the missile community at large. The amount of "missile users" that say missiles are fine in this thread are non existent. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
64
|
Posted - 2013.12.09 16:41:00 -
[2893] - Quote
Marcus Walkuris wrote:CCP Rise wrote:I'm going to add some more words to this fairly bizarre thread! First, glad you are responding. Second, the fact you call this a fairly bizarre thread while completely ignoring the main issues raised is troubling. The main argument at this point has not been wether RLML were OP or UP, but A: They were being used to veer around the glaring issues of the other medium sized launchers, meaning the most versatile hull class has been destroyed when it comes to missiles. And B: Have been complained about not being fun to unplayable from a tactical perspective/to as far as being the one niche to rule them all. And the list of issues doesn't end there, it is fitting, lack of modules etc. etc. I really wish I was around to understand what these "metrics" consist of. For now it just sounds like you are talking about a hand of cards you're holding with a lot of mystery. I know I have HML techII and they "feel" pathetic. I won't dare get into HAM's with the recent changes. If your cruiser sized weapon-systems don't function, then the majority of your progression/hulls are broken. And that is the outlook of the missile community at large. The amount of "missile users" that say missiles are fine in this thread are non existent. I think this can probably summarize the thoughts of most of the posters in here with a bit of accuracy. We're happy to see some attention paid in here again, but the attention doesn't seem to be addressing any issues. The vibe that CCP is giving off is that you have washed your hands of your changes to missiles and we're stuck with them because you're already on something else. The current RLML might even be a viable option if the underlying problem with all missiles was addressed. If HM's and HAM's functioned like they were supposed to, then a cruiser sized front-loaded module might make a lot of sense and fill some voids. Until missile mechanics are renovated to make missiles a viable category of weapon though, RLML's are as broken as missiles in general. This isn't something you can trust to metrics either, I still use missiles when I do PvE because I'm slow to change to guns even though they perform better in a lot of cases. My use of missiles does not mean I am happy with them though which is what your metrics will tell you. I encourage you to actually get on the level of your player base, explore a character that wanted to use missiles and Caldari because they liked how it sounded and have started to realize their SP are being wasted. Instead of dismissing our words by calling upon your all-mighty metrics to vanquish us, take a page out of the Mythbusters play book and attempt to duplicate the results before you call falsies. All name calling aside, we really would like to see some kind of plan to address missiles in general. Many good points have been raised in this thread without comment and it only serves to reinforce the feeling amongst missile pilots that we are teh red-headed step-children of Eve. |

Arthur Aihaken
The.VOID
831
|
Posted - 2013.12.09 16:53:00 -
[2894] - Quote
scorchlikeshiswhiskey wrote:Many good points have been raised in this thread without comment and it only serves to reinforce the feeling amongst missile pilots that we are the red-headed step-children of Eve. More like children of the corn... I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
68
|
Posted - 2013.12.09 17:02:00 -
[2895] - Quote
I understand that missile mechanics are not something that can be fixed overnight, and that there are a lot of projects in-work right now. I get that. But some kind of time table, some sort of organized plan, would be nice to see. We're not asking for missiles to be amazing, or to act like turrets. We simply want them to work the way they should. |

Arthur Aihaken
The.VOID
831
|
Posted - 2013.12.09 17:23:00 -
[2896] - Quote
scorchlikeshiswhiskey wrote:I understand that missile mechanics are not something that can be fixed overnight, and that there are a lot of projects in-work right now. I get that. But some kind of time table, some sort of organized plan, would be nice to see. We're not asking for missiles to be amazing, or to act like turrets. We simply want them to work the way they should. It's been a steady descent for the last year, with no end in sight. It's long overdue that this trend was reversed. I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
4
|
Posted - 2013.12.09 17:32:00 -
[2897] - Quote
How about instead of nerfing the launchers or missiles, a module is released to help reduce application? That way its more pilot choice and creativity/logic that wins fights rather than f1 and orbit. Please give HM some minor buffing and then release a module that counteracts said buff, bringing missile dps to where it is now.
The proposed chaff launcher i mentioned earlier.
Reduces missile explo radius and velocity Has charges ranging from 10-20 charges and then a reload of a to be determined time Fits in high slot, allowing choice of neut, nos or missile defense Charges that could be fit is scrap metal as its already available and cheap Cycle time is about that of a smartbomb, that way missiles can still occasionally get good hits, just like td. This also makes missile users learn the cycle time and fire at more appropriate times, similar skill that turret users use for transversal. This does not damage missiles, but just causes loss of application.
Finally add a missile guidance computer to help offset the effects of said chaff launcher so missile pilots can't be completely neutered.
|

Dr Sraggles
The Covenant of Blood
55
|
Posted - 2013.12.09 17:34:00 -
[2898] - Quote
TrouserDeagle wrote:Moonaura wrote:If you look at Light Missiles, they are overall fine lol
I believe he was talking about the characteristics of the missile itself, not the old Rapid launchers, not the precision version, just the missiles (flight time, explosion velocity, explosion radius, flight speed etc).
This is also separate from ship bonuses etc.
|

Arthur Aihaken
The.VOID
831
|
Posted - 2013.12.09 17:36:00 -
[2899] - Quote
Stitch Kaneland wrote:How about instead of nerfing the launchers or missiles, a module is released to help reduce application? How about not, since the current damage application for missiles suck. Why would we want to make it worse? I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
481
|
Posted - 2013.12.09 17:56:00 -
[2900] - Quote
Niena Nuamzzar wrote:Moonaura wrote: If you look at Light Missiles, they are overall fine - but the Precisions will hit practically everything at 100% damage. Even an AB fit Frigate.
You keep repeating this but it is not true. So no, they won't hit an AB frigate at 100% damage.
Thus my use of the word 'practically', i.e. most things or close to it. They will not hit an AB frigate for full damage, but still very close to it it, at worst, 80%-90% of their full damage before any sort of e-war is added. That is high, albeit not 100%. Anything with a MWD or without, a precision will hit 100% - 100% of the time, without any sort of e-war bonuses.
That is impressive, and arguably OP, which is just one of the reasons why RLML were so attractive before.
If you add in a target painter or webber, then everything - even with an AB is shiny as far as light precision missiles are concerned and you can expect to hit your targets perfectly 100% of the time.
Whether that is right or wrong is up for debate, because it is always worth remembering that missiles overall, do far less damage. They just can apply lower damage more consistently over a good range.
However, the same cannot be said for Heavy Missiles, either Faction or Precisions. Not only do they have lower DPS than guns, as expected, but can't even hit another cruiser for close to 100% of their damage - even with several target painters and webs.
The old Heavy Missile pre-Drake nerf, would still effectively be able to counter frigates if precisions were loaded. Now that can only do 25-35% of their already lowered DPS against a frigate. Things are also not dramatically improved with e-war either.
Result: Heavy Missile fit Cruisers cannot kill a normally tanked Frigate and certainly cannot deal enough damage individually to kill any other cruiser, kiting or otherwise, before they pop.
The bottom line is this: If you are taking a gang out, you will not want anyone in the gang to have missiles, whether they be Heavy or RLML, when you can take out a gun boat instead and do practically everything better and do typically twice as much DPS when any sort of e-war bonuses are involved on your targets, i.e. webs, TP etc.
The only Missiles that work for cruisers are HAM's - and those will only get close to their potential DPS if you bring a dedicated TP ship, like a Bellicose - a damn effective missile boat in its own right. A good FC will know this, and the Bellicose will be the primary boat, thus reducing a missile gangs DPS by at least a third.
I don't need to explain this anymore. The killboard clearly shows the bias towards gunnery, indeed it shows exactly what everyone knows - that Rails and Blasters are without question the best weapons in the game right now. And the only missiles reaching the top 20 on occasion, are the HAM's - and even then, you have to wonder if that is because some Minmitar ships have spare missile slots. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|

Fourteen Maken
State Protectorate Caldari State
98
|
Posted - 2013.12.09 17:56:00 -
[2901] - Quote
The problem with heavy missiles is the limited number of targets you could confidently engage with them fitted on a Caracal. If you look at the targets you most commonly come up against in low sec most of them can either kill the caracal or at least burn out of disruptor range before you can kill them, some active tank t1 frigs could solo you, let alone small gangs. There are very few instances where you could hope to get a kill with HML on, but the turret union come in here and try to say they have the same problems with their medium weapons... I think not, or nobody would ever lose a ship. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
69
|
Posted - 2013.12.09 17:56:00 -
[2902] - Quote
Stitch Kaneland wrote:How about instead of nerfing the launchers or missiles, a module is released to help reduce application? That way its more pilot choice and creativity/logic that wins fights rather than f1 and orbit. Please give HM some minor buffing and then release a module that counteracts said buff, bringing missile dps to where it is now.
The proposed chaff launcher i mentioned earlier.
Reduces missile explo radius and velocity Has charges ranging from 10-20 charges and then a reload of a to be determined time Fits in high slot, allowing choice of neut, nos or missile defense Charges that could be fit is scrap metal as its already available and cheap Cycle time is about that of a smartbomb, that way missiles can still occasionally get good hits, just like td. This also makes missile users learn the cycle time and fire at more appropriate times, similar skill that turret users use for transversal. This does not damage missiles, but just causes loss of application.
Finally add a missile guidance computer to help offset the effects of said chaff launcher so missile pilots can't be completely neutered.
If missiles in general could apply there damage in a sensible way, then I could accept this as adding a layer to gameplay. IF missiles reliably applied damaged. I'm looking at torps and HM's with that statement, and to a lesser degree every other missile. However, why not wait until missiles are moving in a positive direction before we start muddying the waters with more mods? |

Stitch Kaneland
Soldiers of Farscape The East India Co.
4
|
Posted - 2013.12.09 17:56:00 -
[2903] - Quote
Arthur Aihaken wrote:Stitch Kaneland wrote:How about instead of nerfing the launchers or missiles, a module is released to help reduce application? How about not, since the current damage application for missiles suck. Why would we want to make it worse?
Did u read the rest where I said buff HM then release module? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 17:57:00 -
[2904] - Quote
Dr Sraggles wrote:TrouserDeagle wrote:Moonaura wrote:If you look at Light Missiles, they are overall fine lol I believe he was talking about the characteristics of the missile itself, not the old Rapid launchers, not the precision version, just the missiles (flight time, explosion velocity, explosion radius, flight speed etc). This is also separate from ship bonuses etc.
I also am talking about the missile itself. it's totally broken OP. |

Fourteen Maken
State Protectorate Caldari State
98
|
Posted - 2013.12.09 18:06:00 -
[2905] - Quote
Stitch Kaneland wrote:Arthur Aihaken wrote:Stitch Kaneland wrote:How about instead of nerfing the launchers or missiles, a module is released to help reduce application? How about not, since the current damage application for missiles suck. Why would we want to make it worse? Did u read the rest where I said buff HM then release module?
If it goes into a utility high a lot of people leave those empty or stick a nos in as an afterthought; it's a stealth nerf of missiles in all classes, not just heavies, so they would all need to be looked at again and I don't think anyone wants that right now. |

Fourteen Maken
State Protectorate Caldari State
98
|
Posted - 2013.12.09 18:11:00 -
[2906] - Quote
TrouserDeagle wrote:Dr Sraggles wrote:TrouserDeagle wrote:Moonaura wrote:If you look at Light Missiles, they are overall fine lol I believe he was talking about the characteristics of the missile itself, not the old Rapid launchers, not the precision version, just the missiles (flight time, explosion velocity, explosion radius, flight speed etc). This is also separate from ship bonuses etc. I also am talking about the missile itself. it's totally broken OP.
Drones are OP |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
69
|
Posted - 2013.12.09 18:16:00 -
[2907] - Quote
I don't think anyone here arguing on behalf of missiles wants them to behave just like turrets, in fact I feel confident saying it is quite the opposite. We want them to behave differently. The only similarity we want with turrets is the viability. Turret proponents will argue their specific cases in which missiles function "just fine", or are OP, but those are the minority. In the majority of cases missile boats are outclassed by gun boats in the most important ways: time to target, damage application, and even the relative size of charges that a ship can carry. Time to target does not need to be 0 like with every other weapon, but there should be a reason to want missiles in a fleet despite the time they take to travel to target. (With a maximum velocity that doesn't make sense in space.) Damage application has clearly been discussed here a little bit. What about the number of charges a ship can hold though? I ran my Navy Raven in VG incursions with several fleets with a good bit of success for several months this year. I would enter a site and begin engaging the same targets as the Machariels and on average I would go through 400+ missiles per site. If I was not the utility boat responsible for ore drops and hacks I could hold several thousand cruise missiles that would hold me over for a few hours. A gun boat would easily hold over 15 thousand charges, enough for an entire night of incursions and more. This is a small gripe, and one that is situational, but I have not seen it mentioned and I bring it up only to show another face to the inequality of missiles vs. turrets. (Or, in math terms: Missiles < Turrets) You will find that our outcries can be quieted if you are willing to listen and provide viable answers rather than quoting the anonymous metrics yet again. We understand you have jobs and that reading all of our posts would be a full-time job, not to mention responding to all of them in detail. However, we would like you to try and put yourselves in our shoes and look at the replies you have given us. Would you be satisfied with your replies if you were us? Would you be satisfied with the state and history of missiles if you were us? No matter the answer, would you be willing to take some time out of your undoubtedly busy days to sit down and address the valid concerns of the missile pilots that are feeling ever-neglected? If you can honestly answer yes to the last question, I would encourage you to take some time to fit up some missile ships and attempt to duplicate our concerns to experience the frustration for yourselves. We would be very interested in your results. If you are satisfied with the state of missiles and see no reason why they should change in a positive way, we would be extremely interested if you would tell us why instead of simply saying metrics and other ubiquitous terms. |

Bouh Revetoile
TIPIAKS
438
|
Posted - 2013.12.09 18:17:00 -
[2908] - Quote
Fourteen Maken wrote:The problem with heavy missiles is the limited number of targets you could confidently engage with them fitted on a Caracal. If you look at the targets you most commonly come up against in low sec most of them can either kill the caracal or at least burn out of disruptor range before you can kill them, some active tank t1 frigs could solo you, let alone small gangs. There are very few instances where you could hope to get a kill with HML on, but the turret union come in here and try to say they have the same problems with their medium weapons... I think not, or nobody would ever lose a ship. Try flying with LR turrets : you'll have less range and less tank, and if anything tackle you you are doomed.
Or fit it Moonaura and any cruiser will kill you, or any active tanked kiting frigate, or AF.
Fourteen Maken wrote:Drones are OP Lol. :D |

Fourteen Maken
State Protectorate Caldari State
98
|
Posted - 2013.12.09 18:24:00 -
[2909] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:The problem with heavy missiles is the limited number of targets you could confidently engage with them fitted on a Caracal. If you look at the targets you most commonly come up against in low sec most of them can either kill the caracal or at least burn out of disruptor range before you can kill them, some active tank t1 frigs could solo you, let alone small gangs. There are very few instances where you could hope to get a kill with HML on, but the turret union come in here and try to say they have the same problems with their medium weapons... I think not, or nobody would ever lose a ship. Try flying with LR turrets : you'll have less range and less tank, and if anything tackle you you are doomed. Or fit it Moonaura and any cruiser will kill you, or any active tanked kiting frigate, or AF. Fourteen Maken wrote:Drones are OP Lol. :D
Welcome back Bouh  |

Dr Sraggles
The Covenant of Blood
57
|
Posted - 2013.12.09 18:27:00 -
[2910] - Quote
Firstly, thanks again to CCP Fozzie and Rise for contributing to the thread. But, I am going to do a little translation here:
CCP Fozzie wrote:
Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Translation: "Yes, we know we nerfed RLML into the ground and expected people to move on to other weapons system. Working as intended."
CCP Fozzie wrote:
Thanks as always for the continued feedback!"
Translation: "We expected people to be upset and predicted much crying and tears after a gigantic nerf. It happens. Deal with it."
And there you have it boys. There is no expected viability of Caldari Cruisers in PvP. None, Zero, Nada. As long as Caldari Nublings can get through a Level 2 regardless of the quality of the game play, too bad. They don't have a choice anyways.
If a Drake can still do a Level 3 and a Tengu Level 4's then Heavies are fine. L2PvE Caldari. What an amazing experience it is!
Time to train those gunnery skills because the business model is to get you to train more, not to make the game enjoyable using what you have time invested in already.
CCP you have an enormous problem creating content in your game. The ONLY content is what the players do to each other. What passes for PvE in EvE is a pathetic shadow compared to video games of 10 years ago. Yet you expect missile users to be happy with it.
When you make Caldari only viable for PvE you make a very significant portion of your player base "non-viable" for the real content of this game, which is PvP. That you so blithely dismiss the consequences of this nerf and the lack of effectiveness of Caldari for PvP above the level of frigs is very revealing as to why Eve remains so incredibly small. You have convinced yourselves that Null Blobs are serious biz and will drive your game's popularity and not realized the vast majority of gamers on Planet Earth have not the slightest interest in time dilated spreadsheets in space.
The vast majority of gamers want fun small scale PvP so that their systems can run it effectively over the web. They want their time invested to be rewarded with capable tools. Yea, so you expected a 23% damage Nerf to result in less players using the RLML system. This is shocking and surprising. Working as intended! We'll make it even more niche than before! It will be less Powerful and Less Fun.....! Working as intended.
Maybe you could share with us your vision for Heavy Missiles because right now, none of us can see it other than you are making money off of people that think they are a good system until they get to the real content of the game, PvP.
And then they realize they've been screwed. |
|

Moonaura
The Dead Rabbit Society
482
|
Posted - 2013.12.09 18:29:00 -
[2911] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:The problem with heavy missiles is the limited number of targets you could confidently engage with them fitted on a Caracal. If you look at the targets you most commonly come up against in low sec most of them can either kill the caracal or at least burn out of disruptor range before you can kill them, some active tank t1 frigs could solo you, let alone small gangs. There are very few instances where you could hope to get a kill with HML on, but the turret union come in here and try to say they have the same problems with their medium weapons... I think not, or nobody would ever lose a ship. Try flying with LR turrets : you'll have less range and less tank, and if anything tackle you you are doomed. Or fit it Moonaura and any cruiser will kill you, or any active tanked kiting frigate, or AF. Fourteen Maken wrote:Drones are OP Lol. :D
Hey Bouh its been a while. You still haven't taken me up on my offer of testing my Thorax vs any Frigate you'd like to bring on SISI. Strange that.
Rails can reach far further than Missiles.
Rails can do more DPS than Missiles - even HAM's.
Rails, can hit their targets far better than Missiles except when a frigate for example, is very close range (below 6km) but can fit Webs in its spare mid slots to solve that - and in a gang - that doesn't matter at all anyway, as people are spread out. The only exception is the Light Precision missile - which is now gimped on Cruisers and can't reach past 285 DPS on a Caracal - for 50 seconds, while the gun boats do more DPS than that, with a 5 second reload and hold more than 50 seconds of ammo.
Blasters and Rails are the most popular weapons in the game for a reason. You yourself, fly nothing but gunnery and have over +90% success rate. Your corps gangs are almost entirely gun based. And yet, Missiles are somehow far better at everything? Which begs the question - if they are so good, why aren't you flying them? "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Dr Sraggles
The Covenant of Blood
58
|
Posted - 2013.12.09 18:41:00 -
[2912] - Quote
TrouserDeagle wrote:Dr Sraggles wrote:TrouserDeagle wrote:Moonaura wrote:If you look at Light Missiles, they are overall fine lol I believe he was talking about the characteristics of the missile itself, not the old Rapid launchers, not the precision version, just the missiles (flight time, explosion velocity, explosion radius, flight speed etc). This is also separate from ship bonuses etc. I also am talking about the missile itself. it's totally broken OP.
Please share your thoughts for why that is so.
On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons.
http://eve-kill.net/?a=top20
|

Moonaura
The Dead Rabbit Society
483
|
Posted - 2013.12.09 18:44:00 -
[2913] - Quote
Repost in the hopes CCP try it...
Moonaura wrote:In the words of the great Scott Bakula in Quantum Leap: Oh bouh. In essence, you are correct, missiles are meant to offer consistent damage at their full range. But the amount of that damage being delivered is consistently FAR lower than the DPS suggests, and the very fact that keeping range in EVE is one of the core challenges in a fight, it doesn't really work out that way, or in anyway, beneficial of the missile boat.
- Boot up the latest EFT.
- Create a new DPS Graph.
- Set the speeds of BOTH ships to 70% and set them pointing in diagonally opposite directions. This will simulate a typical orbit scenario, but we will come back to these settings in a moment.
- Create a new Condor Frigate with a Microwarp and make sure its active (we'll pretend we're fighting fast kiters in this instance). Add this as the target in the DPS Graph.
- Create a new empty Stabber, to simulate a fast cruiser, add both a AB and MWD, but active the MWD to start. Add this as a target in the DPS Graph.
- Create an empty Thorax.
- Load in a full compliment of 200mm Rail Guns, load Caldari Navy Iridium
- DPS should read 162
- Add the ship as attacker
- Create an empty Caracal
- Load in a full compliment of Heavy Missiles, and load in their anti-frigate missile - the T2 Precisions.
- Add the ship as attacker
- DPS should read 150
Now the first thing to consider here, is that we are using a gun type that isn't as good at tracking as blasters, but you wanted to talk about damage over range being consistent. Unlike missiles, it can also change ammo quickly to faster tracking antimatter close in. I picked Iridium charges to simulate the same range as the missiles. Without rigs it is impossible to make these reach any further - unlike the guns, but we will come to that. So we have similar DPS ships, without ANY tracking or other bonuses of any kind, tracking two ships that are moving with high transversal mechanics. The result? Well, on the Stabber, the Thorax is doing close to 80% of its damage over most of the range, hitting almost 95% of its peak damage at 32km or so. It does drop below the missiles damage at either end of the ranges, but again, with the Thorax we can change ammo! The missiles on the stabber, a cruiser, being hit by Heavy Missiles best possible anti-cruiser weapon, for only two thirds of its peak damage. In other words, unlike the Thorax, its consistently at all ranges, dropped a third of its DPS - against a target, that the missile is designed to hit. Against the frigate, we see a different picture. Overall, the missile is hitting the frigate far better. But it is only hitting it for 45 dps. That is less than a third of its potential DPS. A 150dps weapon, now does 45 DPS, against a kiting, fast frigate with its MWD on. What you have to consider throughout all of this, is that we haven't even started to improve things. And this is where the additional choice that gun pilots have, dramatically outweigh the consistency of the missiles. First off, you can change your ammo as you get in closer. If you fit Antimatter faction ammo, DPS on the Thorax rises to 278. A dramatic increase, and the mechanics of the ammo changes as well. Against the stabber, DPS has suddenly jumped dramatically and the guns without any other bonuses at all, are hitting great at their ideal ranges, although they also lose around 60dps, or about 25%. Against the Condor things go badly for the Rail fit Thorax, but that is no surprise at this point. So lets improve the situation for both ships and add a projected effect of a target painter onto both ships. Woah. Big change here. Make sure you popped the Faction Iridium back in BTW. The Thorax against the Stabber, is doing almost full damage across the entire mid range and is significantly hitting better than the missiles. Missiles against the Stabber have improved dramatically, but are still not close to their full DPS and offer significantly less DPS compared to guns. Against the Condor however, OMG. Watch those guns FLY BABY! The DPS dramatically increases doing the same peak damage that the missiles do against the cruiser! This is just one module in to improving these characteristics. What else can we do to make the missiles hit better? Well actually, not an awful lot at this sort of range. We could fit a target painter, but stacking penalties kick in and those mid slots on the Caracal are presumingly used in most fits for a shield tank and propoulsion, so you only have 2 slots free at the very best. One of those naturally would be a point, albeit we're out of range in most of this fights ranges. So one target painter it is then. All that is realistically left for the Caracal at this point are rigs, which means giving up on either tank rigs / fitting / energy rigs / speed rigs. But putting in the Rigor and Flare rigs, one each, finally gives the Caracal the ability to do its full DPS against the Stabber (which hasn't been improved bar a MWD bear in mind). On the Thorax, put in a tracking enhancer and a tracking computer. The Thorax is now doing almost the same damage to the Condor, as the Caracal can only do against the Stabber. Ouch. With iridium, I'm peaking damage against the Condor for 140 dps. Heavy Precision Missiles with rigs? 54 dps. Again, closing in, the Thorax can go for Anti Matter. At this point, without any damage mods at all, the rail fit thorax can hit the Stabber for 260dps and has a very low fall off arc. Missiles are still down at 150dps. You still have room for a web, another target painter, an active tank, another tracking computer if you wanted, and adaptable scripts and of course - rigs. Now change the velocity and angles. Guns consistently out DPS heavy, precision missiles across the full range by a large margin.
"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
833
|
Posted - 2013.12.09 18:53:00 -
[2914] - Quote
Stitch Kaneland wrote:Did u read the rest where I said buff HM then release module? Yes, but I don't think you appreciate how the current missile mechanics work (or more specifically, how they don't). If you buff heavy missiles only to introduce another countermeasure, you not only end up basically where we are now - but potentially worse. It's not the damage, but the damage application. GǪ..
To fix heavy missiles, you need only adjust the explosion radius and velocity to make them more effective against cruisers. This will have almost no effect on smaller vessels. To fix light missiles, you just need to roll the damage back to the pre-Odyssey level and increase damage application. This will ensure light missiles are just as effective against smaller vessels but diminish their effectiveness against cruisers and larger targets by upwards of 10%. Then roll the rapid light and rapid heavy launchers back to their original destinations.
Problem solved with a minimum of adjustments, and everyone's happy. Except turret players, because they're not happy unless they're seeing missiles nerfed into oblivion. I am currently away, traveling through time and will be returning last week. |

Vincintius Agrippa
F L O O D
14
|
Posted - 2013.12.09 18:54:00 -
[2915] - Quote
Kagura Nikon wrote:Moonaura wrote:CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback! First off, thanks for following the thread still. Hard to ignore it though I guess - its now the second largest Rubicon thread after marauders, and that had a months lead time. But sadly, I had to cringe really when reading this. If the goal then, was to reduce people using the RLML by introducing an awful mechanic, then yes, you've achieved your goal. But CCP Rise said this was supposed to be 'Fun' so surely we should be seeing an increase surely? This just makes me think you've basically introduced this to kill RLML over use, without understanding the reasons why it became popular in the first place. 1. The Light Precision Missiles hit almost every target perfectly 2. Heavy Precision Missiles hit for only a third or half their DPS against Frigates and Fast Cruisers and do less DPS than the old RLML, so why bother using them - so nobody did. If you fit 5 Target Painters to a Caracal and its missile still can't hit at their full potential, then, clearly there is something very wrong. And please bear in mind these missiles already do far less potential DPS than their gun counterparts - yes - even at range. I repeat - please give us the choice over the original RLML and the new burst ones - then you could truly see if anyone really wants to play with burst modules - or prefers to have more than 18 missiles in their launcher. And fix the Heavy Precision missiles... which are a terrible, laughable joke. Sorry but this logic is Wrong. No ship in game has a way to ensure it will hit for 100% of its potential damage against a ship of a smaller class. Missile users want something compeltely unfair there. A rupture also cannot hit a frigate with AB to the majority of its damage, even if they use 5 tack computers and track enhancers. Dmage mitigation HSOULD exist. Missiel users must get this into their head, turrets in some situatiosn suffer less, but in other sistuations they suffer way more. The value might need adjustment, but is lack of reasonable thinking to expect any missile to hit for 100% of damage on an AB frigate!
That not what were saying. The point were trying to make is that missiles above lights, more specifically heavy missiles, which are cruiser sized weapons never do as much dps as turrets nor do they apply what little dps they have against other cruisers. Medium T2 Damage missiles can only deal damage to Bc's on up. Plop on an ab and dps drops by 70%.
|

Moonaura
The Dead Rabbit Society
484
|
Posted - 2013.12.09 18:57:00 -
[2916] - Quote
Arthur Aihaken wrote:Stitch Kaneland wrote:Did u read the rest where I said buff HM then release module? Yes, but I don't think you appreciate how the current missile mechanics work (or more specifically, how they don't). If you buff heavy missiles only to introduce another countermeasure, you not only end up basically where we are now - but potentially worse. It's not the damage, but the damage application. GǪ.. To fix heavy missiles, you need only adjust the explosion radius and velocity to make them more effective against cruisers. This will have almost no effect on smaller vessels. To fix light missiles, you just need to roll the damage back to the pre-Odyssey level and increase damage application. This will ensure light missiles are just as effective against smaller vessels but diminish their effectiveness against cruisers and larger targets by upwards of 10%. Then roll the rapid light and rapid heavy launchers back to their original destinations. Problem solved with a minimum of adjustments, and everyone's happy. Except turret players, because they're not happy unless they're seeing missiles nerfed into oblivion.
Nailed it. I feel a Charlie Sheen quote coming along.
"I am on a drug. It's called Charlie Sheen." - Charlie Sheen
PS. I'm not against the Burst modules and CCP Rise's Idea - I'm against having NO choice in having to use them. I'd like the choice. PPS. My choice would not be to use them - but hey, they are there for the folks who want to use them, instead of a 900 DPS Vexor. Nobody is perfect I guess. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
833
|
Posted - 2013.12.09 19:06:00 -
[2917] - Quote
Moonaura wrote:Nailed it. I feel a Charlie Sheen quote coming along.
"I am on a drug. It's called Charlie Sheen." - Charlie Sheen
PS. I'm not against the Burst modules and CCP Rise's Idea - I'm against having NO choice in having to use them. I'd like the choice. PPS. My choice would not be to use them - but hey, they are there for the folks who want to use them, instead of a 900 DPS Vexor. Nobody is perfect I guess. "You can't process me with a normal brain." - Charlie Sheen (that's how I feel trying to get RLMLs to workGǪ) I am currently away, traveling through time and will be returning last week. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 19:08:00 -
[2918] - Quote
Dr Sraggles wrote:TrouserDeagle wrote: I also am talking about the missile itself. it's totally broken OP.
Please share your thoughts for why that is so. On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons. http://eve-kill.net/?a=top20
it's in that list 3 times. crow #3 on ships. those stats are irrelevant however - this is a balance discussion.
this is a pretty long list, I sometimes forget bits of it:
very high alpha - between 250 and 280mm artillery - this really bothers attack frigates, because they have zero hp, and is also annoying on active tanks, as they can sneak past most of your buffer. usually about 50-100% more dps than you'd get kiting with LR turrets. too much tracking - they apply perfectly to slowboating frigates, and with a rig or module or two and precisions, you can easily crack tanky afterburning frigates. capless, all damage types, ability to use FOFs vs ecm and damps, not vulnerable to tracking disruptors - same deal as cruise missiles I guess, but worth mentioning, as they are all reasons for me not to fly a beam executioner. multiplies perfectly with snakes/links/speed mods for ridiculous kiting ability, since you don't have to worry about transversal or being out of range, you can just crank up the speed and tackle range forever. with turrets you'd end up using iron or radio or whatever, and you'd still missing if you want to just orbit at max speed. useful t2 ammo types for a variety of targets, whereas when kiting with turrets, generally you only have one ammo that's applicable for your range, and the t2 ammo is actually niche and sensible (i.e. you never use it). |

Arthur Aihaken
The.VOID
834
|
Posted - 2013.12.09 19:13:00 -
[2919] - Quote
TrouserDeagle wrote:On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons. On the grand list of weapons, light missile launchers appear twice - in the #19 and #20 positions, respectively. You'll note the complete absence of rockets, rapid light missile launchers, heavy missile launchers, heavy assault missile launchers, rapid heavy missile launchers and cruise missile launchers. I think that's telling, don't you? I am currently away, traveling through time and will be returning last week. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 19:21:00 -
[2920] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons. On the grand list of weapons, light missile launchers appear twice - in the #19 and #20 positions, respectively. You'll note the complete absence of rockets, rapid light missile launchers, heavy missile launchers, heavy assault missile launchers, rapid heavy missile launchers and cruise missile launchers. I think that's telling, don't you?
not really, since it's always the missile that shows up on the kill, rather than the missile launcher, and I'm guessing eve-kill have filtered those out like they have with drones. |
|

Bouh Revetoile
TIPIAKS
438
|
Posted - 2013.12.09 19:23:00 -
[2921] - Quote
Ugly quote2quote :
Moonaura wrote:Hey Bouh its been a while. You still haven't taken me up on my offer of testing my Thorax vs any Frigate you'd like to bring on SISI. Strange that. Sisi not installed, and no time for that.
*Rails can reach far further than Missiles. On range bonused hull, maybe ; otherwise, no. And absolutely not with the same level of effort. You can reach 95km with a Thorax if you fit for all range (250mm railguns, and all range bonuses you can fit ; notice you can't fit any form of tank with 250mm railguns). HM reach this with 3 rigs.
*Rails can do more DPS than Missiles - even HAM's. Granted since the medium turret buff HM might need a little love, I already said it. HAM though are fine IMO : they have pulse laser dps (or more) with pulse laser range. They don't have pulse laser tracking problem at short range, but they have their damage application problem against frigates. Add no cap use and selectable damage, and that seems fair to me.
*Rails, can hit their targets far better than Missiles except when a frigate for example, is very close range (below 6km) but can fit Webs in its spare mid slots to solve that - and in a gang - that doesn't matter at all anyway, as people are spread out. The only exception is the Light Precision missile - which is now gimped on Cruisers. Bellow 20km, railguns wont apply any dps to a frigate correctly flying. pyfa dps graph.Values are for a MWD Incursus, Thorax (tracking bonus = TE+scripted TC) sans drones. I'm not comparing the ship here but the missile system. Thorax is with 1MFS. In fleet, your missiles will have all the support needed to apply all their damage. If you are actually complaining about the armor vs shield balance, that's another subject.
*Blasters and Rails are the most popular weapons in the game for a reason. You yourself, fly nothing but gunnery and have over +90% success rate. Your corps gangs are almost entirely gun based. And yet, Missiles are somehow far better at everything? I fly gallente since they were very bad. When I began the game, it was all minmatar and the Drake. Two years ago, I saw shield BS fleet accepting Apocalypse but not Hyperion... In fact, these years, I spent my time fitting gallente ships for them to reach the capabilities of minmatar and caldari ships. So no, I'm not flying gallente because they are fotm. I'm flying them because I chose to fly them 3 years ago and I'm a stubborn idiot doing everything I can to make my things work. But that's just the way I play the game. Granted blasters have been overbuffed (null particularly have too much range, or neutron blasters not enough fitting). And if my corp fly mostly gunnery ships, it's because we are a bunch of idiots believing a gal FW corp must have gallente schemed fleets. As we also have newbies, having armor and shield fleets in our doctrines wouldn't be efficient. We know it, because we tried it : when T1 cruisers were rebalanced, we had shield fleet of all tastes (MWD kiting fleet, AB tanky fleets). Best ships for the job where, wait for it.... Caldari ones ! But too few had the skills for everything, so we had to make a choice and gallente won because we are in galmil and people come here with gallente skills ! Yet, more recently, our FC came with a LR frigate fleet to defend plexes, and guess what ship he came with ?
Oh, and if I have success rate that high, it's because I don't play enough and I fly too much with my corp, and because a tengu leech + pod allow you to lose infinite number of T1 frig/cruisers and still have good efficiency.
Also, I never said missiles where better at everything, never (except for light missiles vs small turrets). I'm only saying they have their use. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
69
|
Posted - 2013.12.09 19:26:00 -
[2922] - Quote
TrouserDeagle wrote:Dr Sraggles wrote:TrouserDeagle wrote: I also am talking about the missile itself. it's totally broken OP.
Please share your thoughts for why that is so. On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons. http://eve-kill.net/?a=top20 it's in that list 3 times. crow #3 on ships. those stats are irrelevant however - this is a balance discussion. this is a pretty long list, I sometimes forget bits of it: very high alpha - between 250 and 280mm artillery - this really bothers attack frigates, because they have zero hp, and is also annoying on active tanks, as they can sneak past most of your buffer. usually about 50-100% more dps than you'd get kiting with LR turrets. too much tracking - they apply perfectly to slowboating frigates, and with a rig or module or two and precisions, you can easily crack tanky afterburning frigates. capless, all damage types, ability to use FOFs vs ecm and damps, not vulnerable to tracking disruptors - same deal as cruise missiles I guess, but worth mentioning, as they are all reasons for me not to fly a beam executioner. multiplies perfectly with snakes/links/speed mods for ridiculous kiting ability, since you don't have to worry about transversal or being out of range, you can just crank up the speed and tackle range forever. with turrets you'd end up using iron or radio or whatever, and you'd still missing if you want to just orbit at max speed. useful t2 ammo types for a variety of targets, whereas when kiting with turrets, generally you only have one ammo that's applicable for your range, and the t2 ammo is actually niche and sensible (i.e. you never use it). Have you even bothered to read all the reasons that missiles are broken before you went off on the typical rant of a gun pilot? It's the same busted points that you just listed that have kept the nerfs coming for missiles. |

Arthur Aihaken
The.VOID
835
|
Posted - 2013.12.09 19:26:00 -
[2923] - Quote
TrouserDeagle wrote:not really, since it's always the missile that shows up on the kill, rather than the missile launcher, and I'm guessing eve-kill have filtered those out like they have with drones. I'm just going off the list you cited, where it lists the top 20 kill weapons. So if the missile was in fact showing up on the kill, we'd see heavy and heavy assault launchers in this list (among others). We don't - that speaks volumes. I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
177
|
Posted - 2013.12.09 19:27:00 -
[2924] - Quote
Moonaura wrote: If you add in a target painter or webber, then everything - even with an AB is shiny as far as light precision missiles are concerned and you can expect to hit your targets perfectly 100% of the time.
I know what you are trying to say but still, you won't deal more than 70 to 80% of your total damage to really fast frigs. And that is before resists, with perfect skills & implants, web and drones! So please please, don't use 100% so lightly because CCP Kill Missiles will hear it all wrong and first thing they will do is nerf light missiles to the ground, promising future tweaks and adjustments but in reality we will end up with another broken weapon system, waiting patiently for the day that never comes. |

Moonaura
The Dead Rabbit Society
485
|
Posted - 2013.12.09 19:31:00 -
[2925] - Quote
Trouser, if you're using Rails on a Thorax, you don't need to load iron to reach to disruptor range - not even close. Iridium is a good bet, and will still hit fast kiting ships. Agreed, in that situation its not as good as a Light Missile - however...
There is a trick on how you fly them.
Lets say you are in a Thorax being kited like that, basically what you do is either turn your MWD on a look at the enemy orbit - and either go towards where he will be - or away from where he will be - and you will find that the guns will then hit for a very high amount indeed.
Although I've been playing with them on SISI, I've yet to take out solo Thorax's around Black Rise in game yet (Sorry, what can I say, Football Manager is addictive), but I suspect that I'll typically be far better off in the Thorax than I would be in a Caracal now.
I'm actually very keen to do so (Vexor is also on my list). My alt who can use Hybrids has almost finished his armor training.
I agree that TD is too powerful and a big issue for gun pilots. In that sense the condor with them fitted is also powerful. But equally its incredibly vulnerable. I have a whole page of losses in a Condor that suggest that its hull is clearly paper thin and only in the right situation, and the right target, will it really be effective.
A Thorax pilot that uses Warriors, will happily counter any kiting frigates - and doesn't have to worry about the TD at that point.
The fact that Thorax pilots choose to reach the most DPS and bring Hammerheads instead, doesn't mean that Missiles are somehow better, and kiting missile boats are better - it just proves that Thorax pilots only fit for peak DPS. Because... hey Paper DPS is best DPS right?
I absolutely will not be using Missiles in any future gangs I'm taking out. Right now I'm working on using more Minmitar gangs, and in the future - some Ishtar gangs - with peak local tanks of almost 2000 hp a second and 600 DPS, why not?
Minmitar though, right now are very powerful indeed. I mean, they are basically perfect - small signature - high speed - high DPS - high tank numbers, where is the downside? And why would I bring missile boats that have larger signatures, slower, do less DPS and cant' reach the same tank numbers along? Let alone ones that only fire for 50 seconds and reloaded for 40... "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 19:33:00 -
[2926] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:not really, since it's always the missile that shows up on the kill, rather than the missile launcher, and I'm guessing eve-kill have filtered those out like they have with drones. I'm just going off the list you cited, where it lists the top 20 kill weapons. So if the missile was in fact showing up on the kill, we'd see heavy and heavy assault launchers in this list (among others). We don't - that speaks volumes.
it was some other guy, not me. I merely looked it over, then said it doesn't speak volumes about anything. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 19:34:00 -
[2927] - Quote
Moonaura wrote:Trouser, if you're using Rails on a Thorax, you don't need to load iron to reach to disruptor range - not even close. Iridium is a good bet, and will still hit fast kiting ships. Agreed, in that situation its not as good as a Light Missile - however...
thorax is not a kiting frigate. I was comparing LR missiles to LR turrets for kiting frigates.
a solo rail thorax is only going to kill idiots. |

Moonaura
The Dead Rabbit Society
485
|
Posted - 2013.12.09 19:39:00 -
[2928] - Quote
Erm... of course a Thorax isn't a kiting frigate. Its a flying phallic spaceship, on that everyone can agree.
Please join me on SISI to see how your frigates do against a rail fit thorax. I'll let you choose any frigate you like. And lets test it! "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
485
|
Posted - 2013.12.09 19:45:00 -
[2929] - Quote
Niena Nuamzzar wrote:Moonaura wrote: If you add in a target painter or webber, then everything - even with an AB is shiny as far as light precision missiles are concerned and you can expect to hit your targets perfectly 100% of the time.
I know what you are trying to say but still, you won't deal more than 70 to 80% of your total damage to really fast frigs. And that is before resists, with perfect skills & implants, web and drones! So please please, don't use 100% so lightly because CCP Kill Missiles will hear it all wrong and first thing they will do is nerf light missiles to the ground, promising future tweaks and adjustments but in reality we will end up with another broken weapon system, waiting patiently for the day that never comes.
I have booted up EFT again to stare at it.
You are right and I am wrong - indeed there is a good DPS drop off on a AB fit frigate (i.e. with a Nano fit) - I think I was recalling an earlier test against an Incursus with an AB where the DPS drop off was not so severe.
Depends what frigate you go for and how fast the AB frigate is going, but DPS drop off, even with light precisions is around 50%-20%.
So, then.. conclusion - Explosion Velocity is fine on Light Precisions. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Marcus Walkuris
Aww yeahhh
55
|
Posted - 2013.12.09 20:02:00 -
[2930] - Quote
Moonaura wrote:Bouh Revetoile wrote:Fourteen Maken wrote:The problem with heavy missiles is the limited number of targets you could confidently engage with them fitted on a Caracal. If you look at the targets you most commonly come up against in low sec most of them can either kill the caracal or at least burn out of disruptor range before you can kill them, some active tank t1 frigs could solo you, let alone small gangs. There are very few instances where you could hope to get a kill with HML on, but the turret union come in here and try to say they have the same problems with their medium weapons... I think not, or nobody would ever lose a ship. Try flying with LR turrets : you'll have less range and less tank, and if anything tackle you you are doomed. Or fit it Moonaura and any cruiser will kill you, or any active tanked kiting frigate, or AF. Fourteen Maken wrote:Drones are OP Lol. :D Hey Bouh its been a while. You still haven't taken me up on my offer of testing my Thorax vs any Frigate you'd like to bring on SISI. Strange that.
The real Missile Expert gold is to be found here. https://forums.eveonline.com/default.aspx?g=posts&t=301515&p=7 |
|

Vincintius Agrippa
F L O O D
16
|
Posted - 2013.12.09 20:07:00 -
[2931] - Quote
Thoughts of a caldari pilot...................
Hmm, how shall i fit thy caracal for cruiser v cruiser pvp? 5x ham II's hmmm, i need a target painter to hit **** for atleast half my dps, -1 mid hmmm, i need a mwd or ab to catch up.......... -1 mid. Damn, thats almost half my tanking potential Moving on............ okay so hmmmmm..., I need ascram- 1 mid Jesus, only 2 slots left for tank :( LSE- 1 slot AIF II -1 mid.
WOW i can fit 3 damage mods? this surely makes up for that! 3x BCU-3 lows Damage Control II
Wait, why am i only doing 370 dps? My skills are at 4 and 5 :( OH WAIT, load t2 ammo :) YWWWwwaaaaaaaahhhhaaaaawwwwwwwwwwww. only 420? my thorax gets 450, and i only have medium hybrid 3 and gallente cruiser 3 :( I fired t2 nova rages at an omen in half structure and he laughed at me in local, before killing me :( This isnt fun..........I guess i better start training every other weapon system any every other racial cruiser :( |

Dr Sraggles
The Covenant of Blood
59
|
Posted - 2013.12.09 20:15:00 -
[2932] - Quote
TrouserDeagle wrote:Dr Sraggles wrote:TrouserDeagle wrote: I also am talking about the missile itself. it's totally broken OP.
Please share your thoughts for why that is so. On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons. http://eve-kill.net/?a=top20 it's in that list 3 times. crow #3 on ships. those stats are irrelevant however - this is a balance discussion. this is a pretty long list, I sometimes forget bits of it: very high alpha - between 250 and 280mm artillery - this really bothers attack frigates, because they have zero hp, and is also annoying on active tanks, as they can sneak past most of your buffer. usually about 50-100% more dps than you'd get kiting with LR turrets. too much tracking - they apply perfectly to slowboating frigates, and with a rig or module or two and precisions, you can easily crack tanky afterburning frigates. capless, all damage types, ability to use FOFs vs ecm and damps, not vulnerable to tracking disruptors - same deal as cruise missiles I guess, but worth mentioning, as they are all reasons for me not to fly a beam executioner. multiplies perfectly with snakes/links/speed mods for ridiculous kiting ability, since you don't have to worry about transversal or being out of range, you can just crank up the speed and tackle range forever. with turrets you'd end up using iron or radio or whatever, and you'd still missing if you want to just orbit at max speed. useful t2 ammo types for a variety of targets, whereas when kiting with turrets, generally you only have one ammo that's applicable for your range, and the t2 ammo is actually niche and sensible (i.e. you never use it).
1. The Crow is a ship, not a missile. The success of ships on that list is tied to Null Blob Doctrine.
2. Light Missiles are at the bottom of the list of the top 20 for weapons with a very small fraction of the kills of Blasters and Auto Cannons.
3. I agree that kiting ships are where Light Missiles shine, but the numbers show that Brawling is where the VASTLY greater majority of kills take place. I hate being kited too. But I love to kite. Brawling gets me more kills.
4. Auto Cannons are the ones that have the advantage ammo wise. Most Caldari ships are bonused for Kinetic and lose ~25% of their dps if they change ammo.
5. Please tell me what can't hit a slow boating frigate? My bro in a Naga has no trouble with them at 200km.
6. Snakes and Links and Tackle range are a separate discussion as well. I know a Rapier/Arazu/Loki pilot that enjoys them just as much. Lets face it, most people are not out there in 1 Bill isk pods if they PvP a lot. If they are really mixing it up in Null esp.
So with your focus on FOF and hurting EAF so much perhaps we should create a thread about the OP new changes to those ships? New devastating Neuts and Webs and Ewar ranges...??? 32km range on Neuts for a Frig? WTFover?
All of my toons are training EAF as we speak.
|

Moonaura
The Dead Rabbit Society
485
|
Posted - 2013.12.09 20:17:00 -
[2933] - Quote
Yeah, even an Thorax without and DPS modules and just 200mm Rails will do 282 dps on paper. While still technically reaching Disruptor range without the need to reload. With DPS modules... well... "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Vincintius Agrippa
F L O O D
16
|
Posted - 2013.12.09 20:17:00 -
[2934] - Quote
Texty wrote:Sgt Ocker wrote: So your saying people should not be able to post in a thread they have interest in more than -, - How many times is considered too many? Posting a lot doesn't necessarily mean the poster is contributing, especially in a thread where only a handful of people are repeatedly posting the same thing over and over again. A few posts are usually enough. If you find yourself posting like 30, you are either being trolled, or unintentionally becoming a troll yourself.
Considering that this is the only topic and how serious this problem really is, it makes sense that people keep repeating themselves.
Considering how CCP NERFZILLA and CCP FIZZLEWAFFE only tune in ever 60-70 pages or so to talk henceforth from ass, it is important for us to repeatedly remind them of their idiocy. |

Moonaura
The Dead Rabbit Society
485
|
Posted - 2013.12.09 20:29:00 -
[2935] - Quote
Try this one out:
A Rail fit Thorax with two DPS modules, leaving three spare for tank and hammerheads - can hit a MWD Caracal for 550 DPS in an 8-9km orbit - dropping off once outside of web range. With Plutonium Faction in, at Disruptor range orbits, its hitting for 480 DPS.
But hey, HAM's do consistent damage right? So better.
Erm... the HAM's with Rages will hit for just 301 DPS if it uses an AB, or 309 without. 10% of the DPS comes from a single Hammerhead Drone in the Caracal.
Again. Why bother using missile boats? Without a Bellicose, they won't work. Thorax doesn't need support. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 20:35:00 -
[2936] - Quote
Dr Sraggles wrote: 1. The Crow is a ship, not a missile. The success of ships on that list is tied to Null Blob Doctrine.
2. Light Missiles are at the bottom of the list of the top 20 for weapons with a very small fraction of the kills of Blasters and Auto Cannons.
3. I agree that kiting ships are where Light Missiles shine, but the numbers show that Brawling is where the VASTLY greater majority of kills take place. I hate being kited too. But I love to kite. Brawling gets me more kills.
4. Auto Cannons are the ones that have the advantage ammo wise. Most Caldari ships are bonused for Kinetic and lose ~25% of their dps if they change ammo.
5. Please tell me what can't hit a slow boating frigate? My bro in a Naga has no trouble with them at 200km.
6. Snakes and Links and Tackle range are a separate discussion as well. I know a Rapier/Arazu/Loki pilot that enjoys them just as much. Lets face it, most people are not out there in 1 Bill isk pods if they PvP a lot. If they are really mixing it up in Null esp.
So with your focus on FOF and hurting EAF so much perhaps we should create a thread about the OP new changes to those ships? New devastating Neuts and Webs and Ewar ranges...??? 32km range on Neuts for a Frig? WTFover?
All of my toons are training EAF as we speak.
1/2. I already said those numbers are irrelevant and inaccurate, if you read some other posts. in case you do think they are relevant though, I think eve-kill is only counting actual highslot weapons, and not charges that show up as your weapon on the killmail (this happens with missiles 90% of the time). just like how it's not showing any drones in the top weapons list, despite dominix apparently being the most popular ship. the crow's popularity is from nullblobbing, even though it's not the best fleet tackler. it is not just for nullblobbing though. if you can get someone to engage you in it, you'll find that it's like a condor, but even more ridiculous.
3. irrelevant, and it's all rock paper scissors. you get no kills in a condor because everyone knows it's grossly overpowered so they never engage.
4. small autocannons cannot hit anything at range unless on a wolf, and even then are not used for kiting. kestrel and breacher have all-types damage bonus, and losing 20% is better than not being able to choose. against t2 ships it's very useful (I guess arguably because kinetic sucks).
5. an attack frigate orbiting it at 4km/s. the point is, missiles are supposed to sometimes do reduced damage. they don't do it often enough with light missiles, because they track too well since their sig got a 25% buff.
6. yeah they're broken too, but they aren't unrelated, because they enhance these ships more than they enhance other ships. if you make an effort, you are immune to being podded in lowsec and link alts are immune to pvp, so why not? there are jump clones for when you want to be reminded how bad nullsec is. and again, what 'most people' do doesn't matter much. |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.09 20:40:00 -
[2937] - Quote
Dr Sraggles wrote:
1. The Crow is a ship, not a missile. The success of ships on that list is tied to Null Blob Doctrine.
2. Light Missiles are at the bottom of the list of the top 20 for weapons with a very small fraction of the kills of Blasters and Auto Cannons.
3. I agree that kiting ships are where Light Missiles shine, but the numbers show that Brawling is where the VASTLY greater majority of kills take place. I hate being kited too. But I love to kite. Brawling gets me more kills.
4. Auto Cannons are the ones that have the advantage ammo wise. Most Caldari ships are bonused for Kinetic and lose ~25% of their dps if they change ammo.
5. Please tell me what can't hit a slow boating frigate? My bro in a Naga has no trouble with them at 200km.
6. Snakes and Links and Tackle range are a separate discussion as well. I know a Rapier/Arazu/Loki pilot that enjoys them just as much. Lets face it, most people are not out there in 1 Bill isk pods if they PvP a lot. If they are really mixing it up in Null esp.
So with your focus on FOF and hurting EAF so much perhaps we should create a thread about the OP new changes to those ships? New devastating Neuts and Webs and Ewar ranges...??? 32km range on Neuts for a Frig? WTFover?
All of my toons are training EAF as we speak.
Thanks for fixing all the stupid in that post I didn't even know where to begin. |

Marcus Walkuris
Aww yeahhh
56
|
Posted - 2013.12.09 20:43:00 -
[2938] - Quote
TrouserDeagle wrote:3. irrelevant, and it's all rock paper scissors. you get no kills in a condor because everyone knows it's grossly overpowered so they never engage.
Really now???? It's not like condor's are tackle or like they have a super popular bigger brother in both caldari and Amarr interceptors. It isn't like these are dedicated tackles and there have been swarms of them flying around at the speed of infinity. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 20:54:00 -
[2939] - Quote
Marcus Walkuris wrote:TrouserDeagle wrote:3. irrelevant, and it's all rock paper scissors. you get no kills in a condor because everyone knows it's grossly overpowered so they never engage. Really now???? It's not like condor's are tackle or like they have a super popular bigger brother in both caldari and Amarr interceptors. It isn't like these are dedicated tackles and there have been swarms of them flying around at the speed of infinity.
a 'dedicated' tackler does 0 dps |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
69
|
Posted - 2013.12.09 20:59:00 -
[2940] - Quote
TrouserDeagle wrote:Marcus Walkuris wrote:TrouserDeagle wrote:3. irrelevant, and it's all rock paper scissors. you get no kills in a condor because everyone knows it's grossly overpowered so they never engage. Really now???? It's not like condor's are tackle or like they have a super popular bigger brother in both caldari and Amarr interceptors. It isn't like these are dedicated tackles and there have been swarms of them flying around at the speed of infinity. a 'dedicated' tackler does 0 dps You can't fix stupid.... |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.09 21:16:00 -
[2941] - Quote
scorchlikeshiswhiskey wrote:TrouserDeagle wrote:Marcus Walkuris wrote:TrouserDeagle wrote:3. irrelevant, and it's all rock paper scissors. you get no kills in a condor because everyone knows it's grossly overpowered so they never engage. Really now???? It's not like condor's are tackle or like they have a super popular bigger brother in both caldari and Amarr interceptors. It isn't like these are dedicated tackles and there have been swarms of them flying around at the speed of infinity. a 'dedicated' tackler does 0 dps You can't fix stupid.... Edit: it is entirely possible the a dedicated tackler does 0 dps, but the overwhelming tendency of your posts is very much on the stupid side.
that's pretty rude, especially considering that I'm right about everything. might have to report you. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
69
|
Posted - 2013.12.09 21:32:00 -
[2942] - Quote
TrouserDeagle wrote:scorchlikeshiswhiskey wrote:TrouserDeagle wrote:Marcus Walkuris wrote:TrouserDeagle wrote:3. irrelevant, and it's all rock paper scissors. you get no kills in a condor because everyone knows it's grossly overpowered so they never engage. Really now???? It's not like condor's are tackle or like they have a super popular bigger brother in both caldari and Amarr interceptors. It isn't like these are dedicated tackles and there have been swarms of them flying around at the speed of infinity. a 'dedicated' tackler does 0 dps You can't fix stupid.... Edit: it is entirely possible the a dedicated tackler does 0 dps, but the overwhelming tendency of your posts is very much on the stupid side. that's pretty rude, especially considering that I'm right about everything. might have to report you. wah wah wah It's the internet, deal.

On a slightly more serious note, do you fly missiles? |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.09 21:47:00 -
[2943] - Quote
TrouserDeagle wrote:
that's pretty rude, especially considering that I'm right about everything. might have to report you.
You haven't been right about anything so far in this thread. Trying to say a 65dps Condor with paper thin tank is OP and everyone runs away from them . I can think of lots of t1 frigs that could kill a condor; maulus, tristan, breacher all these ships in a kiting format can deal with a condor, brawling frigs will kill it if the fight starts at close range, and fast tacklers like atrons, executioners and the like will be fast enough to catch up, scram, and pop it in no time. |

James Amril-Kesh
4S Corporation Goonswarm Federation
6841
|
Posted - 2013.12.09 21:52:00 -
[2944] - Quote
I honestly thought that they were going to suck. Then I start using them and frankly, they're pretty awesome. 40s reload is a bit much, however they're very useable in their current state. I recently lost a RHML 'phoon in lowsec to a harbinger, vexor, and augoror multiboxer but I'm sure that if I had approached the fight differently I would have been able to win it. Latest video - Pandemic Legion titan and supers killed |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
69
|
Posted - 2013.12.09 21:55:00 -
[2945] - Quote
James Amril-Kesh wrote:I honestly thought that they were going to suck. Then I start using them and frankly, they're pretty awesome. 40s reload is a bit much, however they're very useable in their current state. I recently lost a RHML 'phoon in lowsec to a harbinger, vexor, and augoror multiboxer but I'm sure that if I had approached the fight differently I would have been able to win it. Are you having success with the RLMLs or the RHMLs? We are intrigued by any story of success. |

Moonaura
The Dead Rabbit Society
485
|
Posted - 2013.12.09 22:08:00 -
[2946] - Quote
James Amril-Kesh wrote:But I'm sure that if I had approached the fight differently I would have been able to win it.
By flying something that didn't use missiles and didn't stop shooting for 40 seconds? lol "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

James Amril-Kesh
4S Corporation Goonswarm Federation
6844
|
Posted - 2013.12.09 22:09:00 -
[2947] - Quote
The only challenging target I've so far faced outnumbered me three to one, but I also killed a Caracal which went down very fast. So I'm not really giving any meaningful data here. All I know is that the damage is pretty fantastic while it's shooting.
Moonaura wrote:James Amril-Kesh wrote:But I'm sure that if I had approached the fight differently I would have been able to win it. By flying something that didn't use missiles and didn't stop shooting for 40 seconds? lol I made poor choices in which to shoot first, which to neut, and which to put my ecm drones on. The RHMs weren't the problem. Latest video - Pandemic Legion titan and supers killed |

Wayward Hero
Wayward Ventures
0
|
Posted - 2013.12.09 22:22:00 -
[2948] - Quote
Would it be possible that we could have hull bonuses that grant +5% per level to RoF also apply the same bonus to reload time?
As it stands, the reduced clip size and 40sec reload time significantly impacts the efficacy of RoF bonuses.
What should nominally be a +33% DPS increase from a full 5 levels of +5% RoF skill equates to an actual bonus of 18% when using rapid launchers and factoring reload times.
This also results in the RoF bonus-related skills loosing potency as well.
Granted this is a shared concern of all platforms baring a RoF bonus (save lasers), but most other weapon systems hold upwards of 100+ rounds. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
178
|
Posted - 2013.12.09 22:52:00 -
[2949] - Quote
James Amril-Kesh wrote:The only challenging target I've so far faced outnumbered me three to one, but I also killed a Caracal which went down very fast. So you killed a Caracal, with a Phoone... |

Arthur Aihaken
The.VOID
835
|
Posted - 2013.12.09 22:59:00 -
[2950] - Quote
Wayward Hero wrote:What should nominally be a +33% DPS increase from a full 5 levels of +5% RoF skill equates to an actual bonus of 18% when using rapid launchers and factoring reload times. No, it's actually a 23% DPS hit when using rapid light launchers over the previous version - even with the burst. I am currently away, traveling through time and will be returning last week. |
|

Marcus Walkuris
Aww yeahhh
56
|
Posted - 2013.12.09 23:02:00 -
[2951] - Quote
TrouserDeagle wrote:Marcus Walkuris wrote:TrouserDeagle wrote:3. irrelevant, and it's all rock paper scissors. you get no kills in a condor because everyone knows it's grossly overpowered so they never engage. Really now???? It's not like condor's are tackle or like they have a super popular bigger brother in both caldari and Amarr interceptors. It isn't like these are dedicated tackles and there have been swarms of them flying around at the speed of infinity. a 'dedicated' tackler does 0 dps
Thats great n all except, I never said a 'dedicated' tackler. The only thing that can't tackle is a freighter, I was clearly referring to ships whom's 'role' it is to tackle. Therefor it stands to reason they're better at tackling then an Orca thus harder to get away from. Sheesh, why make me go to the sixth decimal... Semantics.. |

Sal Landry
School of Applied Knowledge Caldari State
132
|
Posted - 2013.12.09 23:03:00 -
[2952] - Quote
Niena Nuamzzar wrote: So you killed a Caracal, with a Phoone...
You can see it on the first page of his killboard. I'd post it but :rules:
Point being he used a navy battleship with a weapon system designed for killing cruisers to kill an apparently pve fitted rlml caracal. Colour me completely shocked and surprised 
Perhaps we should also reconsider the over or under poweredness of RLML based on their ability to kill afk cyno noobships. |

Arthur Aihaken
The.VOID
835
|
Posted - 2013.12.09 23:05:00 -
[2953] - Quote
Sal Landry wrote:Point being he used a navy battleship with a weapon system designed for killing cruisers to kill an apparently pve fitted rlml caracal. Colour me completely shocked and surprised  Touche'. I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
485
|
Posted - 2013.12.09 23:47:00 -
[2954] - Quote
James Amril-Kesh wrote:James Amril-Kesh wrote:But I'm sure that if I had approached the fight differently I would have been able to win it. I made poor choices in which to shoot first, which to neut, and which to put my ecm drones on. The RHMs weren't the problem.
Let me demonstrate why using RHML was the poor choice to begin with in a Typhoon.
The missile mechanics in EFT are accurate, so load that in to see some simple, obvious comparisons.
Looking at a Typhoon with three BCU and RHML can do a Peak DPS on paper of 927 DPS with Rages loaded.
Sounds impressive right? That is what you will get for 50 seconds. On average the overall DPS accounting for 40 second reload is just 504 DPS.
But lets just focus on that large peak burst damage for now. At this point none of the cruisers we're adding have any prop mods.
Now load in a typical - large signature Caracal into the DPS graph tool. Add in Thorax, and add in a Stabber.
Set them to typical orbits, so 70% speed and moving across each other etc.
And lets see what we 'really' get for those 50 seconds - against relatively slow cruisers - that the missile is designed to hit.
Against the Caracal - the missiles do 474 DPS.
Wow. Just wow.
That is almost half the DPS the Paper DPS suggests!
Against the Thorax 338.
Against the Stabber 216.
This is without any AB at all.
If this doesn't seem nuts yet - it gets better!
Now load in a Typhoon with Cruise missiles with Precisions - so it can hit Cruisers. On paper DPS 567 DPS. A distinct drop for sure, but you get far more range, and you do not get a 40 second reload.
What do those hit for?
Against the Caracal, 401 DPS
Against the Thorax, 302 DPS
Against the Stabber, 208 DPS.
In other words - Without ANY 40 second reload you hit for MORE DPS even without a Burst mode mechanic against everything except the stabber, which is only 8 DPS less.
If you take into account the 40 second reload, want to know what your actual 130 second DPS average is on the RHML?
Against the Caracal, 258 DPS
Against the Thorax, 184 DPS
Against the Stabber 117 DPS.
Let me make it very simple for you - RHML are not worth the ISK you spend on them. In all cases - investing in Cruise missiles make absolute sense. There is no 40 second reload. You can switch to the ideal missile and damage type against any target - and combine that with the ability to fill a Typhoon's mid slots with prop mods, webs and TP, then the Typhoon will consistently out DPS the RHML by a factor of 2x - even against cruisers. Against Battleships it is even better.
If you fly the right gun ship - you can probably increase the realistic DPS by another factor against cruisers again. The only thing guns will struggle against is the Stabber - even when its webbed and TP there is a decent DPS drop - but the same is true for missiles.
End result: Reroll Gallente and wonder why you weren't using Hybrids already. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

James Amril-Kesh
4S Corporation Goonswarm Federation
6848
|
Posted - 2013.12.09 23:57:00 -
[2955] - Quote
Sal Landry wrote:Point being he used a navy battleship with a weapon system designed for killing cruisers to kill an apparently pve fitted rlml caracal. Colour me completely shocked and surprised  Regular Typhoon, not faction. And the weapons system designed for killing cruisers was... good at killing a cruiser. That's the point I was making. I'm not trying to pretend this was an awesomely l33t kill or anything like that. Just that the weapon applied damage well.
I wasn't able to find better targets to test it out on before I bit off more than I could chew and ended up dying to the logi+BC+cruiser triple-boxer. I might have even won that fight if I had, for example, started by shooting the Augoror, neuting the Harbinger, and jamming the Vexor. Latest video - Pandemic Legion titan and supers killed |

Moonaura
The Dead Rabbit Society
486
|
Posted - 2013.12.10 00:02:00 -
[2956] - Quote
But I'm not finished.
Lets be kind, and say you spend the 40 seconds to reload your RHML with T2 Precisions - the Heavy Missiles designed to hit fast cruisers. As expected, things improve. But I'm also going to be kind and fit an AB to the cruisers - which is not unrealistic if its a brawl fit.
Here are the laughable DPS numbers:
Caracal: 212 DPS Thorax: 148 DPS Stabber: 95 DPS
That is with Precision Missiles in - with peak Burst mode damage. Does your Battleship fit feel worth the 200m you spent on it now? Most frigates will do more DPS.
Hmmm those 957 epic battleships seem somehow... pointless now huh?
I hope CCP are starting to understand why this thread is as many pages as it is now. Many of the missiles in the game are broken. You've broken them more.
You suggest this is fair. I suggest any pilot, who runs the numbers, and knows how to fly his ship - will not use Missiles.
You also nerfed an entire race's resistance bonus - on the argument it was too powerful - yet here you can see those same ships - take more damage than any other race.
Yee gods. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
836
|
Posted - 2013.12.10 00:02:00 -
[2957] - Quote
James Amril-Kesh wrote:Sal Landry wrote:Point being he used a navy battleship with a weapon system designed for killing cruisers to kill an apparently pve fitted rlml caracal. Colour me completely shocked and surprised  Regular Typhoon, not faction. And the weapons system designed for killing cruisers was... good at killing a cruiser. That's the point I was making. I'm not trying to pretend this was an awesomely l33t kill or anything like that. Just that the weapon applied damage well. I wasn't able to find better targets to test it out on before I bit off more than I could chew and ended up dying to the logi+BC+cruiser triple-boxer. I might have even won that fight if I had, for example, started by shooting the Augoror, neuting the Harbinger, and jamming the Vexor. The first iteration of the rapid heavy missile launcher was decent; this one is absolute garbage. You can't even use these in PvE, so what's the point? The only way these work is as a secondary weapon, but the whole "burst" effect is then marginalized. You'd almost be further ahead running standard heavy missile launchers. I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
487
|
Posted - 2013.12.10 00:11:00 -
[2958] - Quote
James Amril-Kesh wrote:Sal Landry wrote:Point being he used a navy battleship with a weapon system designed for killing cruisers to kill an apparently pve fitted rlml caracal. Colour me completely shocked and surprised  Regular Typhoon, not faction. And the weapons system designed for killing cruisers was... good at killing a cruiser. That's the point I was making. I'm not trying to pretend this was an awesomely l33t kill or anything like that. Just that the weapon applied damage well. I wasn't able to find better targets to test it out on before I bit off more than I could chew and ended up dying to the logi+BC+cruiser triple-boxer. I might have even won that fight if I had, for example, started by shooting the Augoror, neuting the Harbinger, and jamming the Vexor.
James, save yourself some ISK, just look at what the missiles you're firing actually hit for. Paper DPS is not actual DPS - especially when it comes to the Heavy Missile - a missile CCP nerfed in every possible way - DPS - Range and its hit Mechanics. Its good to remove the Drake blobs from the game. But if ever something was over nerfed, the Heavy Missile was it. Its useless. Utterly useless. And anything that fires them, whether they be a Heavy Launcher or a RHML is therefore utterly useless. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
836
|
Posted - 2013.12.10 00:16:00 -
[2959] - Quote
Moonaura wrote:But if ever something was over nerfed, the Heavy Missile was it. Its useless. Utterly useless. And anything that fires them, whether they be a Heavy Launcher or a RHML is therefore utterly useless. Which basically leaves us with HAMs. So we lose any range advantage in exchange for marginally better damage application and improved DPS. If I could run six cruise missile launchers on my Tengu, I know what I'd be running... I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
487
|
Posted - 2013.12.10 00:29:00 -
[2960] - Quote
Arthur Aihaken wrote:Moonaura wrote:But if ever something was over nerfed, the Heavy Missile was it. Its useless. Utterly useless. And anything that fires them, whether they be a Heavy Launcher or a RHML is therefore utterly useless. Which basically leaves us with HAMs. So we lose any range advantage in exchange for marginally better damage application and improved DPS. If I could run six cruise missile launchers on my Tengu, I know what I'd be running...
Well... about the HAM's lol....
Lets see what those puppies do against those same Cruiser targets huh?
Against the AB fit Cruisers - the ships they are designed to hit a three BCU Caracal with HAM's and Faction Missiles (The best ones for hitting targets with) - On Paper DPS: 395 DPS (Oh dear)
Against another Caracal: 230 DPS
Against the Thorax: 161 DPS .... ahahahahahahahahahaha
Against the Stabber: 103 DPS ..... muhahahahahaha
WTF!!!!
Okay... I'm being unkind, lets really ramp up the DPS and use Rage missiles! Peak DPS now up to 464 DPS over 25km.
Against another Caracal: 140 DPS.... ahahahahahahahahha
Against the Thorax: 96 DPS.... oh dear, I think I just hurt myself...
Against the Stabber: 61 DPS.
Epic. Just Epic.
Yes the HAM is what we are left with.
Or maybe... just maybe - Screw Missiles.
Lets add a Rail Fit Thorax and its Drones against those same ships for old times sake and see why Missiles are utterly... utterly pointless for Cruisers. Because people moan if I don't fit a tank - the Thorax only has a single DPS module in the lows.
Against the Caracal, it does 329 DPS
Against another Thorax, it does 263 DPS
Against 222 DPS.
Now - the caveat, is of course, that it doesn't always hit like that. Indeed - If you fly your thorax properly, and take it out the orbit mechanics... it will consistently do twice the DPS of the HAM's.
Once more, this is why all my future gangs I'm arranging don't use missiles, and are not Caldari.
"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|

Arthur Aihaken
The.VOID
836
|
Posted - 2013.12.10 00:34:00 -
[2961] - Quote
Moonaura wrote:Epic. Just Epic. Epic fail on the devs part, perhaps. "But they look so perty..." Since when did missiles become a primarily PvE skill? Maybe there should be a pop-up disclaimer when you go to train them: "This skill is entirely USELESS outside of missioning. Proceed? [Yes] [No] [Hell No]" I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
491
|
Posted - 2013.12.10 00:45:00 -
[2962] - Quote
Arthur Aihaken wrote:Moonaura wrote:Epic. Just Epic. Epic fail on the devs part, perhaps. "But they look so perty..." Since when did missiles become a primarily PvE skill?
Yeah, you get to watch them fly to their targets nicely, before you melt under a wave of Hybrid gun fire.
I appreciate that gunnery is much trickier and occasionally, potentially vulnerable to TD - but in a small gang - unless you come up against a pair of sentinels or something, TD isn't going to a decisive factor in a fight.
If you add webbing and TP into the figures, then yes - the HAM's improve - and yes - Missiles are very good at reaching further and applying consistent damage, but they simply can't reach the same damage levels when it really matters.
Very few fights take place at your ideal ranges - most fights end up being close range, at which point, the missiles lose their advantage, and even if they can keep their range, you have to count in things like time to target, having a bearing on the dynamics of the engagement (Short answer: Gun fit gangs can be more efficient by switching to new targets faster, as Missile gangs have to wait to see if their last volley hits and kills its target).
Put quite simply, gunnery is much stronger, and combined with those e-war bonuses, is more effective. A Thorax can offer to deliver almost twice the DPS, with a Rail boat - and not even the largest Rail guns fit. Tie that into the fact that most gun ships have more mid slots to play with, and its not a pretty combination.
A good small gang FC will train his pilots and ask his pilots to bring gun ships. If he doesn't, his gang is weaker, and in small gangs, small differences can mean you either break a logistics ships tank, or you can't. Entire engagements are won on lost on such things. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

XvXTeacherVxV
The Cult Reborn
64
|
Posted - 2013.12.10 00:50:00 -
[2963] - Quote
Moonaura's math just blew my mind. There's no way to justify these systems if it's accurate. Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE |

Arthur Aihaken
The.VOID
838
|
Posted - 2013.12.10 01:09:00 -
[2964] - Quote
XvXTeacherVxV wrote:There's no way to justify these systems if it's accurate. It is. Now you know why most of us are incensed. I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
492
|
Posted - 2013.12.10 01:23:00 -
[2965] - Quote
The numbers are based on what EFT is showing and EFT is not perfect, nor is it EVE.
Consider for example that EFT is NOT accurate with guns. It simply can't be, because some of the mechanisms for gunnery are not known by the players and hidden in the code of EVE - a complete mystery - for example what are the mechanics that judge if a gun crits or misses - nobody knows except CCP - which is a good thing to prevent exploits.
So, when it comes to guns at least, EFT is good at showing its best guess and averages based on what can be extracted from tests in the game, but it is not the same as doing actual tests on SISI or Tranquility.
When it comes to the missile mechanics however - these are a known and exact quantity because they don't crit, and they don't miss and are not affected by transversal mechanics. So EFT models these, essentially nearly identically to the game.
I promise you, if you fit Cruise Missiles - those are the realistic DPS you will get - obviously your targets resistances and speed / signature dictate how they perform in the game of course.
I have known about the limitations of HAM's for a long time. Ideally (and it wasn't always possible) all my Missile gangs used HAM's and used a Bellicose to support them. I stopped using Heavy Missiles immediately after Crucible. Only with a Bellicose and webs will you really get HAM's to work anything like their potential, absolutely that is the case with Fury's in.
The Cruise missiles have been buffed significantly, and as result now are more effective than the Cruiser alternatives. There was a video I found of a Cruise raven killing frigates for real in the game... without points on them, just kiting them and a TP - I will dig it out.
Regarding the gunnery numbers. Its hard to tell exactly, I talked about Peak numbers. But gunnery is much more sensitive to range and transversal mechanics. Its like a magic soup and you can't really point at EFT as being accurate with its gun numbers. Essentially its a best guess. But it isn't far off either and its averaging expected outcomes.
What is clear, is that if you bring a gun boat, realistically, if your pilots know their ammo ranges, then you will be a far more effective in a small gang. And typically you'll have more mid slots free across the gang, to make sure you dictate the fight and get the best out of them. You don't have to worry about a 40 second reload time either.
If you're in, say a 7 man Thorax gang, vs say, a 7 man Caracal gang, you're going to be a brave gambler if you bet on the Caracal's coming out top of that engagement. The Thorax's can dual prop - move faster and - close range, scram you, web you, and hit you for anything from 300 - 600 DPS depending on their fits, then switch to AB.
At a gate, it would be foolhardy perhaps for an FC to chase a kiting fit set of Caracal's, but a rail fit Thorax will happily hit A Caracal at HAM range, and even can reach to the ranges of Heavy Missiles - which as shown - are terrible. In faction warfare - where Thorax's can camp an entrance - its utter carnage.
The only thing Caldari can counter with are Moa's - a ship that does less DPS, and has an even larger signature when EHP fit, than the Caracal I used in the previous posts.
I've tried. They don't work. With Rails in, they don't do enough damage, and the range bonus is pointless. With Blasters in they can reach to 11km or so, but really have to MWD around the field to get in range. All the while with signature sizes like a small moon. That was before they nerfed their resistance bonuses. I dread to think how badly they perform now in Faction Warfare engagements.
CCP Rise said he uses EFT, and I'm sure CCP Fozzie does too.
Its a tough one to get right, but Heavy Missiles in particular are extremely poor. The RLML is now entirely situational and does 20% less DPS overall, and cannot change ammo for a fight properly. That leaves HAM's. And yeah... as good as they are - and they are the best we've got - you'd be nuts to train for those if you can use guns instead. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
839
|
Posted - 2013.12.10 01:32:00 -
[2966] - Quote
The only ship that's halfway decent with HAMs is a Tengu and some +5% implants (heavy missiles, rapid launch, guided missile precision and target navigation prediction). And the required Faction and Deadspace modules.
Moonaura wrote:The Cruise missiles have a lot of alpha, so surprise people when they hit. As I said, if I could run cruise launchers on my Tengu (well, more than one) I'd be in 7th heaven.  I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
492
|
Posted - 2013.12.10 01:45:00 -
[2967] - Quote
This is a Raven I would try, but my Caldari focused alt never bothered with Cruise Missiles before, because they were terrible in PvP before the changes. Right now I'm finishing off his armor, and he already has Gallente boats and Hybrid guns (For the Gila and Moa etc) so I will start to solo roam with him in Gallente once he's done.
[Raven, Laughable Anti-Frigate Raven] Ballistic Control System II Ballistic Control System II Ballistic Control System II Ballistic Control System II Damage Control II
Target Painter II Stasis Webifier II Sensor Booster II, Scan Resolution Script Sensor Booster II, Scan Resolution Script X-Large Ancillary Shield Booster, Navy Cap Booster 400 Adaptive Invulnerability Field II Warp Disruptor II
Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Heavy Energy Neutralizer II
Large Warhead Flare Catalyst I Large Warhead Rigor Catalyst I Large Targeting System Subcontroller II
Warrior II x5 Hammerhead II x5
If it can web a Frigate, say an AB fit Incursus - well it will hit those for 220 DPS outside of web range its 150 or so. But the kick is in the alpha. 4021 per volley. Ouch. Oh and the reason I fit it with these Sensor Boosters is that it can lock a Frigate in the same time as the Caracal.
Overall, this is not quite the same DPS as say, a Caracal with the RLML in burst mode, but it IS more DPS overall than a Caracal when you take into account the 40 second reload and overall 20% DPS drop from before.
I imagine if you are happy to drop the lock on time and find some gullible Frigate gang, you could easily increase the DPS to 300+ against frigates - more than enough to pop those.
Looks fun, but I can't test it. Against a Stabber for example, DPS jumps to 700 or so, so its also far better than the RHML. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
839
|
Posted - 2013.12.10 01:50:00 -
[2968] - Quote
Moonaura wrote:This is a Raven I would try Careful, you might give Rise ideas on what to nerf next... (like the fit though).  I am currently away, traveling through time and will be returning last week. |

Marcus Walkuris
Aww yeahhh
56
|
Posted - 2013.12.10 01:57:00 -
[2969] - Quote
Seems cruise missiles are actually in a good spot for PvP. Actually applies frigate dps to frigates. Wouldn't that fit benefit from 1 Drone damage augmentation thingy? Medium drones with a painter and web don't seem too wrong at such close ranges. |

Moonaura
The Dead Rabbit Society
492
|
Posted - 2013.12.10 02:14:00 -
[2970] - Quote
Arthur Aihaken wrote:Moonaura wrote:This is a Raven I would try Careful, you might give Rise ideas on what to nerf next... (like the fit though). 
I kid you not, I have kept it back before now for this very reason lol "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|

Arthur Aihaken
The.VOID
840
|
Posted - 2013.12.10 02:20:00 -
[2971] - Quote
Moonaura wrote:I kid you not, I have kept it back before now for this very reason lol Apparently 250mm rails are doing well on the Tengu. Guess those will be nerfed next...  I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
492
|
Posted - 2013.12.10 02:23:00 -
[2972] - Quote
Marcus Walkuris wrote:Seems cruise missiles are actually in a good spot for PvP. Actually applies frigate dps to frigates. Wouldn't that fit benefit from 1 Drone damage augmentation thingy? Medium drones with a painter and web don't seem too wrong at such close ranges.
Yeah, absolutely, the fourth BCU is overkill because of the stacking penalty. When I made it originally I was looking at seeing if I could get missiles alone to out perform the RLML - so I went OTT with them.
Here you go, tight on CPU, but it works. Close in, it does 410 DPS against an Incursus, more than enough to break their peak tanks of 250 or so - if properly fit. If they have a reactive hardener on, they might be able to shift and tank more, but given its 3910 volley damage, I'm not sure they'd recover enough tank in time. In fact, no, no they won't as its firing every eight seconds or so, which isn't enough to get two rep cycles in to recover.
Tie that to the fact it can basically cap drain an incursus in a few seconds... and yeah.
Against kiting frigates use the warriors and its happy days.
Eventually I'll finish off Cruise missiles, as I have a spare couple of ravens lying around collecting dust, but it won't be any time soon as I'm mapped for Intelligence and, yeah... training armor for Gallente.
[Raven, Laughable Anti-Frigate Raven] Ballistic Control System II Ballistic Control System II Ballistic Control System II Drone Damage Amplifier II Damage Control II
Target Painter II Stasis Webifier II Fleeting Propulsion Inhibitor I F-90 Positional Sensor Subroutines, Scan Resolution Script X-Large Ancillary Shield Booster, Navy Cap Booster 400 Adaptive Invulnerability Field II Warp Disruptor II
Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Heavy Energy Neutralizer II
Large Warhead Flare Catalyst I Large Warhead Rigor Catalyst I Large Warhead Rigor Catalyst I
Warrior II x5 Hammerhead II x5
"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
842
|
Posted - 2013.12.10 03:06:00 -
[2973] - Quote
Another consideration is to run a Signal Amplifier II in a low slot, thus freeing up a mid slot for something else. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
202
|
Posted - 2013.12.10 03:15:00 -
[2974] - Quote
CCP Rise wrote:I'm going to add some more words to this fairly bizarre thread!
Something that a few of you are at least partially talking about is the difference between power and fun and the relationship between them in this balance pass. I'm extremely interested in this as well and it can be very difficult to figure out how each are impacted during a given change.
The goals for this change, just to be clear, were to lower the overall power level of rapid lights somewhat as we felt they left too little room for the other medium launchers despite their intended application which is very specialized. So in less words: overall nerf, with the exception that they still need to be very good at their specialty of killing frigates.
Attached to that was the goal of keeping them as fun or more fun to use than the were before. This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support.
So we have two things we can discuss now, but they should definitely be kept separate. One is power level, the other is fun.
Metrics like the one Fozzie mentions could represent a range of things, but it's very likely that power level is still more than satisfactory OR that they are so much fun to use that people are still fielding them despite being under-powered, or a combination of the two. Usage is of course also affected by momentum related to skill points and familiarity but the relative stability of use can not be explained completely by that.
edit: Oh, and in case it helps to say it at all, like Fozzie said we are watching these closely and I want to iterate on them. It's too early to know what that iteration might be but they won't get abandoned.
A 40 second reload time is not fun. It just isn't. And it's even less fun to have said 40 second reload forced on you with a weapon system that has had a 10 second reload for years. If your goal was to make them "more fun" you have failed completely. I would have vastly preferred a straight nerf to what you did, though it seems to me that the issue you were trying to address was precision light missiles more than RLMLs. You totally missed the mark with these changes. Sorry.
Oh and RHMLs are just infuriating to use with the combination of the terrible damage application of heavy missiles and the definitively unfun mechanics of a 40 second reload. Add to that the fact that only 2 or 3 battleships that have bonuses that even make sense with them.
I still don't get why you guys put the work into a totally new weapon system only to utterly destroy its usefulness right before release. It makes no sense to me. |

Zvaarian the Red
Evil Leprechaun Brigade
204
|
Posted - 2013.12.10 03:31:00 -
[2975] - Quote
James Amril-Kesh wrote:I honestly thought that they were going to suck. Then I start using them and frankly, they're pretty awesome. 40s reload is a bit much, however they're very useable in their current state. I recently lost a RHML 'phoon in lowsec to a harbinger, vexor, and augoror multiboxer but I'm sure that if I had approached the fight differently I would have been able to win it.
Too bad heavy missiles suck against cruisers... |

Stitch Kaneland
Soldiers of Farscape The East India Co.
4
|
Posted - 2013.12.10 03:38:00 -
[2976] - Quote
sorry for double post. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
4
|
Posted - 2013.12.10 03:39:00 -
[2977] - Quote
Moonaura wrote:James Amril-Kesh wrote:Sal Landry wrote:Point being he used a navy battleship with a weapon system designed for killing cruisers to kill an apparently pve fitted rlml caracal. Colour me completely shocked and surprised  Regular Typhoon, not faction. And the weapons system designed for killing cruisers was... good at killing a cruiser. That's the point I was making. I'm not trying to pretend this was an awesomely l33t kill or anything like that. Just that the weapon applied damage well. I wasn't able to find better targets to test it out on before I bit off more than I could chew and ended up dying to the logi+BC+cruiser triple-boxer. I might have even won that fight if I had, for example, started by shooting the Augoror, neuting the Harbinger, and jamming the Vexor. James, save yourself some ISK, just look at what the missiles you're firing actually hit for. Paper DPS is not actual DPS - especially when it comes to the Heavy Missile - a missile CCP nerfed in every possible way - DPS - Range and its hit Mechanics. Its good to remove the Drake blobs from the game. But if ever something was over nerfed, the Heavy Missile was it. Its useless. Utterly useless. And anything that fires them, whether they be a Heavy Launcher or a RHML is therefore utterly useless. If you fit a Battleship with anything other than Cruiser missiles - you are wasting your time. Cruise Missiles kill Cruisers better. There is no instance where the RHML is better none - its actual DPS is less than the Cruise Missiles, even in burst mode. If you fit Webs and TP to your Typhoon, your Cruise missiles will do close to their peak DPS against cruisers, without a 40 second reload. Its nuts to think you can even make RHML work, when Cruises are doing twice the DPS over a 2 minute period. The only mistake you made with your Typhoon engagement - wasn't what to cap drain or target first - it was undocking in a RHML fit ship.
I beg to differ. I've been agreeing with your posts for the most part, but i've run a few sets of graphs, with identical fit typhoon FI, fit with RHML and cruises.
Now, i'm going to add a disclaimer here, i use RHML as strictly the damage done in the clip. I don't factor in reloads, as i feel, its a different play style. I'm hunting for things that the RHML and fit is setup to kill within the reload. So, for my own personal fit, i hunt HACs and cruisers. Maybe a BS if i'm confident i can tank him. But, if he has help, then no.
The difference on my fits between cruise and RHML are only tank and cruise has rigor rig instead of tank.
[Typhoon Fleet Issue, RHML] Ballistic Control System II Ballistic Control System II Ballistic Control System II Large Armor Repairer II Large Armor Repairer II Damage Control II Energized Adaptive Nano Membrane II
Prototype 100MN Microwarpdrive I Heavy Electrochemical Capacitor Booster I, Cap Booster 800 Heavy Electrochemical Capacitor Booster I, Cap Booster 800 Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I
Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I
Large Anti-Explosive Pump II Large Auxiliary Nano Pump I Large Auxiliary Nano Pump I
Hammerhead II x5 Warrior II x5 Ogre II x5
That is my own personal fit. Breif Stats: Missile Only DPS: 814 using faction ammo, 709 with precisions
Typhoon with cruise missiles: Missile only: 710 using faction and 617 with precisions
Against a vagabond, no LSE, dual LASB and shield rigs. MWD off is 126m sig (same as stabber without rigs/LSE) The MWD is off due to the scram. (when i fly, i only launch missiles when target has been hard tackled, not going to waste missiles.)
With ONLY scram/web, no weapon rigs or crash booster. EFT is showing 760 DPS (a drop of 44 dps) If you want to fit precision missiles, then i hit for the exact amount i'm supposed, 709 DPS (0 dps drop), which is pointless, unless he's outside web range, but then again i wouldn't be shooting missiles.
With same fit, but with an additional rigor rig and with cruises i'm getting 305 DPS (405 dps drop) w/ precision, you're getting 363 dps (229 DPS drop)
If you want to bring reload time into it. The RHML get 436, and the cruise get 293 as per EFT DPS graph, on the same target. So, no, RHML are not useless, and are not surpassed by cruise missiles when dealing damage to cruisers.
While testing on SiSi, I've killed Sac's,vaga's, deimos, ishtar with that above fit with RHML. I killed a dual rep deimos in 7 volleys, because the volley would bleed his structure, and i was hitting his explo hole. The neuts also may have helped.. but again, i fit for the task at hand, and that has no affect on how the missiles hit. This is why a damage bonus is always better than a RoF bonus for RHML.
I'm all for buffing heavies a bit, but don't make them look worse than what they really are. Using rage/furies in your examples is not ideal, as those are for larger/slower moving targets. Like i would only use rages against a BS. |

Viceorvirtue
The Hatchery Team Liquid
35
|
Posted - 2013.12.10 04:00:00 -
[2978] - Quote
You have 2 heavy neuts, and you say that it has nothing to do with how fast you kill a dual rep deimos? Assuming he mistimed his cap booster yes hes going to die very quickly to just about anything because he relies entirely on having cap to be able to tank any damage at all.
Basically you are showcasing how polarized the weapon system is: if you can kill something with it you fight it and if you have to ever reload you don't take the fight. Against cruisers dual heavy neuts take out nearly their entire capacitor, 1200gj neuted total. This turns off any active tank they may have and any active resists, additionally they are scrammed and webbed so you can actually apply the majority of your damage with percisions or cn.
The problem here is it is basically useless if you end up having to reload or swap ammo, and even then you have to fight under ideal conditions for you which means going after cruisers and hacs that are scram/webbed and likely neuted out. You aren't looking for fights with rlml or rhml, you are looking for ganks where you are gaurenteed to kill 1 or 2 things then leave. This is poor design imo because it prevents you from really getting into an interesting fight, or being able to react to the situation if it changes.
Wouldn't you want to be able to fight against more things, or even just have a wider engagement profile? You can drop 10% dps for cruise and actually be able to react to a new ship warping in or multiple ships engaging you. Being able to deal with nearly all ship types with cruise missiles decently or being pigeonholed into only going for situations where you know you can win because otherwise it's a 40 second reload that will likely kill you. I'm not saying the weapon system is unusable, I'm saying it's polarized to the point where there isn't much point in using it comparatively. |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
97
|
Posted - 2013.12.10 04:39:00 -
[2979] - Quote
40s reload time is fine. I would prefer 35s or 30s but ok. 25 ammo in the Light and 30 ammo would be better because you are not always able to web and target paint your target.
And it would be interestening to adjust the Explosion velocity and the Explosion radius of the missiles. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
4
|
Posted - 2013.12.10 05:00:00 -
[2980] - Quote
Viceorvirtue wrote:You have 2 heavy neuts, and you say that it has nothing to do with how fast you kill a dual rep deimos? Assuming he mistimed his cap booster yes hes going to die very quickly to just about anything because he relies entirely on having cap to be able to tank any damage at all.
Basically you are showcasing how polarized the weapon system is: if you can kill something with it you fight it and if you have to ever reload you don't take the fight. Against cruisers dual heavy neuts take out nearly their entire capacitor, 1200gj neuted total. This turns off any active tank they may have and any active resists, additionally they are scrammed and webbed so you can actually apply the majority of your damage with percisions or cn.
The problem here is it is basically useless if you end up having to reload or swap ammo, and even then you have to fight under ideal conditions for you which means going after cruisers and hacs that are scram/webbed and likely neuted out. You aren't looking for fights with rlml or rhml, you are looking for ganks where you are gaurenteed to kill 1 or 2 things then leave. This is poor design imo because it prevents you from really getting into an interesting fight, or being able to react to the situation if it changes.
Wouldn't you want to be able to fight against more things, or even just have a wider engagement profile? You can drop 10% dps for cruise and actually be able to react to a new ship warping in or multiple ships engaging you. Being able to deal with nearly all ship types with cruise missiles decently or being pigeonholed into only going for situations where you know you can win because otherwise it's a 40 second reload that will likely kill you. I'm not saying the weapon system is unusable, I'm saying it's polarized to the point where there isn't much point in using it comparatively.
Actually those are medium neuts. Secondly, your taking my post out of context. The post was applying directly to moonaura's statement that under any condition, cruises outperform RHML against cruisers. Which my post clearly showed that RHML are better at killing cruisers. Ive tanked a deimos/stratios and vaga without dying and a couple reloads killed them all. I still have plenty of drones to kill with. Plus cap management and warfare keep me busy during reload. Now this is not a playstyle I'd endorse, but adds a new flavor to have fun with when i get bored killing people in my vaga.
I've killed scorp navy issues with that phoon. Still got 300 dps in drones to wittle them down between reloads. Stop acting like time stops when you reload and you're stuck twiddling your thumbs. In a BS you should be using an active tank with RHML for surviving the reloads. |
|

Arthur Aihaken
The.VOID
843
|
Posted - 2013.12.10 06:07:00 -
[2981] - Quote
Cardano Firesnake wrote:40s reload time is fine No, the 40-second reload is not fine. It doesn't work in PvE and you only have to last 40-50 seconds against an opponent that uses RLMLs or RHMLs in PvP. After that, if he can't disengage or call in reinforcements in - he's dead.
Stitch Kaneland wrote:I've killed scorp navy issues with that phoon. Still got 300 dps in drones to wittle them down between reloads. Stop acting like time stops when you reload and you're stuck twiddling your thumbs. In a BS you should be using an active tank with RHML for surviving the reloads. That fit is capable on fill tilt (overheat, ogres and rage) to put out 1441 paper dps. Do you know how fast I can bring damage down to a workable level for my tank with that? Most bcs will die within the reload. Or 1-2 hacs. So don't tell me my fights won't be interesting. Its about target management and ship specialization. Its meant to kill hacs, and it does. It's an interesting fit, to be sure - so kudos on the creativity. I'd love to have a friendly dual with you sometime - I'll bring a Navy Raven with cruise missiles and we can put your RHMLs to the test.  I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
4
|
Posted - 2013.12.10 06:20:00 -
[2982] - Quote
Arthur Aihaken wrote:Cardano Firesnake wrote:40s reload time is fine No, the 40-second reload is not fine. It doesn't work in PvE and you only have to last 40-50 seconds against an opponent that uses RLMLs or RHMLs in PvP. After that, if he can't disengage or call in reinforcements in - he's dead. Stitch Kaneland wrote:I've killed scorp navy issues with that phoon. Still got 300 dps in drones to wittle them down between reloads. Stop acting like time stops when you reload and you're stuck twiddling your thumbs. In a BS you should be using an active tank with RHML for surviving the reloads. That fit is capable on fill tilt (overheat, ogres and rage) to put out 1441 paper dps. Do you know how fast I can bring damage down to a workable level for my tank with that? Most bcs will die within the reload. Or 1-2 hacs. So don't tell me my fights won't be interesting. Its about target management and ship specialization. Its meant to kill hacs, and it does. It's an interesting fit, to be sure - so kudos on the creativity. I'd love to have a friendly dual with you sometime - I'll bring a Navy Raven with cruise missiles and we can put your RHMLs to the test. 
Well if its BS vs BS it wouldn't exactly be fair to use anti cruiser size weapon againt you. However, if you're so inclined we could go out to sisi and duke it out there for lulz or I may be returning to hisec in a week or so. We could duel then perhaps? |

Moonaura
The Dead Rabbit Society
493
|
Posted - 2013.12.10 06:42:00 -
[2983] - Quote
Stitch Kaneland wrote:Actually those are medium neuts. Secondly, your taking my post out of context. The post was applying directly to moonaura's statement that under any condition, cruises outperform RHML against cruisers. Which my post clearly showed that RHML are better at killing cruisers. Ive tanked a deimos/stratios and vaga without dying and a couple reloads killed them all. I still have plenty of drones to kill with. Plus cap management and warfare keep me busy during reload. Now this is not a playstyle I'd endorse, but adds a new flavor to have fun with when i get bored killing people in my vaga.
I've killed scorp navy issues with that phoon. Still got 300 dps in drones to wittle them down between reloads. Stop acting like time stops when you reload and you're stuck twiddling your thumbs. In a BS you should be using an active tank with RHML for surviving the reloads. That fit is capable on fill tilt (overheat, ogres and rage) to put out 1441 paper dps. Do you know how fast I can bring damage down to a workable level for my tank with that? Most bcs will die within the reload. Or 1-2 hacs. So don't tell me my fights won't be interesting. Its about target management and ship specialization. Its meant to kill hacs, and it does.
I'm going to assume you're killing these ships with an alt right?
Lets discuss the on paper 1441 paper dps? Sounds great doesn't it. Its those sort of numbers that Typhoon pilots have been talking about since I started playing this game, not really accounting for the fact Torpedos hit terribly, Ogres are slow, and Autocannons mostly work in falloff.
First off, if you use Fury's (Rages are for HAM's, torps etc) for the RHML, then you absolutely must pick the right HAC to fight against - and he must be stupid enough not to shoot your drones while you're doing nothing, where I fly, those are often the first things to get targeted.
It's all about slowly declawing your opponent like the bad kitty he is.
Right now I've been testing a Vagabond to take out with a couple of friends.
Against your Typhoon - first off it out runs the Ogres, and as I said, I would shoot them either way, and happily shoot your spare medium and smalls.
If you can't web me, the Vagabond only takes a 103 DPS off the missiles. That is before resists. After resists (I'll be overloading for the start of the fight) that means you can hit me for 29 DPS a second. For 50 seconds.
How is that paper DPS looking?
But you do have a MWD - and if I do fit a AB Vagabond, then, I'll be honest - you're going to catch it.
Things change dramatically now, but please remember - the first thing I do after I've pointed you back - is shoot your drones - all you have left now are your missiles.
You've got me webbed. Pointed. Cap draining me.
That leaves you doing 231 DPS - that is what you will hit a Vagabond for.
After resists (again assuming you're using the best possible missile against me) means you're real damage is 64 DPS.
Now, the kicker here of course is that I'm being cap drained. And that is the real bummer here.
This is a pain. My invul will go off, as will my AB. But I can still tank you happily with the ASB fit.
Your DPS now: 542 DPS. After resists that is 238 DPS.
Want to know what the tank on the Vagabond is? 1141 hp a second- that is with no invul, no implants and no blue pill.
All of these numbers are for your 50 seconds of ammo. For 40 seconds you're not even doing any damage at all.
Now sure - I'll eventually have to reload the ASB, but I'll do that while you're not shooting for 40 seconds, giving me 20 seconds of down time where i'll rely on my shield buffer briefly and then I'm all set again.
You better hope I don't have friends - because its going to take a damn long time to kill me. You might even run out of ammo if you're rammed full of 800 cap boosters.
Now. If you brought that Raven I mentioned earlier - it will hit my poor little Vagabond for 600 DPS. And it doesn't need to reload for 40 seconds - allowing you to find my worst resist. So it does more damage. Doesn't have to reload every 50 seconds. And it has a Heavy Cap drain that reaches twice as far as your Typhoon's do and does the same cap drain.
Yet you still think the RHML is better? "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
179
|
Posted - 2013.12.10 07:17:00 -
[2984] - Quote
Moonaura wrote: If anyone can fly these, I'd love to test them on Sisi!
My alt could try it on TQ if that's fine with you.. |

Moonaura
The Dead Rabbit Society
493
|
Posted - 2013.12.10 07:25:00 -
[2985] - Quote
CCP Rise wrote:I'm going to add some more words to this fairly bizarre thread!
I've been thinking about this line CCP Rise.
The fact you think this thread is bizarre, I think says a lot about the whole way you've approached this thread from day one.
When people gave you negative feedback on the new SoE battleship you designed, saying it needed a range bonus to the large reps - you went - okay - and gave it to them (It looks fun btw)
When people told you 40 seconds reload time is truly awful for so many reasons - you didn't answer for a long, long time, then said there was no constructive negative feedback and so you were leaving it as it was.
Since then , we've given you pages and pages of detailed explanation's of how this stuff works. We've had to deal with every Gallente FW troll saying Missiles are overpowered - and shown time and time again how that simply isn't true.
You have to appreciate, many of the users of missiles here are not unsurprisingly Caldari pilots. I've had pilots e-mail me after reading this thread - here is a real quote from a player who contacted me in this game:
Quote:It's refreshing to see someone still trying to use Caldari and/or missile doctrine for something other than entry level pve. lol I've pretty much given up on Eve because I feel like my Caldari/missile skills are a complete waste.
Add that to the countless others in this thread saying similar things as well as a new rage thread on missiles kicking off on these forums, and it is all painting a very clear picture of underlying sentiments.
I'm against making missiles OP. I'm not suggesting that, but what I am suggest is, they simply don't work anything like as well as you think they do, and given the choice between taking out a gun boat or a missile boat - you'd be mad to fly missiles. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
493
|
Posted - 2013.12.10 07:26:00 -
[2986] - Quote
Niena Nuamzzar wrote:Moonaura wrote: If anyone can fly these, I'd love to test them on Sisi!
My alt could try it on TQ if that's fine with you..
Of course. E-mail me a time you're free and I will be there. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Edward Olmops
Sirius Fleet
111
|
Posted - 2013.12.10 07:27:00 -
[2987] - Quote
Meanwhile, what I dislike about modules with really long reload timers (ASB, AAR, RLML) is that I never know how long the reload is going to take from a certain point. 30 seconds still? 15? I sometimes look at my crimewatch timers when I start reloading to have an idea. So for me THAT is the unfun part.
Could reloading in general maybe get a circular progress bar like module activation has? (color/blinking to tell apart from activation) |

Sgt Ocker
State War Academy Caldari State
86
|
Posted - 2013.12.10 08:00:00 -
[2988] - Quote
CCP Rise wrote:I'm going to add some more words to this fairly bizarre thread!
Something that a few of you are at least partially talking about is the difference between power and fun and the relationship between them in this balance pass. I'm extremely interested in this as well and it can be very difficult to figure out how each are impacted during a given change.
The goals for this change, just to be clear, were to lower the overall power level of rapid lights somewhat as we felt they left too little room for the other medium launchers despite their intended application which is very specialized. So in less words: overall nerf, with the exception that they still need to be very good at their specialty of killing frigates.
Attached to that was the goal of keeping them as fun or more fun to use than the were before. This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support.
So we have two things we can discuss now, but they should definitely be kept separate. One is power level, the other is fun.
Metrics like the one Fozzie mentions could represent a range of things, but it's very likely that power level is still more than satisfactory OR that they are so much fun to use that people are still fielding them despite being under-powered, or a combination of the two. Usage is of course also affected by momentum related to skill points and familiarity but the relative stability of use can not be explained completely by that.
edit: Oh, and in case it helps to say it at all, like Fozzie said we are watching these closely and I want to iterate on them. It's too early to know what that iteration might be but they won't get abandoned. So in saying that what can someone with less than perfect skills expect to see that will at least give them the motivation to continue training missile based weaponry.
Right now. With specialization to 4 and supports to 4 I have 3 times been unable to kill a T1 frigate with 18 volleys (got 1 into structure, my best effort). I will admit I am not the best pvp pilot eve has ever seen, in fact far from it. I have been lucky on the few occasions I tried RLML in that I was able to warp off before being pointed by my potential target but having just under 24k range with precisions I am not game to go out and try again.
I don't mind the short range on RLML precisions and would be happy to fight at shorter ranges as long as I thought I had a chance of winning. This I know is the risk everyone takes when engaging in pvp, the difference is with all other weapons your not going to run out of ammo in under 1 min. If I were using light missile launchers on a condor and found after 30 volleys i was not going to kill my target i would get out of there and look for something else. ( it has happened)
I really don't like the 40 second reload or the fact it is a blind reload, unless you have a stop watch next to you the reload seems to take mins not seconds.
With another 102 days to get my missile support skills to 5, in the hope I may be able to do what I could with a caracal prior to Rubicon. Is it worth the time or would I be better off putting that time into turrets?
Quote: Attached to that was the goal of keeping them as fun or more fun to use than the were before. This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support. How about a compromise. Give us back the old launcher with a reduced missile capacity (say 60) and lowered damage, keep the new burst RLML. Let players decide by having "choice" rather than forced change. If the new launcher continues to see a lot of use then you have a better, fairer way of judging the success or failure of the changes. |

Moonaura
The Dead Rabbit Society
494
|
Posted - 2013.12.10 08:35:00 -
[2989] - Quote
Bouh Revetoile wrote:Ugly quote2quote : Moonaura wrote:Hey Bouh its been a while. You still haven't taken me up on my offer of testing my Thorax vs any Frigate you'd like to bring on SISI. Strange that. Sisi not installed, and no time for that.
But time to write long replies here? Curious. Don't worry, eventually I'll be bothered to make a video or something instead.
Bouh Revetoile wrote: *Rails can reach far further than Missiles. On range bonused hull, maybe ; otherwise, no. And absolutely not with the same level of effort. You can reach 95km with a Thorax if you fit for all range (250mm railguns, and all range bonuses you can fit ; notice you can't fit any form of tank with 250mm railguns). HM reach this with 3 rigs.
A Thorax with 250mm Rails in and no mods at all can reach 71 km and do 169 DPS with Spike Ammo.
A Caracal with Heavy Missiles in and Fury's will reach 70km and do 202 DPS
Factions in, I grant you, I can reach further, but now DPS is 172 and reach 94 KM. But it takes a while to get there... and we all know how well Heavy Missile hit don't we?
And you could always fit a Tracking Computer, Or Tracking Enhancers Or Rigs on your Thorax. And don't forget the Caracal is getting a 50% range bonus.
If I were to make it fair and give the missiles to an unbonused missile cruiser so we are like for like here, the Bellicose - then it can only reach 63 KM with Faction in, and just 47 with Fury. So yeah, an unbonused Rail ship easily out reaches missiles. The Bellicose only does 162 on Paper DPS with Heavy Fury's in, compared to the Thorax with Ammo in for that range doing 170 - that is without drones of course.
So yes - Rails reach further than Missiles - even on ships without a range bonus.
Next.
Bouh Revetoile wrote: *Rails can do more DPS than Missiles - even HAM's. Granted since the medium turret buff HM might need a little love, I already said it. HAM though are fine IMO : they have pulse laser dps (or more) with pulse laser range. They don't have pulse laser tracking problem at short range, but they have their damage application problem against frigates. Add no cap use and selectable damage, and that seems fair to me.
Yes, Lasers are terrible at tracking close range, but only if you orbit with them. If you stop - or move towards or away from a target, they will do close to full damage.
The range of Pulse's is well known. That is why they are so popular on battleships.
As shown - with Rails - the Thorax does more damage than the missiles - albeit with having the right ammo loaded and being affected by transversal. But again, Heavy Missiles we know only hit for around 50% of their actual DPS without target painting, and at long range target painting is dramatically reduced. Once you hit the 45km range and into falloff they don't really add much. Rails on the other hand... well, you can make those more effective in a number of ways.
So yes, Rails do more DPS than Missiles.
Next.
Bouh Revetoile wrote: Bellow 20km, railguns wont apply any dps to a frigate correctly flying.
Duh - thats why you have mid slots free to control the fight. The Thorax is so good at this its hilarious, and it utterly wastes a perfect tank Incursus in seconds at 5km and Javelins in.
If you want to use Blasters and not use webs - there is your solution right there and DPS and tracking close range increases dramatically.
Next.
Erm, it won't let me quote anymore but... but yes...
As for Null being OP, I'm not sure they are over buffed - the range on them is terrible - and I agree that for years Gallente sucked. CCP changed all that though for two of the years you've been playing, when they released Crucible. Not only did they buff hybrids, they nerfed missiles (dramatically) and all ship balancing has made Gallente far more agile than before, so they are very good with a MWD. With the mid slots they can control fights more, and against the ships you come across more often in FW - Caldari ships - they hit those big fat signatures happily.
I appreciate why you're flying Gallente ships in FW, I've been on both sides of the fence in FW and FC'd gangs as large as 70+ ships in system defences before now, I've also flown under Tekitha when Drunk and Disorderly were still around, albeit after they left FW - my corp was one of the few set to -10 by them I found out after we joined them, so we must have been doing something right in FW. The reason Gallente won the war was they were better organised. By a big margin. I remember one system defence, they cyno'd in prefit cruisers to replace losses - trust me Caldari never even got close to that sort of level of organisation and the infighting was hilarious - several Caldari corps in FW were at war with each other.
But I also think the ships involved are far better for Gallente to defend plex's with. They can camp a button / entrance and bring enough EHP and logistics in to make it very hard to break them. I've tried to counter Thorax's with Moas - with the signature / cap / DPS issues, they struggle to compete. That was before the resist nerf. I can't imagine having less resistance has made them any better! "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
893
|
Posted - 2013.12.10 09:33:00 -
[2990] - Quote
Moonaura wrote:Arthur Aihaken wrote:Moonaura wrote:But if ever something was over nerfed, the Heavy Missile was it. Its useless. Utterly useless. And anything that fires them, whether they be a Heavy Launcher or a RHML is therefore utterly useless. Which basically leaves us with HAMs. So we lose any range advantage in exchange for marginally better damage application and improved DPS. If I could run six cruise missile launchers on my Tengu, I know what I'd be running... Well... about the HAM's lol.... Lets see what those puppies do against those same Cruiser targets huh? Against the AB fit Cruisers - the ships they are designed to hit a three BCU Caracal with HAM's and Faction Missiles (The best ones for hitting targets with) - On Paper DPS: 395 DPS (Oh dear) Against another Caracal: 230 DPS Against the Thorax: 161 DPS .... ahahahahahahahahahaha Against the Stabber: 103 DPS ..... muhahahahahaha WTF!!!! Okay... I'm being unkind, lets really ramp up the DPS and use Rage missiles! Peak DPS now up to 464 DPS over 25km. Against another Caracal: 140 DPS.... ahahahahahahahahha Against the Thorax: 96 DPS.... oh dear, I think I just hurt myself... Against the Stabber: 61 DPS. Epic. Just Epic. Yes the HAM is what we are left with. Or maybe... just maybe - Screw Missiles. Lets add a Rail Fit Thorax and its Drones against those same ships for old times sake and see why Missiles are utterly... utterly pointless for Cruisers. Because people moan if I don't fit a tank - the Thorax only has a single DPS module in the lows. Against the Caracal, it does 329 DPS Against another Thorax, it does 263 DPS Against a stabber 222 DPS. Now - the caveat, is of course, that it doesn't always hit like that and some of the DPS is drone based. But consider I'm on a tight one vs one orbit here. In a small gang, flown and fit properly, a thorax will consistently do twice almost twice DPS of the HAM's. Once more, this is why all my future gangs I'm arranging don't use missiles, and are not Caldari.
You overestimate a little bit how much turrets will hit. Agaisnt bad players they are far superiuor. Agaisnt good players turret loose easily half their damage. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
996
|
Posted - 2013.12.10 09:43:00 -
[2991] - Quote
Moonaura wrote:Well... about the HAM's lol....
Lets see what those puppies do against those same Cruiser targets huh?
Against the AB fit Cruisers - the ships they are designed to hit a three BCU Caracal with HAM's and Faction Missiles (The best ones for hitting targets with) - On Paper DPS: 395 DPS (Oh dear)
Against another Caracal: 230 DPS Against the Thorax: 161 DPS .... ahahahahahahahahahaha Against the Stabber: 103 DPS ..... muhahahahahaha
WTF!!!!
Okay... I'm being unkind, lets really ramp up the DPS and use Rage missiles! Peak DPS now up to 464 DPS over 25km.
Against another Caracal: 140 DPS.... ahahahahahahahahha Against the Thorax: 96 DPS.... oh dear, I think I just hurt myself... Against the Stabber: 61 DPS.
Epic. Just Epic.
Yes the HAM is what we are left with.
Once more, this is why all my future gangs I'm arranging don't use missiles, and are not Caldari.
But you do organise gangs consisting of webless ABing cruisers? Because that's what you've given us numbers for.
Seriously, what is this? Are webless ABing cruisers the mainstay of FW? These fits look crazy to me. Why would you insist on using HAMs without web support when you know how much they benefit from webs, both in terms of range control and damage application?
Give us realistic numbers or none at all. |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
242
|
Posted - 2013.12.10 10:12:00 -
[2992] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
If you say it's 6,5% below the pre Rubicon average, I've no reason to doubt it.
though could you tell us a little bit more about those figures?
My own experiance and intel tells me something different.
I do my PvP in lowsec, and I see the less Caracals en they keep lowering, a lot are being replaced by Drakes and that mostly because people in my proximaty are training their gunnery skills to make the switch.
the other thing is, I see the Caracal removed from the top 20 list.
That entire list doesn't shine for missiles as a weapon system.
Aside for the the bombers (as I mentioned in an other mail 3 Direct bonuses on the weapon system) and the Tengu (also 3 direct bonuses on the weapon systems) both with a high survival %. there is the crow of course but that isnt there for it's abbility to make kills.
the weapon system is the same or worse. There is the Torp launcher, Weapon of choise or bombers and much used for poco bashing.
and at 19 and 20 there are light missiles (are those from RLML? maybe I can't see they could be rom those crows as well)
I know those numbers are flawed but that is the intell I got.
together with the exceptional long training time in consideration with other weapon systems.
give me the idea missiles are in a sore spot.
Personaly I think the biggest problem is the lack of ships to be able to engage a wide number of targets.
I believe that the new RLML is valuable in groups, though the old one was as one of the few if not the only missiles systems able to engage a wide number of targets, meaning both small and medium targets, that is why it was fairly populair in small gangs and solo.
The new RLML pushed it to a nich role, leaving more and more missile ships under par or small gangs and solo.
the smal missiles work fairly well.
medium are under par at the moment, lacking range or precision to be useull in smaller groups.
torps work well on overly bonused hulls, but I think that they-¦re actualy lack range and damage projection.
Cruise missiles are uite alright I think.
Problem is most of the the time, due to the missiles properties (always hit, no need in piloting the ships arround for good damage) a ship that becomes useull or small gang and solo PvP tends to become even more useull for blob PvP.
As I stated before missiles lack the variables to easy adapt on one situation or the other (in both OP or Uselesness).
So I think there should be an major overhaul, without making them the same a guns but with more possablilities to adapt the system.
I know these aren't solutions, though they are an atempt to give you more insight in our questions and the ideas behind the numbers you guys get.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
387
|
Posted - 2013.12.10 10:15:00 -
[2993] - Quote
Reading Rise's rational for the change in rapid missile launchers, the change seems sensible to me. RLMLs are anti-frigate measures pure and simple. Like putting small blasters on an ishtar (which I do).
RHMLs are anti-cruiser countermeasures. Although to be honest, my experience is that cruise missiles coupled with a target painter are extremely effective against cruisers too.
We find HAMs very effective when mounted to our sacrileges (with web and scram).
Heavy missiles are no longer OP. They deliver consistent medium damage of any type at any range from point-blank to long-medium. This is something no gunnery system can do, so in my view they have a very real role when used in a squad. I don't see them as useful in 1v1 encounters, but that's not unusual in Eve.
Nothing in the current iteration of missiles would cause me to deter a new pilot in our corp from training missile skills.
I would however, encourage him to keep one ship fitted with RLMLs, one with HAM and one with HM so that he could pick the right ship to counter the right threat.
On the subject of cruise missiles, the recent buff took them well into the realm of OPness. I think the reason we don't see large fleets of them has more to do with inertia than facts.
I would encourage everyone here to log on to sisi with a pair of cruise-fitted ravens with a couple of target painters each. Laugh as you destroy HAC after HAC before they can get anywhere near you, or even align to warp out.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Sgt Ocker
State War Academy Caldari State
87
|
Posted - 2013.12.10 10:19:00 -
[2994] - Quote
TrouserDeagle wrote:Arthur Aihaken wrote:TrouserDeagle wrote:On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons. On the grand list of weapons, light missile launchers appear twice - in the #19 and #20 positions, respectively. You'll note the complete absence of rockets, rapid light missile launchers, heavy missile launchers, heavy assault missile launchers, rapid heavy missile launchers and cruise missile launchers. I think that's telling, don't you? not really, since it's always the missile that shows up on the kill, rather than the missile launcher, and I'm guessing eve-kill have filtered those out like they have with drones. Simplify it for you.. Look at the top 20 ships and find 1 that is capable of fitting RLML, aside from all the tengu kills which is pretty much 1 large nulsec alliance using a Ham Tengu doctrine in the current war.
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Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 10:34:00 -
[2995] - Quote
Mournful Conciousness wrote:Reading Rise's rational for the change in rapid missile launchers, the change seems sensible to me. RLMLs are anti-frigate measures pure and simple. Like putting small blasters on an ishtar (which I do).
RHMLs are anti-cruiser countermeasures. Although to be honest, my experience is that cruise missiles coupled with a target painter are extremely effective against cruisers too.
We find HAMs very effective when mounted to our sacrileges (with web and scram).
Heavy missiles are no longer OP. They deliver consistent medium damage of any type at any range from point-blank to long-medium. This is something no gunnery system can do, so in my view they have a very real role when used in a squad. I don't see them as useful in 1v1 encounters, but that's not unusual in Eve.
Nothing in the current iteration of missiles would cause me to deter a new pilot in our corp from training missile skills.
I would however, encourage him to keep one ship fitted with RLMLs, one with HAM and one with HM so that he could pick the right ship to counter the right threat.
On the subject of cruise missiles, the recent buff took them well into the realm of OPness. I think the reason we don't see large fleets of them has more to do with inertia than facts.
I would encourage everyone here to log on to sisi with a pair of cruise-fitted ravens with a couple of target painters each. Laugh as you destroy HAC after HAC before they can get anywhere near you, or even align to warp out.
Love the way people who only use turrets and drones talk about the "OPness" of missiles. Of course the reason people dont use them in game is because they don't understand how OP they are, yeah sure 
EDIT: looking at your kill board Gallente and Minmattar the only two races you fly... both considered to be the most unquestionably OP races in the game, and it's pretty transparent that the only reason people like you and Bouh and high waisted trouseryness stick your heads in these threads is to draw attention away from that fact. |

Mournful Conciousness
Embers Children TOHA Conglomerate
389
|
Posted - 2013.12.10 11:11:00 -
[2996] - Quote
Fourteen Maken wrote:... snip... Love the way people who only use turrets and drones talk about the "OPness" of missiles. Of course the reason people dont use them in game is because they don't understand how OP they are, yeah sure  EDIT: looking at your kill board Gallente and Minmattar the only two races you fly... both considered to be the most unquestionably OP races in the game, and it's pretty transparent that the only reason people like you and Bouh and high waisted trouseryness stick your heads in these threads is to draw attention away from that fact.
When I started playing eve, I flew gallente through random chance. Back then, Caldari and minmatar were the races of choice. I realised my mistake fairly early on but persisted with gallente since that's what I had started with (at least on this character).
I have another account who started training exclusively caldari ships, so it's not like I have some racial bias that I'm trying to push.
I happen to prefer the armour doctrine because I live in a C6 WH and armour works best there for a number of reasons, so have always made do with armour in gang and solo pvp.
In fact, in my post above I mentioned the Sacrilege. Any pilot who asks what ship they should train for gets told, "sacrilege or ishtar" because I think they are both excellent for combined pve/pvp ops in wormhole space. The sacrilege, the last time I checked, was a missile ship.
This toon would happily fly one if he had the missile skills to make it worthwhile. My other toon does have the skills, but recently has been given the role of fleet booster. He flies a damnation (missile) or neut eos (with crappy drone skills and zero gunnery).
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

kurage87
EVE University Ivy League
21
|
Posted - 2013.12.10 11:20:00 -
[2997] - Quote
Sgt Ocker wrote:TrouserDeagle wrote:Arthur Aihaken wrote:TrouserDeagle wrote:On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons. On the grand list of weapons, light missile launchers appear twice - in the #19 and #20 positions, respectively. You'll note the complete absence of rockets, rapid light missile launchers, heavy missile launchers, heavy assault missile launchers, rapid heavy missile launchers and cruise missile launchers. I think that's telling, don't you? not really, since it's always the missile that shows up on the kill, rather than the missile launcher, and I'm guessing eve-kill have filtered those out like they have with drones. Simplify it for you.. Look at the top 20 ships and find 1 that is capable of fitting RLML, aside from all the tengu kills which is pretty much 1 large nulsec alliance using a Ham Tengu doctrine in the current war. I'd heard that 250mm rail tengus are currently a popular null doctrine, I hadn't heard about the HAM one. |

Sgt Ocker
State War Academy Caldari State
87
|
Posted - 2013.12.10 11:49:00 -
[2998] - Quote
James Amril-Kesh wrote:The only challenging target I've so far faced outnumbered me three to one, but I also killed a Caracal which went down very fast. So I'm not really giving any meaningful data here. All I know is that the damage is pretty fantastic while it's shooting. Moonaura wrote:James Amril-Kesh wrote:But I'm sure that if I had approached the fight differently I would have been able to win it. By flying something that didn't use missiles and didn't stop shooting for 40 seconds? lol I made poor choices in which to shoot first, which to neut, and which to put my ecm drones on. The RHMs weren't the problem. I'm curious. Had the phoon been fit as you used it prior to RHML's, do you think the result of the fight would have been different?
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Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 11:55:00 -
[2999] - Quote
Mournful Conciousness wrote:Fourteen Maken wrote:... snip... Love the way people who only use turrets and drones talk about the "OPness" of missiles. Of course the reason people dont use them in game is because they don't understand how OP they are, yeah sure  EDIT: looking at your kill board Gallente and Minmattar the only two races you fly... both considered to be the most unquestionably OP races in the game, and it's pretty transparent that the only reason people like you and Bouh and high waisted trouseryness stick your heads in these threads is to draw attention away from that fact. When I started playing eve, I flew gallente through random chance. Back then, Caldari and minmatar were the races of choice. I realised my mistake fairly early on but persisted with gallente since that's what I had started with (at least on this character). Just to be clear about this, Gallente really, really sucked at PVP. They were a laughing stock. But I persisted anyway. I have another account who started training exclusively caldari ships, so it's not like I have some racial bias that I'm trying to push. I happen to prefer the armour doctrine because I live in a C6 WH and armour works best there for a number of reasons, so have always made do with armour in gang and solo pvp. In fact, in my post above I mentioned the Sacrilege. Any pilot who asks what ship they should train for gets told, "sacrilege or ishtar" because I think they are both excellent for combined pve/pvp ops in wormhole space. The sacrilege, the last time I checked, was a missile ship. This toon would happily fly one if he had the missile skills to make it worthwhile. My other toon does have the skills, but recently has been given the role of fleet booster. He flies a damnation (missile) or neut eos (with crappy drone skills and zero gunnery).
Well this is my only toon, I am a Caldari role player in faction war and I want to use Caldari ships, we don't need any more broken weapon systems thanks. Raven is good at long range, but not all fights start at long range, you cannot expect your ships to be superior at both long range and short range and call that balance. Turrets have incredible dps in short range engagements, and if you know what your doing it's possible to ensure most of your pvp takes place at that range, long range turrets should not have equal ability with missiles to project dps, they have high alpha and instant dps which means they can be used to devastating effect camping stations, gates, and plexes, and in large fleet battles and incursions... this means that even if they had far less sustained dps they would still see a huge amount of use. Missiles need a role too, and in order to have a role they need to be better at it than the other options why can't you understand that? Just because your not able to MWD up to every ship in the game and melt it with your blasters doesn't mean it's OP. |

Mournful Conciousness
Embers Children TOHA Conglomerate
389
|
Posted - 2013.12.10 12:19:00 -
[3000] - Quote
Fourteen Maken wrote:
... snip ...
Well this is my only toon, I am a Caldari role player in faction war and I want to use Caldari ships, we don't need any more broken weapon systems thanks. Raven is good at long range, but not all fights start at long range, you cannot expect your ships to be superior at both long range and short range and call that balance. Turrets have incredible dps in short range engagements, and if you know what your doing it's possible to ensure most of your pvp takes place at that range, long range turrets should not have equal ability with missiles to project dps, they have high alpha and instant dps which means they can be used to devastating effect camping stations, gates, and plexes, and in large fleet battles and incursions... this means that even if they had far less sustained dps they would still see a huge amount of use. Missiles need a role too, and in order to have a role they need to be better at it than the other options why can't you understand that? Just because your not able to MWD up to every ship in the game and melt it with your blasters doesn't mean it's OP.
Please don't think I don't understand, I do.
I really do know what it's like to feel that the weapon system you chose is broken (e.g. railguns and blasters 2 years ago).
Missiles are a tricky one to balance. It only takes a smidgeon too much adjustment on the explosion radius/velocity or projection range and they suddenly become very overpowered when compared to guns, which have hard limitations to engagement range(tracking, falloff, optimal).
In their current form, missiles are not useless. HAM with webs are devastating. Given the ability to use any damage type, they are equivalent to autocannons in effectiveness, but without the falloff damage penalty. Heavy missiles are kind of equivalent to railguns, except they don't suffer tracking penalties at short ranges (and believe me for a 250mm railgun 30km is short range if you're moving).
I do concede that missiles (other than HAMs) currently seem to favour fleet warfare over small skirmishes. I don't know if that's intentional on CCPs part. It would certainly match the roles of the racial command ships. For my money I would also say that lasers and the ships they fit onto are better in fleet engagements, while minmatar and gallente ships are better suited for skirmish warfare (except for the oddball new dominix). I just happen to fight in skirmish engagements, which is why you generally see me in a gallente ship. I also generally fly the same ship until it's destroyed. At the moment I'm in a DR ishtar which has so far proven to be very resilient. Previously I used a 1Bn isk hyperion. Once the ishtar is down, you'll see a string of kills with me in a bhaalgorn (it's waiting in Jita to be fitted), and when that goes down - who knows? Maybe a stratios?
The truth I think is that during PVP, like in a real fight, it always feels like you don't have the right gear to win... unless you win. And the other guy feels the same way too.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
70
|
Posted - 2013.12.10 12:27:00 -
[3001] - Quote
You know, when someone shows up, who doesn't use missiles, to tell me how they're in great shape I just have to agree. Your logic is infallible. I, as a missile pilot, personally think that all projectiles are OP because they insta-hit. I don't use them, but I've read some descriptions and forum posts so my opinion is pretty solid.
Is this really the kind of stupid we have sunk to in here? |

Sgt Ocker
State War Academy Caldari State
87
|
Posted - 2013.12.10 12:36:00 -
[3002] - Quote
Moonaura wrote:Marcus Walkuris wrote:Seems cruise missiles are actually in a good spot for PvP. Actually applies frigate dps to frigates. Wouldn't that fit benefit from 1 Drone damage augmentation thingy? Medium drones with a painter and web don't seem too wrong at such close ranges. Yeah, absolutely good call, the fourth BCU is overkill because of the stacking penalty. When I made it originally I was looking at seeing if I could get missiles alone to out perform the RLML - so I went OTT with them. If anyone can fly these, I'd love to test them on Sisi! Here you go, tight on CPU, but it works. Close in, it does 410 DPS against an Incursus, more than enough to break their peak tanks of 250 or so - if properly fit. If they have a reactive hardener on, they might be able to shift and tank more, but given the high volley damage, I'm not sure they'd recover enough tank in time. In fact, no, no they won't as its firing every eight seconds or so, which isn't enough to get two rep cycles in to recover. DPS against cruisers is going to be around 800 DPS if webbed, and 665 DPS against webbed stabbers. Outside of webs its 400 dps against normal AB cruisers, and 335 or so against AB stabbers etc. If any of those cruisers are using MWD then the numbers are around 550, but a properly fit Stabber its low, only 270 DPS if not webbed. Still that would be enough to break their tanks eventually if they are kite fit. If its not gang linked - you're going to cap drain them anyway inside of pointing range. Against kiting frigates use the warriors and its happy days. Eventually I'll finish off Cruise missiles, as I have a spare couple of ravens lying around collecting dust, but it won't be any time soon as I'm mapped for Intelligence and, yeah... training armor for Gallente. In the past I have been killed by an Anti Frigate Raven, which I let my gang engage sadly. But this fit now does more DPS than the RLML Raven without the 40 second penalty, although it really does rely on those webs a fair bit. Don't get me wrong I know its tank is sucky, but for solo surprise's its fine, and I also know its a brick. Again, the way I'd use this, is to sit it outside a FW plex entrance or something and bait some frigate gang to play with me. I've had the very same thing done to me!!!! Did not end well lol. [Raven, Laughable Anti-Frigate Raven] Ballistic Control System II Ballistic Control System II Ballistic Control System II Drone Damage Amplifier II Damage Control II Target Painter II Stasis Webifier II Fleeting Propulsion Inhibitor I F-90 Positional Sensor Subroutines, Scan Resolution Script X-Large Ancillary Shield Booster, Navy Cap Booster 400 Adaptive Invulnerability Field II Warp Disruptor II Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Heavy Energy Neutralizer II Large Warhead Flare Catalyst I Large Warhead Rigor Catalyst I Large Warhead Rigor Catalyst I Warrior II x5 Hammerhead II x5 My JF alt actually flies this (got bored after finishing all JF skills to 5) but with a nano in place of the 4th BCU, it does help. Drones I use Warriors X 2 flights and ECM, I find the warriors are good if something is just outside web range. MJD is a nice asset too if you don't mind runniing a slim tank.
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Mournful Conciousness
Embers Children TOHA Conglomerate
389
|
Posted - 2013.12.10 12:37:00 -
[3003] - Quote
scorchlikeshiswhiskey wrote:You know, when someone shows up, who doesn't use missiles, to tell me how they're in great shape I just have to agree. Your logic is infallible. I, as a missile pilot, personally think that all projectiles are OP because they insta-hit. I don't use them, but I've read some descriptions and forum posts so my opinion is pretty solid.
Is this really the kind of stupid we have sunk to in here?
Except we (I mean the people I fly alongside, and myself in the guise of my alt) do use them, and actively encourage their use.
So I don't think this debate is in any way uninformed.
Now granted, I have been playing the game for long enough to get good skills for a number of racial specialities. Perhaps you have not and are currently pigeonholed into missiles. If this is the case, I would encourage you to try the sacrilege for skirmishing. I think you'll be pleasantly surprised.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
844
|
Posted - 2013.12.10 12:38:00 -
[3004] - Quote
Comprehensive Medium Missile Analysis Following is a medium missile damage application analysis. The test case was a base Tengu with 3x Ballistic Control II modules on a V-skilled toon and no implants. Weapons compared were T2 versions of rapid light missile launchers, heavy assault missile launchers and heavy missile launchers - all utilizing standard Caldari Faction Scourge ammunition. Both ammunition capacity and reloading time were factored into potential damage. Damage enhancement options were i) base (no rigs) and ii) rigs (2x T2 Rigor, 1x T2 Flare). These were further enhanced as follows: a) no electronic warfare, b) a single 60% stasis web and c) a single 37.5% target painter.
The results were graphed as a % of maximum damage application, using rapid light missile launchers as the baseline. When you see any bar "plateau", that means you're doing 100% damage application for that configuration (this doesn't necessarily translate into 100% DPS, however - since I'm not factoring in shield, armor or hull resistances).
Note: The spreadsheet utilizes the exact in-game missile formulas from EVE, so the results are fairly accurate.
Tengu Missile Comparison, Base First up, a base Tengu with no electronic warfare. You can instantly see the difference rigs make, although for RLMLs there's almost no benefit if you're hunting anything larger than frigates. For HAMLs and HMLs, rigs benefit damage application to all ships smaller than battlecruisers. The damage application bump from using HAMs with rigs is just insane, and it's pretty-clear that HAMs are ideal for taking on anything from frigates to cruisers. No surprises with HMLs, other than RLMLs actually outperform them against cruisers (even with the 40-second reload). It's not until you start utilizing HMs against battlecruisers and battleships that they begin to truly shine. The effects of CCP Fozzie's HML nerf are fairly apparent.
Tengu Missile Comparison, Stasis Web Next up, we add a single 60% stasis web to the fit. Again, this has almost no benefit for RLMLs except against interceptors - but a single web with rigs puts HAM damage application to 100% for anything destroyer size or larger. Since HAMs typically have shorter range, this is actually a good pairing. A similarly-rigged HML setup also achieves 100% damage application starting with cruisers, although you sacrifice your range advantage.
Tengu Missile Comparison, Target Painter Finally, we swap the stasis web out for a single T2 target painter. The big winners here are RLMLs and HMLs, especially considering the extra range on target painters (although the increase in damage application with target painters is still less than with stasis webs). While HAMs also benefit from target painters, damage application is more pronounced with stasis webs.
Conclusions: GÇó RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank. GÇó HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes. GÇó HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).
Comments welcome. Thanks. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
389
|
Posted - 2013.12.10 13:00:00 -
[3005] - Quote
Arthur Aihaken wrote:Conclusions: GÇó RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank. GÇó HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes. GÇó HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).
Comments welcome. Thanks.
Excellent data-driven analysis which sweeps away all uninformed opinion.
I think the word "suck" is a little emotive compared to the rest of the analysis :) but I generally agree. When discussing fits with corp mates I argue for either HAMs or Cruise. HMLs fall in the middle of the two, and not in a good way.
I don't think HAMs will get nerfed, because you need to be in scram range to make them work so the high dps is justified.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Sgt Ocker
State War Academy Caldari State
87
|
Posted - 2013.12.10 13:07:00 -
[3006] - Quote
Stitch Kaneland wrote:
Against a vagabond, no LSE, dual LASB and shield rigs. MWD off is 126m sig (same as stabber without rigs/LSE) The MWD is off due to the scram. (when i fly, i only launch missiles when target has been hard tackled, not going to waste missiles.)
With ONLY scram/web, no weapon rigs or crash booster. EFT is showing 760 DPS (a drop of 44 dps) If you want to fit precision missiles, then i hit for the exact amount i'm supposed, 709 DPS (0 dps drop), which is pointless, unless he's outside web range, but then again i wouldn't be shooting missiles.
With same fit, but with an additional rigor rig and with cruises i'm getting 305 DPS (405 dps drop) w/ precision, you're getting 363 dps (229 DPS drop)
If you want to bring reload time into it. The RHML get 436, and the cruise get 293 as per EFT DPS graph, on the same target. So, no, RHML are not useless, and are not surpassed by cruise missiles when dealing damage to cruisers.
While testing on SiSi, I've killed Sac's,vaga's, deimos, ishtar with that above fit with RHML. I killed a dual rep deimos in 7 volleys, because the volley would bleed his structure, and i was hitting his explo hole. The neuts also may have helped.. but again, i fit for the task at hand, and that has no affect on how the missiles hit. This is why a damage bonus is always better than a RoF bonus for RHML.
I'm all for buffing heavies a bit, but don't make them look worse than what they really are. Using rage/furies in your examples is not ideal, as those are for larger/slower moving targets. Like i would only use rages against a BS or BC.
I'm now so excited, 1 ship that can fit RHML will actually work with them; in the strictest of conditions, with the right missile loaded prior to the fight and only if he is alone.
That surely justifies keeping the weapon system.
NB; Sorry forgot to add, it is also the only battleship to get a useful bonus (7.5% Damage) So now we have a whole weapon system designed around 1 ship and not even a Caldari 1 at that.
***Stitch, I'm not having a go at you, it is actually good to see someone has found a use for them.. Regardless of how limited a use it may be. My point is, CCP obviously did not think about how these new launchers would be used or how the bonuses on the ships that could use them would be far less than usable. ROF bonuses with a burst weapon are about as much use as a used teabag.
Delivering 400 dps in 48 s with bonus or 53 s without, then no dps for 40 s. Does the 5 second faster delivery really matter that much, except in the exact right situation?
Would you have killed that Demios in 7 volleys had he been able to pull range on you so you could not web / neut him or would you have died horribly while reloading? |

Stitch Kaneland
Soldiers of Farscape The East India Co.
5
|
Posted - 2013.12.10 13:16:00 -
[3007] - Quote
Sgt Ocker wrote:Stitch Kaneland wrote:
Against a vagabond, no LSE, dual LASB and shield rigs. MWD off is 126m sig (same as stabber without rigs/LSE) The MWD is off due to the scram. (when i fly, i only launch missiles when target has been hard tackled, not going to waste missiles.)
With ONLY scram/web, no weapon rigs or crash booster. EFT is showing 760 DPS (a drop of 44 dps) If you want to fit precision missiles, then i hit for the exact amount i'm supposed, 709 DPS (0 dps drop), which is pointless, unless he's outside web range, but then again i wouldn't be shooting missiles.
With same fit, but with an additional rigor rig and with cruises i'm getting 305 DPS (405 dps drop) w/ precision, you're getting 363 dps (229 DPS drop)
If you want to bring reload time into it. The RHML get 436, and the cruise get 293 as per EFT DPS graph, on the same target. So, no, RHML are not useless, and are not surpassed by cruise missiles when dealing damage to cruisers.
While testing on SiSi, I've killed Sac's,vaga's, deimos, ishtar with that above fit with RHML. I killed a dual rep deimos in 7 volleys, because the volley would bleed his structure, and i was hitting his explo hole. The neuts also may have helped.. but again, i fit for the task at hand, and that has no affect on how the missiles hit. This is why a damage bonus is always better than a RoF bonus for RHML.
I'm all for buffing heavies a bit, but don't make them look worse than what they really are. Using rage/furies in your examples is not ideal, as those are for larger/slower moving targets. Like i would only use rages against a BS or BC.
I'm now so excited, 1 ship that can fit RHML will actually work with them; in the strictest of conditions, with the right missile loaded prior to the fight and only if he is alone. That surely justifies keeping the weapon system. NB; Sorry forgot to add, it is also the only battleship to get a useful bonus (7.5% Damage) So now we have a whole weapon system designed around 1 ship and not even a Caldari 1 at that. ***Stitch, I'm not having a go at you, it is actually good to see someone has found a use for them.. Regardless of how limited a use it may be. My point is, CCP obviously did not think about how these new launchers would be used or how the bonuses on the ships that could use them would be far less than usable. ROF bonuses with a burst weapon are about as much use as a used teabag. Delivering 400 dps in 48 s with bonus or 53 s without, then no dps for 40 s. Does the 5 second faster delivery really matter that much, except in the exact right situation? Would you have killed that Demios in 7 volleys had he been able to pull range on you so you could not web / neut him or would you have died horribly while reloading?
No, i agree with you. I'm not a huge fan of the RHML. It is a niche weapon, effective only on certain ships. Since i'm a minmatar pilot, the phoon FI is my best choice for RHML. However, the point i was making in that post, is that RHML apply better dps to cruisers than cruise missiles do. Therefore, the anti-cruiser weapon, actually kills cruisers better than cruise missiles.
If it was a single deimos, no, he would not be able to break my tank. That phoon has a sustained tank of 664 dps before heat. I would at least be halfing the deimos dps with my resistances. More than enough cap boosters to burn back to gate and tank him.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
997
|
Posted - 2013.12.10 13:18:00 -
[3008] - Quote
Arthur Aihaken wrote:
Conclusions: GÇó RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank. GÇó HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes. GÇó HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).
Comments welcome. Thanks.
Yeah this is nice.
HAMs are effective if you have web or painter support - which you really ought to, given that the entire reason for using HAMs is to take advantage of its range advantage over other short-range weapons. Someone was criticising the missile velocity bonuses a while back, but the range-bonused hulls are particularly useful for this, as they take HAM range out across the important 20-30 km ish window, as well as making LMs much more useful against fast frigates. For HAMs, there is a bit of a contradiction in terms of the difficulty of webbing something at 20 km, but the ubiquity of links and the value of a range-bonused webber in terms of range control in a skirmish gang goes a long way to mitigating this.
HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable? I think we all agree that HMs need fixing, but it's not clear which of more base damage or more precision they need. I lean towards more base damage, although some combination of the two would also likely work. |

Luwc
Easy Co. Fatal Ascension
22
|
Posted - 2013.12.10 13:41:00 -
[3009] - Quote
Sorry Rise,
I did not know that a Mental disorder is a requirement to be hired by CCP.
Explains a lot.
http://www.youtube.com/watch?v=aZ0k0ioROUo
How about you start keeping what you promised instead of putting red paint on Drakes and bullshit such as balancing nobody wants and needs.
EVE : A future parody
|

Mike Whiite
Stupid Stunts The Wolfpack Nexus
242
|
Posted - 2013.12.10 13:42:00 -
[3010] - Quote
Would there be any ground for a module next to the BCU?
lets say a Balistic Guidence Unit.
where a T2 BCU gives 10,5 % RoF and 10% Damage
a T2 BGU would do something like 10,5 Ro and x% Explosion raduis reduction. (I'm not going to burn my hands on an exact number)
or an unit with an explosion velocity and a Damage bonus.
this will ballance it-¦s self due to the fact that they are al low slot modules, fitting one over the other will lower your damage potential over your precision.
I can-¦t see the damage in creatinmg these options, though I might be overlooking something.
|
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Sgt Ocker
State War Academy Caldari State
87
|
Posted - 2013.12.10 13:42:00 -
[3011] - Quote
kurage87 wrote:Sgt Ocker wrote:TrouserDeagle wrote:Arthur Aihaken wrote:TrouserDeagle wrote:On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons. On the grand list of weapons, light missile launchers appear twice - in the #19 and #20 positions, respectively. You'll note the complete absence of rockets, rapid light missile launchers, heavy missile launchers, heavy assault missile launchers, rapid heavy missile launchers and cruise missile launchers. I think that's telling, don't you? not really, since it's always the missile that shows up on the kill, rather than the missile launcher, and I'm guessing eve-kill have filtered those out like they have with drones. Simplify it for you.. Look at the top 20 ships and find 1 that is capable of fitting RLML, aside from all the tengu kills which is pretty much 1 large nulsec alliance using a Ham Tengu doctrine in the current war. I'd heard that 250mm rail tengus are currently a popular null doctrine, I hadn't heard about the HAM one. They are there, just look at the killboards. Funnily enough I found 1 RLML fit tengu amongst them. 
|

kurage87
EVE University Ivy League
21
|
Posted - 2013.12.10 13:48:00 -
[3012] - Quote
Arthur Aihaken wrote:Comprehensive Medium Missile Analysis
snip
Conclusions: GÇó RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank. GÇó HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes. GÇó HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).
Comments welcome. Thanks. Since you didn't mention any fittings, I assume all the targets are naked? So, no AB or MWD. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
997
|
Posted - 2013.12.10 14:05:00 -
[3013] - Quote
kurage87 wrote:Since you didn't mention any fittings, I assume all the targets are naked? So, no AB or MWD.
Click the links and you'll see.
|

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 14:21:00 -
[3014] - Quote
Gypsio III wrote:
HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable?.
Yes that's completely fk'd up, HML's RLML's and HAM's are cruiser weapons, not just battle cruiser weapons.
If you look at the sig resolution on medium turrets they are all set to 125m, which shows medium weapons are designed to hit other cruisers for full dps under optimal conditions... all except HML's which no matter how many implants and painters you put on won't hit a cruiser for their full dps. Spare a thought for those of us who are not space rich and don't have the skills to fly tech 3 cruisers even if we could afford them. Battlecruisers are oversized hulls in the cruiser class they are NOT the standard, they have bigger sig as a penalty for having better tanking abillities and generally more firepower than other cruisers. |

Bouh Revetoile
TIPIAKS
439
|
Posted - 2013.12.10 14:24:00 -
[3015] - Quote
Moonaura wrote:Bouh Revetoile wrote:*Rails can reach far further than Missiles. On range bonused hull, maybe ; otherwise, no. And absolutely not with the same level of effort. You can reach 95km with a Thorax if you fit for all range (250mm railguns, and all range bonuses you can fit ; notice you can't fit any form of tank with 250mm railguns). HM reach this with 3 rigs.
A Thorax with 250mm Rails in and no mods at all can reach 71 km and do 169 DPS with Spike Ammo. A Caracal with Heavy Missiles in and Fury's will reach 70km and do 202 DPS Factions in, I grant you, I can reach further, but now DPS is 172 and reach 94 KM. But it takes a while to get there... and we all know how well Heavy Missile hit don't we? And you could always fit a Tracking Computer, Or Tracking Enhancers Or Rigs on your Thorax. And don't forget the Caracal is getting a 50% range bonus. If I were to make it fair and give the missiles to an unbonused missile cruiser so we are like for like here, the Bellicose - then it can only reach 63 KM with Faction in, and just 47 with Fury. So yeah, an unbonused Rail ship easily out reaches missiles. The Bellicose only does 162 on Paper DPS with Heavy Fury's in, compared to the Thorax with Ammo in for that range doing 170 - that is without drones of course. So yes - Rails reach further than Missiles - even on ships without a range bonus. As I said, with 250mm railguns a Thorax wont fit anything else. You barely have in fact the PG to fit a MWD with that, and forget any idea of tank. You are also gonna need some sensor boosters.
With HML, three rigs will through you at more than 90km, and you'll still have tank and everything.
Quote:Yes, Lasers are terrible at tracking close range, but only if you orbit with them. If you stop - or move towards or away from a target, they will do close to full damage. The range of Pulse's is well known. That is why they are so popular on battleships. As shown - with Rails - the Thorax does more damage than the missiles - albeit with having the right ammo loaded and being affected by transversal. But again, Heavy Missiles we know only hit for around 50% of their actual DPS without target painting, and at long range target painting is dramatically reduced. Once you hit the 45km range and into falloff they don't really add much. Rails on the other hand... well, you can make those more effective in a number of ways. So yes, Rails do more DPS than Missiles. Bouh Revetoile wrote: Bellow 20km, railguns wont apply any dps to a frigate correctly flying.
Duh - thats why you have mid slots free to control the fight. The Thorax is so good at this its hilarious, and it utterly wastes a perfect tank Incursus in seconds at 5km and Javelins in. If you want to use Blasters and not use webs - there is your solution right there and DPS and tracking close range increases dramatically. Your numbers always consider worse cases for missiles (AB Stabber with no rigs for the win...)
Secondly, the Thorax have a bonus to tracking speed. Damage application of railgun Thorax compare to damage application of Navy Caracal.
Yet, your Thorax fit, with close to no tank (3slots armor tank is light), AB for no mobility but the double web, will be good against a brawling frigate or two, but will easily be tackled by a long range frigate which will have then all the time she needs to kill your drones. With an AB, you will *never* decrease transversale enough to hit a MWD frigate. Your Thorax fit of reference is a one trick poney with far less versatility than any missile cruiser have.
Quote:But I also think the ships involved are far better for Gallente to defend plex's with. They can camp a button / entrance and bring enough EHP and logistics in to make it very hard to break them. I've tried to counter Thorax's with Moas - with the signature / cap / DPS issues, they struggle to compete. That was before the resist nerf. I can't imagine having less resistance has made them any better! I don't know what to say if you can't counter a Thorax fleet with a Moa fleet : the only advantage of Thorax vs Moa is utility, largely compensated with firepower, resilience, resistances, passive shield recharge + front loaded repair of the Osprey (+cap transfer). These always have been the advantages of shield in fact. In fleet, utility can go on support ships but firepower and resilience can't. HAML Caracal in shield fleets are good too : they have good tank, very good mobility, and HAM allow them flexibility, and with support won't have any problem killing whatever you through them at. Versus railguns, they have less tracking problem at short range, and versus blasters they have more range. Kinda like pulse in fact. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
179
|
Posted - 2013.12.10 14:49:00 -
[3016] - Quote
Mournful Conciousness wrote: On the subject of cruise missiles, the recent buff took them well into the realm of OPness. I think the reason we don't see large fleets of them has more to do with inertia than facts.
Well of course... nerf cruise missiles, light missiles and rockets. Everything that works is OP (cruise missiles) and everything that's broken is okay (heavy missiles). |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 14:55:00 -
[3017] - Quote
Niena Nuamzzar wrote:Mournful Conciousness wrote: On the subject of cruise missiles, the recent buff took them well into the realm of OPness. I think the reason we don't see large fleets of them has more to do with inertia than facts.
Well of course... nerf cruise missiles, light missiles and rockets. Everything that works is OP (cruise missiles) and everything that's broken is okay (heavy missiles).
turret users and their OPenis envy, it would be cute if ccp didn't take their whinging so seriously |

Bouh Revetoile
TIPIAKS
439
|
Posted - 2013.12.10 14:59:00 -
[3018] - Quote
Arthur Aihaken wrote:Conclusions: GÇó RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank. GÇó HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes. GÇó HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).
Comments welcome. Thanks. Good analysis but : - you don't show the numbers for ship with no prop mod (the case with a scramed MWD ship) ; - I suspect your targeted ships are without tank : buffer armor tank will kill your speed and even more your proped speed while shield increase your signature, which can increase your missiles damage by between 15 and 30%. |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 15:05:00 -
[3019] - Quote
Bouh Revetoile wrote:Arthur Aihaken wrote:Conclusions: GÇó RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank. GÇó HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes. GÇó HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).
Comments welcome. Thanks. Good analysis but : - you don't show the numbers for ship with no prop mod (the case with a scramed MWD ship) ; - I suspect your targeted ships are without tank : buffer armor tank will kill your speed and even more your proped speed while shield increase your signature, which can increase your missiles damage by between 15 and 30%.
They are based on ships that aren't moving |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
179
|
Posted - 2013.12.10 15:18:00 -
[3020] - Quote
Fourteen Maken wrote:Niena Nuamzzar wrote:Mournful Conciousness wrote: On the subject of cruise missiles, the recent buff took them well into the realm of OPness. I think the reason we don't see large fleets of them has more to do with inertia than facts.
Well of course... nerf cruise missiles, light missiles and rockets. Everything that works is OP (cruise missiles) and everything that's broken is okay (heavy missiles). turret users and their OPenis envy, it would be cute if ccp didn't take their whinging so seriously We hear now that even HAM's are a bit too good and close to OPness, which is probably true in their minds, considering they're secretly hoping for every Caldari pilot to be a tankless Kamikaze, flying only with DC and feeding everyone on the field easy kills. |
|

Stitch Kaneland
Soldiers of Farscape The East India Co.
5
|
Posted - 2013.12.10 15:22:00 -
[3021] - Quote
Moonaura wrote:Stitch Kaneland wrote:Actually those are medium neuts. Secondly, your taking my post out of context. The post was applying directly to moonaura's statement that under any condition, cruises outperform RHML against cruisers. Which my post clearly showed that RHML are better at killing cruisers. Ive tanked a deimos/stratios and vaga without dying and a couple reloads killed them all. I still have plenty of drones to kill with. Plus cap management and warfare keep me busy during reload. Now this is not a playstyle I'd endorse, but adds a new flavor to have fun with when i get bored killing people in my vaga.
I've killed scorp navy issues with that phoon. Still got 300 dps in drones to wittle them down between reloads. Stop acting like time stops when you reload and you're stuck twiddling your thumbs. In a BS you should be using an active tank with RHML for surviving the reloads. That fit is capable on fill tilt (overheat, ogres and rage) to put out 1441 paper dps. Do you know how fast I can bring damage down to a workable level for my tank with that? Most bcs will die within the reload. Or 1-2 hacs. So don't tell me my fights won't be interesting. Its about target management and ship specialization. Its meant to kill hacs, and it does. I'm going to assume you're killing these ships with an alt right? no, testing was done on test server. Im sure theres a kill board somewhere to find the killsLets discuss the on paper 1441 paper dps? Sounds great doesn't it. Its those sort of numbers that Typhoon pilots have been talking about since I started playing this game, not really accounting for the fact Torpedos hit terribly, Ogres are slow, and Autocannons mostly work in falloff. right, except we are talkin RHML, not torps, ogres are for BS or bc. Not cruisers. First off, if you use Fury's (Rages are for HAM's, torps etc) for the RHML, then you absolutely must pick the right HAC to fight against - and he must be stupid enough not to shoot your drones while you're doing nothing, where I fly, those are often the first things to get taken out. please reread my op, i specifically stated that furys are used strictly for BS or BC. Im using faction or precisionsIt's all about slowly declawing your opponent like the bad kitty he is. Right now I've been testing a Vagabond to take out with a couple of friends. Against your Typhoon - first off it out runs the Ogres, and as I said, I would shoot them either way, and happily shoot your spare medium and smalls. have at it, like i said previously, i wont start lobbing missiles until scram/web is acheived, and could happily ignore the dps of a falloff vaga in that fit. If you wanted to do real dps, youll need to be closer, at which point youre more in web range nowIf you can't web me, the Vagabond only takes a 103 DPS off the missiles. That is before resists. After resists (I'll be overloading for the start of the fight) that means you can hit me for 29 DPS a second. For 50 seconds. again no missiles shot at you. Meabwhile your friends may derp and i can kill them instead. Or if youre just going to kite around, ill just burn to gate and leaveHow is that paper DPS looking? But you do have a MWD - and if I do fit a AB Vagabond, then, I'll be honest - you're going to catch it. Things change dramatically now, but please remember - the first thing I do after I've pointed you back - is shoot your drones - all you have left now are your missiles. You've got me webbed. Pointed. Cap draining me. That leaves you doing 231 DPS - that is what you will hit a Vagabond for. you mean until my neuts turn off your ab?After resists (again assuming you're using the best possible missile against me) means you're real damage is 64 DPS. Now, the kicker here of course is that I'm being cap drained. And that is the real bummer here. This is a pain. My invul will go off, as will my AB. But I can still tank you happily with the ASB fit. now, we return to the volley dmg. My RHML cycle every 2 sec roughly i believe. Your asb every 4 if xl fit. There are very good chances to alpha through your shield and bleed armor or structure once youre webbed/neuted/scrammedYour DPS now: 542 DPS. After resists that is 238 DPS. Want to know what the tank on the Vagabond is? 1141 hp a second- that is with no invul, no implants and no blue pill. All of these numbers are for your 50 seconds of ammo. For 40 seconds you're not even doing any damage at all. Now sure - I'll eventually have to reload the ASB, but I'll do that while you're not shooting for 40 seconds, giving me 20 seconds of down time where i'll rely on my shield buffer briefly and then I'm all set again. You better hope I don't have friends - because its going to take a damn long time to kill me. You might even run out of ammo if you're rammed full of 800 cap boosters. again, target management. If im not doing damage to you, then ill kill a friendNow. If you brought that Raven I mentioned earlier - it will hit my poor little Vagabond for 600 DPS. And it doesn't need to reload for 40 seconds - allowing you to find my worst resist. So it does more damage. Doesn't have to reload every 50 seconds. And it has a Heavy Cap drain that reaches twice as far as your Typhoon's do and does the same cap drain. except if said vaga stays out of web range. Also your fit is completely gimped. Mine could at least still engage a bs if needed. You may have the dps, but no tankYet you still think the RHML is better?
See bolded. Please tell me the numbers you're quoting are not fury missiles, or I'm going to be sad. Show with faction and precision. I would happily fight anything on the test server you can bring in my phoon. Granted you'll need to share fit too as I'm at a slight disadvantage since you know my fit. But I don't know yours. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
997
|
Posted - 2013.12.10 15:42:00 -
[3022] - Quote
Fourteen Maken wrote:Gypsio III wrote:
HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable?.
Yes that's completely fk'd up, HML's RLML's and HAM's are cruiser weapons, not just battle cruiser weapons. If you look at the sig resolution on medium turrets they are all set to 125m, which shows medium weapons are designed to hit other cruisers for full dps under optimal conditions... all except HML's which no matter how many implants and painters you put on won't hit a cruiser for their full dps.
But the entire purpose of an AB is to produce a speed-tank effect. Given that AB on a BC is normally a pretty bad idea, and that the small speed-tank effect vs. HMs is readily countered by a single web or painter, I don't think this is significant problem. We all agree that HMs need help, but I'd prefer the help to be in terms of raw DPS, not precision.
I'm not sure what point you're trying to make with the rest of your post, because all turrets hit all targets for full DPS under optimal conditions - the problem being the flexible nature of "optimal", the relative difficulty of achieving it and the circular logic of the statement! And because you don't actually define the cruiser being referred to. While it's certainly true that some small cruisers have sig radii smaller than HM explosion radius of 105 m - Stabber 100 m, Guardian 70 m, there are good balance reasons why these ships are hard to apply damage to. Since improving raw HM damage would also improve its applied damage against such a ship, I think it's shortsighted to focus on a need to apply "full" damage, whatever that may be, without reference to what that damage actually is.
Alternatively, you could devise a new missile formula that enables any missile to deal full damage to a sufficiently slow target. Some might criticise it for homogenisation with turret mechanics, but the devil is in the detail.  |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
997
|
Posted - 2013.12.10 15:46:00 -
[3023] - Quote
Fourteen Maken wrote:They are based on ships that aren't moving
So you think that webbing a stationary ship increases the damage applied to it? Right.  |

Arthur Aihaken
The.VOID
846
|
Posted - 2013.12.10 16:09:00 -
[3024] - Quote
Gypsio III wrote:HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable? I think we all agree that HMs need fixing, but it's not clear which of more base damage or more precision they need. I lean towards more base damage, although some combination of the two would also likely work. Correct, it's the same effectiveness against an AB Battleship as well as an AB Battlecruiser (89.9%). Is that unreasonable? Yes and no, as base HAMs are 100% effective against the same class of ships. For HMs, I don't think switching to either Fury or Precision ammunition will make any difference - although I'm going to throw those options up in a specific HML comparison later just to see how effective they are (my suspicion is that Faction and Precision will be a wash, with Fury under performing).
Mournful Conciousness wrote:I think the word "suck" is a little emotive compared to the rest of the analysis :) but I generally agree. When discussing fits with corp mates I argue for either HAMs or Cruise. HMLs fall in the middle of the two, and not in a good way. To be sure. I was actually surprised with where HMLs came in at, as I always assumed they were a bit better. I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 16:22:00 -
[3025] - Quote
Gypsio III wrote:Fourteen Maken wrote:They are based on ships that aren't moving So you think that webbing a stationary ship increases the damage applied to it? Right. 
Bouh thought the numbers didn't show what happens in the case of a ship that's scrammed eg a "MWD cruiser that is scrammed" but I was just saying that when the numbers are based on ships that aren't moving so scram webs etc won't make a difference anyway, they are effectively scrammed infinitely. |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 16:25:00 -
[3026] - Quote
Gypsio III wrote:Fourteen Maken wrote:Gypsio III wrote:
HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable?.
Yes that's completely fk'd up, HML's RLML's and HAM's are cruiser weapons, not just battle cruiser weapons. If you look at the sig resolution on medium turrets they are all set to 125m, which shows medium weapons are designed to hit other cruisers for full dps under optimal conditions... all except HML's which no matter how many implants and painters you put on won't hit a cruiser for their full dps. But the entire purpose of an AB is to produce a speed-tank effect. Given that AB on a BC is normally a pretty bad idea, and that the small speed-tank effect vs. HMs is readily countered by a single web or painter, I don't think this is significant problem. We all agree that HMs need help, but I'd prefer the help to be in terms of raw DPS, not precision. I'm not sure what point you're trying to make with the rest of your post, because all turrets hit all targets for full DPS under optimal conditions - the problem being the flexible nature of "optimal", the relative difficulty of achieving it and the circular logic of the statement! And because you don't actually define the cruiser being referred to. While it's certainly true that some small cruisers have sig radii smaller than HM explosion radius of 105 m - Stabber 100 m, Guardian 70 m, there are good balance reasons why these ships are hard to apply damage to. Since improving raw HM damage would also improve its applied damage against such a ship, I think it's shortsighted to focus on a need to apply "full" damage, whatever that may be, without reference to what that damage actually is. Alternatively, you could devise a new missile formula that enables any missile to deal full damage to a sufficiently slow target. Some might criticise it for homogenisation with turret mechanics, but the devil is in the detail. 
The entire purpose of an AB is to make a ship go faster, some people might chose them over MWD if they want to sig tank... but if your worried about sig tank don't fly a battle cruiser, and don't design a cruiser weapon system that's only effective against battle cruisers and bigger. |

Mournful Conciousness
Embers Children TOHA Conglomerate
389
|
Posted - 2013.12.10 16:56:00 -
[3027] - Quote
Niena Nuamzzar wrote:Mournful Conciousness wrote: On the subject of cruise missiles, the recent buff took them well into the realm of OPness. I think the reason we don't see large fleets of them has more to do with inertia than facts.
Well of course... nerf cruise missiles, light missiles and rockets. Everything that works is OP (cruise missiles) and everything that's broken is okay (heavy missiles).
That's a little unfair, since I argue for the use of cruise missiles in our squads. All I am saying is that cruise missiles are the best missiles at the moment. I don't have a problem with it at all. The more cruise missile ships I have in the squad the happier I'll be - they can push falcons and scorpions off grid at any range before they can do any damage. Having done that they can engage HACs at 500m. Bloody epic.
CCP as good as admitted that they made them OP, to get people to use them.
As an FC who cares about my guys, I'll just use the best thing they have available. For us at the moment, that's sacrileges, ishtars, a cruise typhoon (with neuts), a geddon and a damnation.
If we lived in a pulsar system I'm pretty sure the fleet would be 80% caldari with missiles, but we live in a c6 where armour is the order of the day (otherwise you can't web the sleepers sufficiently). That gives us access to all the weapons systems and more ewar. For all the downsides with repair management, lower dps and lower maneuverability, armour fits give us more versatility. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Wayward Hero
Wayward Ventures
1
|
Posted - 2013.12.10 17:00:00 -
[3028] - Quote
To address the "fun" factor of Rapid launchers, and ignoring (for now) corrections that should be made to base missile damage and precision;
The implementation of the rapid launcher change is not fun. Players (myself) do not like 40sec reload times, nor the inability to effectively utilize the advantage of ammo selection that is a large draw to missile use. Down time is not fun (see: primary complaint of ECM mechanics)
The "burst" mechanic of rapid launchers is very interesting (personal opinion). It's current implementation does not highlight it effectively. Turning rapid launchers into pseudo-alpha weapons is really cool. If the missiles were fired even more rapidly (2x), from an even smaller clip, with a reasonable reload time (10 - 20 seconds) and with rate of fire skills applied to reload times, it would be more fun (they would feel more like an alpha-type weapon system).
A slight reduction in DPS potential from rapid launchers was reasonable. Turning these weapons systems into an extreme headache to manage was not.
And I cannot stress enough, with the fact that nearly 50% of the engagement time with rapid launchers is dictated by reload time (as the damage potential from a clip of rapids is insufficient to destroy more than a single target, if that), rate of fire bonuses from the missile skill tree and hull bonuses lose nearly half of their potency. This is extremely disheartening. |

Mournful Conciousness
Embers Children TOHA Conglomerate
389
|
Posted - 2013.12.10 17:00:00 -
[3029] - Quote
Arthur Aihaken wrote:... lots of good info and intelligent discourse ...
I vote Arthur Aihaken for CSM.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
847
|
Posted - 2013.12.10 17:03:00 -
[3030] - Quote
I revised the original comparison with a 4th graph showing base damage application (no rigs or electronic warfare). I've included the amended portion here. The results areGǪ intriguing, but I'll let viewers draw their own conclusions. GǪ..
Tengu Missile Comparison, T2 Missiles As an added bonus, I've included a comparison with T2 ammunition (no rigs or electronic warfare). It's kind of an interesting graph, because it really shows under which scenarios Precision, Fury, Javelin or Rage really shine. I was actually surprised to see how well Fury LMs outperformed both Precision and Fury HMs on cruisers (truly scaryGǪ) HAMs seem to benefit most from Rage ammunition against battlecruisers and battleships. I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
The.VOID
848
|
Posted - 2013.12.10 17:18:00 -
[3031] - Quote
Wayward Hero wrote:To address the "fun" factor of Rapid launchers, and ignoring (for now) corrections that should be made to base missile damage and precision;
The implementation of the rapid launcher change is not fun. Players (myself) do not like 40sec reload times, nor the inability to effectively utilize the advantage of ammo selection that is a large draw to missile use. Down time is not fun (see: primary complaint of ECM mechanics)
The "burst" mechanic of rapid launchers is very interesting (personal opinion). It's current implementation does not highlight it effectively. Turning rapid launchers into pseudo-alpha weapons is really cool. If the missiles were fired even more rapidly (2x), from an even smaller clip, with a reasonable reload time (10 - 20 seconds) and with rate of fire skills applied to reload times, it would be more fun (they would feel more like an alpha-type weapon system).
A slight reduction in DPS potential from rapid launchers was reasonable. Turning these weapons systems into an extreme headache to manage was not.
And I cannot stress enough, with the fact that nearly 50% of the engagement time with rapid launchers is dictated by reload time (as the damage potential from a clip of rapids is insufficient to destroy more than a single target, if that), rate of fire bonuses from the missile skill tree and hull bonuses lose nearly half of their potency. This is extremely disheartening. The problem now is that if we adjust the damage on light missiles, RLMLs become even less effective. But as you aptly point out, they're simply "not fun". I have a few twisted ideas which I'm going to run through my spreadsheet to see what kind of alternatives we might have... I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 17:31:00 -
[3032] - Quote
Arthur Aihaken wrote:as base HAMs are 100% effective against the same class of ships
HAM's and HML's are for cruisers, can you and Gypsio bear that in mind before making sweeping statements.
I'm happy for the space rich who can fly around in Tengu's, but spare a thought for those who have to make do with t1 caracals because we just lost our primary weapon system, Tengu's have other options. |

Arthur Aihaken
The.VOID
849
|
Posted - 2013.12.10 17:51:00 -
[3033] - Quote
Fourteen Maken wrote:I'm happy for the space rich who can fly around in Tengu's, but spare a thought for those who have to make do with t1 caracals because we just lost our primary weapon system, Tengu's have other options. I used the Tengu because it's on the extreme end of cruisers. I could do an analysis with the Caracal, but as I'm only comparing a single launcher I'm not sure the 12.5% rate of fire difference is going to make a huge difference. In fact, a slightly slower rate of fire might actually translate into better damage application. But I'll have a peek... I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
71
|
Posted - 2013.12.10 17:58:00 -
[3034] - Quote
Arthur Aihaken wrote:Fourteen Maken wrote:I'm happy for the space rich who can fly around in Tengu's, but spare a thought for those who have to make do with t1 caracals because we just lost our primary weapon system, Tengu's have other options. I used the Tengu because it's on the extreme end of cruisers. I could do an analysis with the Caracal, but as I'm only comparing a single launcher I'm not sure the 12.5% rate of fire difference is going to make a huge difference. In fact, a slightly slower rate of fire might actually translate into better damage application. But I'll have a peek... Arthur, you have been posting graphs that both (reasonable) sides of this discussion have applauded for supporting the claims that we are making. How many supercomputers and PhD candidates do you have conducting this research for you? (I say supercomputers and research assistants because there has to be some reason that 1 person is able to post these data while the developers of the game can't even find their way into the forum without tripping over their egos.) |

DD Droid
Gold State Sanctuary Pact
2
|
Posted - 2013.12.10 18:02:00 -
[3035] - Quote
I have used them just to clear frigs and elite cruisers in anoms. They are an 'Alpha Weapon'. Think the fun value is that it is one tool in the tool box, not an all in one tool. Now you have a launcher with a DPS wave that is more volatile than your standard launcher, that is closer to flat line damage. i.e. long reload times exchanged for more up front DPS.
not sure how you would quantify the 'Fun'... |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 18:09:00 -
[3036] - Quote
Arthur Aihaken wrote:Fourteen Maken wrote:I'm happy for the space rich who can fly around in Tengu's, but spare a thought for those who have to make do with t1 caracals because we just lost our primary weapon system, Tengu's have other options. I used the Tengu because it's on the extreme end of cruisers. I could do an analysis with the Caracal, but as I'm only comparing a single launcher I'm not sure the 12.5% rate of fire difference is going to make a huge difference. In fact, a slightly slower rate of fire might actually translate into better damage application. But I'll have a peek...
No the graphs are great, but you said HAM's are 100% effective against ships in the same class... certain people will sieze on that and run with it, when it isn't strictly true. Your own graphs show that they are not 100% effective against all cruisers, maybe some "Battle"cruisers but not all. Other than that I do appreciate the work your putting in with the graphs, really helps get a good idea of what weapons are useful for which jobs. |

Arthur Aihaken
The.VOID
850
|
Posted - 2013.12.10 18:22:00 -
[3037] - Quote
Here's a new comparison chart between the Caracal, Navy Caracal and Tengu. Again, I'm only using a single launcher in the analysis - so the Navy Caracal and Tengu will have 20% more damage potential. As you can see, this affirms what Caracal players have been saying since Rubicon was released: RLMLs are far less effective against cruiser-sized targets (the fact that HMLs are on par with or exceed damage application for RLMLs speaks for itself). These are of course without rigs or electronic warfare, but the previous charts give a good idea of what one can expect for performance improvements.
Cruiser RLML-HML Comparison I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
850
|
Posted - 2013.12.10 18:36:00 -
[3038] - Quote
Fourteen Maken wrote:No the graphs are great, but you said HAM's are 100% effective against ships in the same class... certain people will sieze on that and run with it, when it isn't strictly true. Your own graphs show that they are not 100% effective against all cruisers, maybe some "Battle"cruisers but not all. Other than that I do appreciate the work your putting in with the graphs, really helps get a good idea of what weapons are useful for which jobs. This is correct. HAMs don't reach 100% of unbonused damage application (rigs, electronic warfare) until you hit AB Battlecruisers. However, if we're comparing RLML and HAML damage application using RLMLs as a baseline: GÇó HAMs are 99% effective against MWD Destroyers GÇó HAMs are 126% effective against AB Cruisers GÇó HAMs are 142% effective against MWD AHACs GÇó HAMs are 215% effective against MWD Cruisers GÇó HAMs are 244% effective (max) against all Battlecruisers and Battleships
Basically this means you could go either way for destroyers, but HAMs will always outperform RLMLs against cruisers by a factor of 126-215%. With rigors and flares, the difference is even more obscene - because RLMLs essentially gain nothing beyond Frigates: GÇó HAMs are 173% effective against MWD Destroyers GÇó HAMs are 219% effective against AB Cruisers GÇó HAMs are 244% (max) effective against everything else
Webs offer the most benefit for increasing damage application, and they tend to lend themselves more to short-range weapons. A HAM setup with rigors, flares and a stasis web will truly be a force to be reckoned with - particularly on the Navy Caracal which receives an additional +25% explosion radius bonus to heavy assault missiles. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
205
|
Posted - 2013.12.10 18:37:00 -
[3039] - Quote
Gypsio III wrote: But the entire purpose of an AB is to produce a speed-tank effect. Given that AB on a BC is normally a pretty bad idea, and that the small speed-tank effect vs. HMs is readily countered by a single web or painter, I don't think this is significant problem. We all agree that HMs need help, but I'd prefer the help to be in terms of raw DPS, not precision.
Buffing the raw DPS of heavy missiles will have a major effect on their damage against large, slow targets, while having very minimal effect against smaller, faster targets (30 DPS to 33 DPS yay!). It would not fix the current situation. It would merely make them more popular against structures, battleships, and capitals (which is already what they are best at) while leaving them near useless for all other situations.
|

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 18:57:00 -
[3040] - Quote
Arthur Aihaken wrote:Fourteen Maken wrote:No the graphs are great, but you said HAM's are 100% effective against ships in the same class... certain people will sieze on that and run with it, when it isn't strictly true. Your own graphs show that they are not 100% effective against all cruisers, maybe some "Battle"cruisers but not all. Other than that I do appreciate the work your putting in with the graphs, really helps get a good idea of what weapons are useful for which jobs. This is correct. HAMs don't reach 100% of unbonused damage application (rigs, electronic warfare) until you hit AB Battlecruisers. However, if we're comparing RLML and HAML damage application using RLMLs as a baseline: GÇó HAMs are 99% effective against MWD Destroyers GÇó HAMs are 126% effective against AB Cruisers GÇó HAMs are 142% effective against MWD AHACs GÇó HAMs are 215% effective against MWD Cruisers GÇó HAMs are 244% effective (max) against all Battlecruisers and Battleships Basically this means you could go either way for destroyers, but HAMs will always outperform RLMLs against cruisers by a factor of 126-215%. With rigors and flares, the difference is even more obscene - because RLMLs essentially gain nothing beyond Frigates: GÇó HAMs are 173% effective against MWD Destroyers GÇó HAMs are 219% effective against AB Cruisers GÇó HAMs are 244% (max) effective against everything else Webs offer the most benefit for increasing damage application, and they tend to lend themselves more to short-range weapons. A HAM setup with rigors, flares and a stasis web will truly be a force to be reckoned with - particularly on the Navy Caracal which receives an additional +25% explosion radius bonus to heavy assault missiles.
I think i'll fit a Caracal with HAM's and and see how it goes because they look decent judging from that |
|

Arthur Aihaken
The.VOID
850
|
Posted - 2013.12.10 19:08:00 -
[3041] - Quote
Here's one more interesting chart that compares a RLML Caracal to HAM Navy Caracal and HAM Tengu (no rigs or electronic warfare). Ammunition is Faction vs. T2 Fury/Rage. One might initially think that HAM Rage ammunition would be OPGǪ but you'd be wrong. The reason for that is a hidden variable called the Damage Reduction Factor (DRF). It's 4.5 for Faction heavy assault missiles but 4.8 for T2 heavy assault missiles. Combined with lower damage application (explosion radius, explosion velocity) - you are almost always better utilizing Faction ammunition unless you're planning to take on Battlecruisers or Battleships (then and only then Rage wins).
Cruiser Ammo Comparison I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
850
|
Posted - 2013.12.10 19:12:00 -
[3042] - Quote
Zvaarian the Red wrote:Buffing the raw DPS of heavy missiles will have a major effect on their damage against large, slow targets, while having very minimal effect against smaller, faster targets (30 DPS to 33 DPS yay!). It would not fix the current situation. It would merely make them more popular against structures, battleships, and capitals (which is already what they are best at) while leaving them near useless for all other situations. The only problem is that this potentially skews the new rapid heavy missile launchers, because they benefit most from damage - not rate of fire. Torpedoes are now effectively useless. I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 19:15:00 -
[3043] - Quote
I get 271dps with CN scourge and 3 BCU's... tank is awful because I don't have enough PG to fit a lse (no advanced weapon upgrades) so i get 12k EHP. costs 24million isk before I fitted rigs, or put faction ammo in the hold dosen't seem worth it 
[Caracal, New Setup 1] Ballistic Control System II Ballistic Control System II Ballistic Control System II Damage Control II
Experimental 10MN Microwarpdrive I Warp Disruptor II Medium Shield Extender II Adaptive Invulnerability Field II Phased Weapon Navigation Array Generation Extron
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
998
|
Posted - 2013.12.10 19:30:00 -
[3044] - Quote
[Caracal, HAM] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large F-S9 Regolith Shield Induction Warp Disruptor II Adaptive Invulnerability Field II Fleeting Propulsion Inhibitor I
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Warrior II x2
Use a 1% PG implant with AWU IV. Switch disruptor for scrambler, web for painter as you see fit. 1881 m/s, 25k overloaded EHP, 395 selectable DPS to almost 30 km, 309 DPS with Jav to 40ish km, 464 DPS to 20 km with Rage. |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 19:51:00 -
[3045] - Quote
Gypsio III wrote:[Caracal, HAM] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large F-S9 Regolith Shield Induction Warp Disruptor II Adaptive Invulnerability Field II Fleeting Propulsion Inhibitor I
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Warrior II x2
Use a 1% PG implant with AWU IV. Switch disruptor for scrambler, web for painter as you see fit. 1881 m/s, 25k overloaded EHP, 395 selectable DPS to almost 30 km, 309 DPS with Jav to 40ish km, 464 DPS to 20 km with Rage.
for some reason with my skills i'd need a 5% pg implant and it costs 200million.
I'll have to stick with RLML until I get around to training for Advanced weapon upgrades, HAM is just not working out with my skills. I hate to do it, but here's another one for the metrics.  |

Zvaarian the Red
Evil Leprechaun Brigade
206
|
Posted - 2013.12.10 19:52:00 -
[3046] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Buffing the raw DPS of heavy missiles will have a major effect on their damage against large, slow targets, while having very minimal effect against smaller, faster targets (30 DPS to 33 DPS yay!). It would not fix the current situation. It would merely make them more popular against structures, battleships, and capitals (which is already what they are best at) while leaving them near useless for all other situations. The only problem is that this potentially skews the new rapid heavy missile launchers, because they benefit most from damage - not rate of fire. Torpedoes are now effectively useless.
I'm confused. I'm arguing against a raw DPS buff. Heavy missile damage application is what needs to be addressed not raw damage. |

Arthur Aihaken
The.VOID
850
|
Posted - 2013.12.10 19:58:00 -
[3047] - Quote
Last chart for a bitGǪ promise. 
Caracal RHML-HAM Comparison
This one is specifically for Caracal users. I didn't include the original RLMLs because, well - it's depressing - and you've already been kicked enough with the last update...
I've highlighted the ideal choice (bright red and bright blue) depending on application, ie: frigates - RLML Precision; cruisers - HAM Javelin. Rigs were a T1 hydraulic, T1 rigor and T1 flare for both. With Precision LMs, you gain almost 100% damage application without the use of electronic warfare, but at the expense of range (36.4km); Faction will give you less damage application but 72.8km range (and you could probably swap-out the hydraulic for an EM shield rig instead). For HAMs, Javelin all the way. Less damage application than Faction, but you get a really decent 52.4km range (which compares favorably to the unmodified 63.3km Faction RLMLs).
If you opt for RLMLs I wouldn't even bother with a target painter or web. A single TP is a definite must for HAMs though, as this will greatly improve damage application against everything (particularly small targets). A web for HAM Javelins defeats the purpose of clawing back any range loss from switching from RLMLs. Just for kicks I included HAM Rage, but these really only shine against battlecruisers and battleships. You could probably improve this with rigors, flares and some electronic warfare component - but this will greatly weaken your tank and basically place you at point-blank firing range for turrets. I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 20:05:00 -
[3048] - Quote
Here I am with my fully loaded RLML Caracal and I just calculated that even with faction ammo I have a total of 9,680 potential scourge dps in the tubes before I need to reload. Not impressed |

Arthur Aihaken
The.VOID
850
|
Posted - 2013.12.10 20:07:00 -
[3049] - Quote
Zvaarian the Red wrote:I'm confused. I'm arguing against a raw DPS buff. Heavy missile damage application is what needs to be addressed not raw damage. Sorry, I'm agreeing with you - a straight DPS buff solves nothing for heavy missiles - and has the potential put rapid heavy launchers over the top. Unfortunately, we're looking at the same scenario for improving damage application to heavy missiles, because this potentially turns battleships into cruiser killers and frigate maulers. Not that this is necessarily a bad thing (hey, I'm not objectingGǪ), but this will lead to another round of missile vs. turret discussions - and there's already growing resentment with having a cruiser-class (bonused) weapons platform for a battleship.
I have a sneaky suspicion that the revised RLML/RHMLs with reduced ammunition capacity and 40-second reload were to pacify the growing turret animosity towards RLMLs and to prevent same with the first iteration of RHMLs. Not that I agree; I think both should've been shelved for a January update where we could've explored other options. They're now such a mess and have wrought such havoc with players that I'm not sure either are salvageable.
Fourteen Maken wrote:Here I am with my fully loaded RLML Caracal and I just calculated that even with faction ammo I have a total of 9,680 potential scourge dps in the tubes before I need to reload. Not impressed Javelin HAMs could be your new friend... I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
497
|
Posted - 2013.12.10 20:11:00 -
[3050] - Quote
Really Arthur, the turret users in this thread have been nothing but supportive. Oh wait...  "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|

Zvaarian the Red
Evil Leprechaun Brigade
207
|
Posted - 2013.12.10 20:28:00 -
[3051] - Quote
Arthur Aihaken wrote: Sorry, I'm agreeing with you - a straight DPS buff solves nothing for heavy missiles - and has the potential put rapid heavy launchers over the top. Unfortunately, we're looking at the same scenario for improving damage application to heavy missiles, because this potentially turns battleships into cruiser killers and frigate maulers. Not that this is necessarily a bad thing (hey, I'm not objectingGǪ), but this will lead to another round of missile vs. turret discussions - and there's already growing resentment with having a cruiser-class (bonused) weapons platform for a battleship.
Isn't that the idea behind RHMLs? To be a cruiser killer? Right now they really aren't. So I don't see a problem. And really a 5-10% buff to explosion velocity and radius isn't going to do all that much in terms of frigate killing. You will still almost certainly fail to kill a frig with any kind of tank and/or speed before the reload timer of doom kicks in. |

Moonaura
The Dead Rabbit Society
497
|
Posted - 2013.12.10 20:50:00 -
[3052] - Quote
Bouh Revetoile wrote:]Your numbers always consider worse cases for missiles (AB Stabber with no rigs for the win...)
Secondly, the Thorax have a bonus to tracking speed. Damage application of railgun Thorax compare to damage application of Navy Caracal.
Yet, your Thorax fit, with close to no tank (3slots armor tank is light), AB for no mobility but the double web, will be good against a brawling frigate or two, but will easily be tackled by a long range frigate which will have then all the time she needs to kill your drones.
With an AB, you will *never* decrease transversale enough to hit a MWD frigate. Your Thorax fit of reference is a one trick poney with far less versatility than any missile cruiser have.
Ah, yet again, here I find myself with Uncle Bouh, by a warm fireplace stretched out on a bear rug. The bear looks pretty pissed off about it all. I'll wait while you add that to your bio :)
First off, just a few pages back, I was demonstrating figures against three different cruisers - Caldari, Thorax and Stabber. Do I have to include the entire menagerie of ships in my figures?
If I've used the stabber before, it was because that is the very ship that Heavy Precisions and RLML are meant to hit very well - given that all other missiles hit them very poorly. As discussed - Heavy Precisions don't even get close to hitting properly against a cruiser - a ship the weapons are designed to hit reasonably.
A Caracal with only one weapon system, precious few mid slots and a 40 second reload to change ammo, isn't a one trick pony?
You're previously said Rails on the Thorax can't shoot below 20km - I've actually tested them and seen that its more like 5km. if you fit the smallest ones - even closer. You've previously said they can't shoot as far as missiles - they can, and you've previously said drones are useless against a condor. Having actually flown a kiting condor dozens of times, I can tell you warrior drones are my worst nightmare. Sure I can shoot them, but you try doing that, while keeping range properly, not getting caught / losing point, and shooting them is not a quick process, I will probably be dead if your drone skills are any good. Frankly my arse twitches when I see those incoming.
As for the transversal - I've typically placed the gun settings in the EFT stuff, actually in situations where transversal would be affecting them very highly and used those DPS numbers - I haven't picked the 'best' gun situations. If you don't use tracking enhancers / computer / rigs, then they tend to 'peak' at certain ranges, where as the former items will mean that peak is far more protracted - essentially you don't need to change ammo so much / know your ranges well.
I can't help it if Thorax pilots choose not to use rails, because everyone is in love with on paper DPS of blasters and 5 hammerheads. But 5 ECM drones / 5 Warriors is clearly a combination that would protect against solo kiting frigates if you are solo.
Actually there is an interesting fight here a friend linked earlier doing just this - once he remembered :)
http://www.twitch.tv/dantesi/c/3369338
I ended up having a nice chat with Dantesi (even if he was wearing just underpants he said) and will hopefully jump into some of his gangs as he doesn't live to far away from my homeplate.
Quote:I don't know what to say if you can't counter a Thorax fleet with a Moa fleet : the only advantage of Thorax vs Moa is utility, largely compensated with firepower, resilience, resistances, passive shield recharge + front loaded repair of the Osprey (+cap transfer). These always have been the advantages of shield in fact. In fleet, utility can go on support ships but firepower and resilience can't.
Did you really just bring in passive shield recharge into your argument of why a Moa is more win in a FW fight than the Thorax? A ship that when buffer fit, has almost twice the signature size of a Thorax, and is also slower? You do understand how that works right? Caldari need a freaking resistance bonus given those drawbacks. It also does less DPS than the Thorax, although it can reach better with the Blasters, but realistically MWD use is required - something its not cap stable doing for more than a minute after you've lost cap warping in.
Again, your corp killboard does not suggest that you guys are losing gangs to HAM fit Caracal's in the way you are describing. Close range is not really making good use of a Caracal in FW, but given Heavy's are so poor, there is little choice these days.
Having flown the Guardian an awful lot when I was in Rooks and Kings, I can appreciate the front load mechanic of shields. Those 4.5 seconds for armor reps to kick in feels like an eternity some fights. But this is countered by the fact that the signatures on shield ships are also much higher, so you take more damage - faster.
What is next on your Caldari and Missiles are epic agenda? "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 20:58:00 -
[3053] - Quote
dam lost caracal and 100mil pod testing them out 
Couldn't get any solo frigs or destroyers locked quick enough before they warped off, I managed to get an Atron pointed but he overloaded his mwd and was out of o/h disruptor range just as I got him in structure . The only one that stayed was an Algos and I found out a few seconds later why; he had a gang of friends already en route to the plex with ecm and a Vexor. Killed the Algos but died in a ball of fire soon after
Needs more ammo the clips, 16 rounds is nowhere near enough to justify a 40second reload; please put an extra 3 or 4 rounds in the clips |

Zvaarian the Red
Evil Leprechaun Brigade
207
|
Posted - 2013.12.10 20:58:00 -
[3054] - Quote
I really don't get why you even bother to respond to Bouh anymore. His claims are nonsensical in the extreme and clearly come from someone who hates missiles and wants them to fundamentally suck. |

Moonaura
The Dead Rabbit Society
497
|
Posted - 2013.12.10 21:00:00 -
[3055] - Quote
Zvaarian the Red wrote:I really don't get why you even bother to respond to Bouh anymore. His claims are nonsensical in the extreme and clearly come from someone who hates missiles and wants them to fundamentally suck.
Because I have a bad feeling CCP Rise believes him lol "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
851
|
Posted - 2013.12.10 21:36:00 -
[3056] - Quote
Moonaura wrote:Really Arthur, the turret users in this thread have been nothing but supportive. Oh wait...  Look, dronesGǪ 
Zvaarian the Red wrote:Isn't that the idea behind RHMLs? To be a cruiser killer? Right now they really aren't. With the first iteration, I thought so. Now, I'm not entirely sure. I am currently away, traveling through time and will be returning last week. |

XvXTeacherVxV
The Cult Reborn
64
|
Posted - 2013.12.10 21:48:00 -
[3057] - Quote
Gypsio III wrote:They're not fun. Regardless of their combat utility, a weapon system whose user is permanently worried about a 40 s reload, even just to change damage type, is not fun to use. It's deeply frustrating, aggravating and stressful to know that you're just a few seconds away from being mostly useless for 40 s. Even if you'd just blapped two AFs with your 18 volleys, the fear and worry of what might happen during the next 40 s still means that they're not fun.  The frontloaded damage and burst DPS is a lovely idea for a new mechanic, but it just doesn't work in practice, at least not with the current numbers. And please sort HMs out. And the damn Phoenix.
+1 Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE |

Bouh Revetoile
TIPIAKS
439
|
Posted - 2013.12.10 22:10:00 -
[3058] - Quote
Moonaura wrote:Having flown the Guardian an awful lot, I can appreciate the front load mechanic of shields. Those 4.5 seconds for armor reps to kick in feels like an eternity some fights. But this is countered by the fact that the signatures on shield ships are also much higher, so you take more damage - faster. But I think its fair to say that the end of cycle delay for works fine when done right. So, on the one hand the Thorax will track everything perfectly at almost any range, but the signature of the Moa is more relevant than resistances or front loaded shield boost ?
And a plated Thorax will either be faster than a Moa but a lot less resilient, or a bit less resilient and a bit faster...
And no, the Thorax don't have more dps than the Moa unless you factor drones in. The Thorax can't fit 250mm railguns BTW if he want any kind of tank.
As for the cruisers you took for your tests, they were all attack cruisers with lower signature than combat cruisers and a lot faster to compensate for their lower tank. The only combat cruiser people ever showed here was an AB Rupture. So you see : you just showed that cruisers designed to take reduced damage from missiles do take reduced damage from missiles.
That's what I'm saying for dozens of pages now : using a ship or a module designed to reduce incoming missiles damage is not a good baseline to study missiles damage application. Your numbers are biased.
Yet, diging through numbers and the missile damage formula, I discover something intereting : the missile damage curve over speed is steep, so when the speed start to reduce missile damage, it's quickly a huge reduction. And on the other hand, cruisers have seen their speed increased a lot in the rebalance.
So, looking at numbers, heavy missiles might have fallen a bit too far on the curve.
What puzzle me though with Arthur's numbers is that nobody tryed to analyze the data. Everyone seems happy to see whatever he want to see but nobody explained it whereas this is what is actually interesting and what we can debate on. |

Dr Sraggles
The Covenant of Blood
61
|
Posted - 2013.12.10 22:25:00 -
[3059] - Quote
Arthur Aihaken wrote:I revised the original comparison with a 4th graph showing base damage application (no rigs or electronic warfare). I've included the amended portion here. The results areGǪ intriguing, but I'll let viewers draw their own conclusions. GǪ.. Tengu Missile Comparison, T2 MissilesAs an added bonus, I've included a comparison with T2 ammunition (no rigs or electronic warfare). It's kind of an interesting graph, because it really shows under which scenarios Precision, Fury, Javelin or Rage really shine. I was actually surprised to see how well Fury LMs outperformed both Precision and Fury HMs on cruisers (truly scaryGǪ) HAMs seem to benefit most from Rage ammunition against battlecruisers and battleships.
Arthur, we need Faction Missiles on the graphs for a real discussion please. Thx so much for your fine work so far.
Been thinking about a more detailed response to what the graphs show and would love to have the final piece of the puzzle displayed.
best regards |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 22:27:00 -
[3060] - Quote
Arthur Aihaken wrote:Last chart for a bitGǪ promise. Caracal RHML-HAM ComparisonThis one is specifically for Caracal users. I didn't include the original RLMLs because, well - it's depressing - and you've already been kicked enough with the last update... I've highlighted the ideal choice (bright red and bright blue) depending on application, ie: frigates - RLML Precision; cruisers - HAM Javelin. Rigs were a T1 hydraulic, T1 rigor and T1 flare for both. With Precision LMs, you gain almost 100% damage application without the use of electronic warfare, but at the expense of range (36.4km); Faction will give you less damage application but 72.8km range (and you could probably swap-out the hydraulic for an EM shield rig instead). For HAMs, Javelin all the way. Less damage application than Faction, but you get a really decent 52.4km range (which compares favorably to the unmodified 63.3km Faction RLMLs). If you opt for RLMLs I wouldn't even bother with a target painter or web. A single TP is a definite must for HAMs though, as this will greatly improve damage application against everything (particularly small targets). A web for HAM Javelins defeats the purpose of clawing back any range loss from switching from RLMLs. Just for kicks I included HAM Rage, but these really only shine against battlecruisers and battleships. You could probably improve this with rigors, flares and some electronic warfare component - but this will greatly weaken your tank and basically place you at point-blank firing range for turrets.
Awesome
I have a lot of skills to level up first but I think your right; looks like Javelin HAM's are the way forward for Caracals now, I can see them being useful defending medium plexes, pity the fittings are so tight I really need near perfect skills to get the best out of them.
and thanks, at least now I know what to train towards  |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.10 22:56:00 -
[3061] - Quote
Fourteen Maken wrote:Arthur Aihaken wrote:Last chart for a bitGǪ promise. Caracal RHML-HAM ComparisonThis one is specifically for Caracal users. I didn't include the original RLMLs because, well - it's depressing - and you've already been kicked enough with the last update... I've highlighted the ideal choice (bright red and bright blue) depending on application, ie: frigates - RLML Precision; cruisers - HAM Javelin. Rigs were a T1 hydraulic, T1 rigor and T1 flare for both. With Precision LMs, you gain almost 100% damage application without the use of electronic warfare, but at the expense of range (36.4km); Faction will give you less damage application but 72.8km range (and you could probably swap-out the hydraulic for an EM shield rig instead). For HAMs, Javelin all the way. Less damage application than Faction, but you get a really decent 52.4km range (which compares favorably to the unmodified 63.3km Faction RLMLs). If you opt for RLMLs I wouldn't even bother with a target painter or web. A single TP is a definite must for HAMs though, as this will greatly improve damage application against everything (particularly small targets). A web for HAM Javelins defeats the purpose of clawing back any range loss from switching from RLMLs. Just for kicks I included HAM Rage, but these really only shine against battlecruisers and battleships. You could probably improve this with rigors, flares and some electronic warfare component - but this will greatly weaken your tank and basically place you at point-blank firing range for turrets. Awesome I have a lot of skills to level up first but I think your right; looks like Javelin HAM's are the way forward for Caracals now, I can see them being useful defending medium plexes, pity the fittings are so tight I really need near perfect skills to get the best out of them. and thanks, at least now I know what to train towards 
if you're going in with the intention of using jav hams, you may as well be using hmls instead. |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 23:02:00 -
[3062] - Quote
Bouh Revetoile wrote:Moonaura wrote:Having flown the Guardian an awful lot, I can appreciate the front load mechanic of shields. Those 4.5 seconds for armor reps to kick in feels like an eternity some fights. But this is countered by the fact that the signatures on shield ships are also much higher, so you take more damage - faster. But I think its fair to say that the end of cycle delay for works fine when done right. So, on the one hand the Thorax will track everything perfectly at almost any range, but the signature of the Moa is more relevant than resistances or front loaded shield boost ? And a plated Thorax will either be faster than a Moa but a lot less resilient, or a bit less resilient and a bit faster... And no, the Thorax don't have more dps than the Moa unless you factor drones in. The Thorax can't fit 250mm railguns BTW if he want any kind of tank. As for the cruisers you took for your tests, they were all attack cruisers with lower signature than combat cruisers and a lot faster to compensate for their lower tank. The only combat cruiser people ever showed here was an AB Rupture. So you see : you just showed that cruisers designed to take reduced damage from missiles do take reduced damage from missiles. That's what I'm saying for dozens of pages now : using a ship or a module designed to reduce incoming missiles damage is not a good baseline to study missiles damage application. Your numbers are biased. Yet, diging through numbers and the missile damage formula, I discover something intereting : the missile damage curve over speed is steep, so when the speed start to reduce missile damage, it's quickly a huge reduction. And on the other hand, cruisers have seen their speed increased a lot in the rebalance. So, looking at numbers, heavy missiles might have fallen a bit too far on the curve. What puzzle me though with Arthur's numbers is that nobody tryed to analyze the data. Everyone seems happy to see whatever he want to see but nobody explained it whereas this is what is actually interesting and what we can debate on.
I found this graph on the Medium turret thread, Rise himself made it so I'm sure it's not far off being realistic
http://i.imgur.com/E9Dvyqv.png
That's the dps medium turrets can do against a Talwar moving at 1700 m/s at a 60 degree angle, they have 2 tracking enhancers. Just to compare that with a Caracal; against the same target with 2 target painters you can expect to do a steady 34dps using Javelin HAM's out to 45km. If you were to superimpose the HAM damage profile onto the above graph you might see what missile users are talking about, bear in mind Javelin HAM's are the best option we have available for that particular situation as you can see from Arthurs graph above.
(I can't do it myself but if anyone has the knowledge it would just be a horizontal line at 34 on the Y axis going as far as 45 on the x axis and then going directly down to the x axis)
I haven't used any other damage mods because neither did Rise in his example, 2 tracking enhancers vs 2 target painters.
You can see that HAM's are superior to long range turrets in the range from 0-15km, but after that long range turrets are vastly superior all the way out. It's pretty safe to say blasters will be superior for most of the first 10km as well, and light drones from a vexor will eclipse us at all ranges against small fast moving targets.
p.s. we have 2x Warrior II's on the caracal as well and those will further enhance the dps, but the Thorax has 2 full flights of 5. |

Moonaura
The Dead Rabbit Society
497
|
Posted - 2013.12.10 23:13:00 -
[3063] - Quote
Okay two things.
Tonight me and the forum alt you know as Niena Nuamzzar went out and did some SISI tests.
First off, I've previously tested my Thorax against my friend in a high tank Incursus (fits below) and just owned him with the Thorax with 200mm rails on. But that didn't happen with Niena. He could tank me.
Its clear now I need to drop down to 150mm Rails, and its also clear how important the tracking enhancers are if you're going to make it anti frigate.
Against any other frigate bar the Punisher (You know, those frigates everyone flys right?... oh wait) and the Incursus - both with very solid tanks, the Thorax struggled to get his tank down. But overall, I will still be taking these out for real as anti frigate cruisers. Niena has perfect skills and flew the Incursus great - and at no time could he do any DPS to me.
The 150mm should do better close in, and I want to try these next time.
Niena clearly was flying them better than my friend, although in fairness he's not really done a lot of frigate flying in the game.
So then I wanted to try another ship that previously we'd popped the Incursus with no problem. The RLML Caracal.
People have said here, that the Incursus can't tank the new Burst RLML - well Niena just did. It was SO close though, I mean, he's going into structure and then getting a hero rep in there before the next missiles land. It was fascinating to watch actually. Damn those little Incursus's are tough nuts.
Then something amusing happened - I stopped shooting. Niena was like, that was close - he thought I'd stopped shooting to save him from refitting. I hadn't. I'd just run out of missiles. He did burn his AB out in the process however. So after those 40 seconds were done, it would have been game over.
Realistically, I think its clear then with lower skilled pilots, the Caracal with RLML will pop the Incursus, but its not 'quick' if they fly it well and the time and missiles it takes (almost all the missiles loaded) means that if he has any friends, then the Caracal is going to be in real trouble. At best then, a solo RLML Caracal is going to be able to pop a couple of frigates.
There is an interesting irony though here as well. The old RLML wouldn't have been even close to troubling an Incursus like that. Its peak DPS wouldn't push the tank anything like as hard, and this Incursus fit means once its shifted, the Caracal DPS drops significantly. It really is a cool little module since they buffed it.
What essentially this means, is that with this 'Nerf', the RLML can now kill several frigates it couldn't before, certainly solo.
And don't get me wrong - its still a strange, niche ship that leaves us staring darkly at HAMs which as the only alternative left for poor missile cruiser pilots - which in itself is a scary thought.
I will continue in my quest to find a better anti-frigate Cruiser that doesn't have a 40 second reload and get back to you.
[Incursus, Double Tank] Domination Small Armor Repairer Small Ancillary Armor Repairer, Nanite Repair Paste Energized Adaptive Nano Membrane II Reactive Armor Hardener
Small Capacitor Booster II, Navy Cap Booster 400 1MN Afterburner II Faint Epsilon Warp Scrambler I
Light Neutron Blaster II, Void S Light Neutron Blaster II, Void S Light Neutron Blaster II, Void S
Small Nanobot Accelerator I Small Anti-Kinetic Pump I Small Anti-Explosive Pump I
Hobgoblin II x1 "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
998
|
Posted - 2013.12.10 23:16:00 -
[3064] - Quote
TrouserDeagle wrote: if you're going in with the intention of using jav hams, you may as well be using hmls instead.
Not always. Okay, the extra range is useful, but Jav HAMs do 9% more DPS with better precision than CN HMs, and go to 40 km on a Caracal. |

Moonaura
The Dead Rabbit Society
497
|
Posted - 2013.12.10 23:20:00 -
[3065] - Quote
Oh we also tried that Anti Frigate Raven fit - it will happily kill any frigate you care to mention within its webs, and cap drain anything up to 25km, but it took its time to start to work down a Punishers tank. Probably do better against the Incrusus due to the lower resists.
If you have a Raven and are so inclined, it will worth in a merry strange way. And lets not forget, its a Battleship killing frigates. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.10 23:20:00 -
[3066] - Quote
TrouserDeagle wrote:
if you're going in with the intention of using jav hams, you may as well be using hmls instead.
That should be the case but heavy missiles are such fail. Javelin HAM's apply more dps to the targets your most likely to face in FW. |

Arthur Aihaken
The.VOID
852
|
Posted - 2013.12.10 23:25:00 -
[3067] - Quote
Dr Sraggles wrote:Arthur, we need Javelin Faction Missiles on the graphs for a complete discussion please. Thx so much for your fine work so far.
Been thinking about a more detailed response to what the graphs show and would love to have the final piece of the puzzle displayed. Ask and ye shall receive... Here are three (3) updated charts. Since the Caracal has been the most affected, I focused this last effort solely on it. I stuck with RLMLs and HAMLs, because I don't think we'll be happy with HML performance:
GÇó T2 RLML with Faction ammunition GÇó T2 RLML with Precision ammunition GÇó T2 RLML with Fury ammunition GÇó Faction RLML with Faction ammunition GÇó T2 HAML with Javelin ammunition GÇó Faction HAML with Faction ammunition
Then I applied this to three different graphs:
1. Base (3x T2 Ballistic Control) 2. Base + rigs (3x T2 Ballistic Control, 2x T1 Rigor, 1x T1 Flare) 3. Base + rigs + painter (3x T2 Ballistic Control, 2x T1 Rigor, 1x T1 Flare, 1x T2 Target Painter)
Caracal, RLML-HAML Comparison (Base) Caracal, RLML-HAML Comparison (Base + Rigs) Caracal, RLML-HAML Comparison (Base + Rigs + EW)
I'll let viewers draw their own conclusions, but just a few quick observations:
GÇó vs. Interceptors: T2 RLML/Precision ammo = win (rigs or otherwise) GÇó vs. Frigates: Faction RLML/Faction ammo w/rigs > T2 RLML/Faction-Precision-Rage ammo w/rigs GÇó vs. Destroyers: T2 HAML/Javelin ammo w/rigs ~ T2 RLML/Rage ammo w/rigs (Rage has slight edge) GÇó vs. Cruisers and up: T2 HAML/Javelin ammo w/rigs > T2 RLML/Faction-Precision-Rage ammo w/rigs
I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
855
|
Posted - 2013.12.10 23:28:00 -
[3068] - Quote
Fourteen Maken wrote:Awesome. I have a lot of skills to level up first but I think your right; looks like Javelin HAM's are the way forward for Caracals now, I can see them being useful defending medium plexes, pity the fittings are so tight I really need near perfect skills to get the best out of them. and thanks, at least now I know what to train towards  The numbers certainly seem to bear it out. You're losing a bit of range with Javelins over light missiles (a hydraulic rig will compensate to some degree), but you do more volley damage - and you have over four times the ammunition.
TrouserDeagle wrote:if you're going in with the intention of using jav hams, you may as well be using hmls instead. The only reason to use HMLs would be for the extreme range. The problem then becomes damage application at that range, because you need two target painters to get the same benefit of a single target painter. And Javelin HAMs exceed the DPS and damage application of a Faction HM without the need for a target painter. HMLs are so bad in PvP that with outside of rare exceptions they're almost exclusively limited to PvE activities. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
208
|
Posted - 2013.12.10 23:52:00 -
[3069] - Quote
Coming soon: a nerf to Javelin HAMs |

Arthur Aihaken
The.VOID
857
|
Posted - 2013.12.11 00:07:00 -
[3070] - Quote
Caracal Build 2x Rapid Light Missile Launcher II, Precision light missiles 3x Heavy Assault Missile Launcher II, Javelin heavy assault missiles 2x Hornet II light drones 10MN Microwarpdrive II Medium Ancillary Shield Booster, Navy Cap Booster 100 Adaptive Invulnerability Field II Medium Shield Extender II Cap Recharger II 3x Ballistic Control System II Damage Control II 2x Medium Warhead Rigor Catalyst I 1x Medium Semiconductor Memory Cell I .....
3m 20s capacitor 14.7k EHP (38.8%, 51.0%, 63.3%, 69.4% shield resistance) 339 DPS (35.9 drone DPS), 758 alpha 31.6km/45.6km range 1881 m/s speed (132/792 signature) I am currently away, traveling through time and will be returning last week. |
|

Zvaarian the Red
Evil Leprechaun Brigade
210
|
Posted - 2013.12.11 00:19:00 -
[3071] - Quote
Arthur Aihaken wrote:Caracal Build 2x Rapid Light Missile Launcher II, Precision light missiles 3x Heavy Assault Missile Launcher II, Javelin heavy assault missiles 2x Hornet II light drones 10MN Microwarpdrive II Medium Ancillary Shield Booster, Navy Cap Booster 100 Adaptive Invulnerability Field II Medium Shield Extender II Cap Recharger II 3x Ballistic Control System II Damage Control II 2x Medium Warhead Rigor Catalyst I 1x Medium Semiconductor Memory Cell I .....
3m 20s capacitor 14.7k EHP (38.8%, 51.0%, 63.3%, 69.4% shield resistance) 339 DPS (35.9 drone DPS), 758 alpha 31.6km/45.6km range 1881 m/s speed (132/792 signature)
It's kind of sad that RLMLs are probably only usable in this manner (ie secondary weapons). |

Fourteen Maken
State Protectorate Caldari State
99
|
Posted - 2013.12.11 00:21:00 -
[3072] - Quote
Fourteen Maken wrote:I found this graph on the Medium turret thread, Rise himself made it so I'm sure it's not far off being realistic http://i.imgur.com/E9Dvyqv.pngThat's the dps medium turrets can do against a Talwar moving at 1700 m/s at a 60 degree angle, they have 2 tracking enhancers. Just to compare that with a Caracal; against the same target with 2 target painters you can expect to do a steady 34dps using Javelin HAM's out to 45km. If you were to superimpose the HAM damage profile onto the above graph you might see what missile users are talking about, bear in mind Javelin HAM's are the best option we have available for that particular situation as you can see from Arthurs graph above. (I can't do it myself but if anyone has the knowledge it would just be a horizontal line at 34 on the Y axis going as far as 45 on the x axis and then going directly down to the x axis) I haven't used any other damage mods because neither did Rise in his example, 2 tracking enhancers vs 2 target painters. You can see that HAM's are superior to long range turrets in the range from 0-15km, but after that long range turrets are vastly superior all the way out. It's pretty safe to say blasters will be superior for most of the first 10km as well, and light drones from a vexor will eclipse us at all ranges against small fast moving targets. p.s. we have 2x Warrior II's on the caracal as well and those will further enhance the dps, but the Thorax has 2 full flights of 5.
Okay I just photoshopped the HAM dps curve onto the graph, tbh it should be a fraction higher now I look at it again but it's close enough. I'm not complaining either btw, that dps can be improved with more rigs and BCU's so in the event a lone Talwar wouldn't stand against a HAM Caracal anyway. I just think it illustrates where heavy missiles are at compared to turret users when dealing with ships that are maneuvering.
http://i.imgur.com/H9IkFZY.png
Although HAM's are in pretty good shape generally there is still room for improvement, a low slot tracking enhancer style module that was suggested earlier would give missile users the same capabilities to custom there fits and be flexible as Turret users already enjoy. We would be sacrificing potential dps for better application against smaller targets. Even that won't be enough to save HML, they need to be brought closer into line with where HAM's are at now in terms of damage application, their potential dps is already so low to make up for their range they really need to be able to apply that damage. |

Vincintius Agrippa
F L O O D
19
|
Posted - 2013.12.11 00:33:00 -
[3073] - Quote
Gypsio III wrote:Moonaura wrote:Well... about the HAM's lol....
Lets see what those puppies do against those same Cruiser targets huh?
Against the AB fit Cruisers - the ships they are designed to hit a three BCU Caracal with HAM's and Faction Missiles (The best ones for hitting targets with) - On Paper DPS: 395 DPS (Oh dear)
Against another Caracal: 230 DPS Against the Thorax: 161 DPS .... ahahahahahahahahahaha Against the Stabber: 103 DPS ..... muhahahahahaha
WTF!!!!
Okay... I'm being unkind, lets really ramp up the DPS and use Rage missiles! Peak DPS now up to 464 DPS over 25km.
Against another Caracal: 140 DPS.... ahahahahahahahahha Against the Thorax: 96 DPS.... oh dear, I think I just hurt myself... Against the Stabber: 61 DPS.
Epic. Just Epic.
Yes the HAM is what we are left with.
Once more, this is why all my future gangs I'm arranging don't use missiles, and are not Caldari. But you do organise gangs consisting of webless ABing cruisers? Because that's what you've given us numbers for. Seriously, what is this? Are webless ABing cruisers the mainstay of FW? These fits look crazy to me. Why would you insist on using HAMs without web support when you know how much they benefit from webs, both in terms of range control and damage application? Give us realistic numbers or none at all.
These numbers are fairly accurate, at least were the caracal is concerned. Actually I think hes being generous Caldari cruisers simply dont have the midslots or the to fit webs or scrams, let alone the pg to fit anything other than an afterburner.
You forget that caldari ships need midslots for tank, and in addition to that shields got a resistance nerf a while back making tank even worse. Missiles dont even do comparable dps compared to turrets, less if your targets moving.
I am in the Caldari Militia. We never use caldari ships or missile ships above frigs and dessies. Cruisers on up we fly amaar < gallente < minmatar. In that order. Since Test joined they have been trying use moas, but they fail in every regard. Moas that is.
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.11 00:35:00 -
[3074] - Quote
Vincintius Agrippa wrote: I am in the Caldari Militia. We never use caldari ships or missile ships above frigs and dessies. Cruisers on up we fly amaar < gallente < minmatar. In that order. Since Test joined they have been trying use moas, but they fail in every regard. Moas that is.
you're pretty awful |

Fourteen Maken
State Protectorate Caldari State
101
|
Posted - 2013.12.11 00:40:00 -
[3075] - Quote
TrouserDeagle wrote:
you're pretty awful
Whats awful about that? |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
149
|
Posted - 2013.12.11 00:40:00 -
[3076] - Quote
Fourteen Maken wrote:Fourteen Maken wrote:I found this graph on the Medium turret thread, Rise himself made it so I'm sure it's not far off being realistic http://i.imgur.com/E9Dvyqv.pngThat's the dps medium turrets can do against a Talwar moving at 1700 m/s at a 60 degree angle, they have 2 tracking enhancers. Just to compare that with a Caracal; against the same target with 2 target painters you can expect to do a steady 34dps using Javelin HAM's out to 45km. If you were to superimpose the HAM damage profile onto the above graph you might see what missile users are talking about, bear in mind Javelin HAM's are the best option we have available for that particular situation as you can see from Arthurs graph above. (I can't do it myself but if anyone has the knowledge it would just be a horizontal line at 34 on the Y axis going as far as 45 on the x axis and then going directly down to the x axis) I haven't used any other damage mods because neither did Rise in his example, 2 tracking enhancers vs 2 target painters. You can see that HAM's are superior to long range turrets in the range from 0-15km, but after that long range turrets are vastly superior all the way out. It's pretty safe to say blasters will be superior for most of the first 10km as well, and light drones from a vexor will eclipse us at all ranges against small fast moving targets. p.s. we have 2x Warrior II's on the caracal as well and those will further enhance the dps, but the Thorax has 2 full flights of 5. Okay I just photoshopped the HAM dps curve onto the graph, tbh it should be a fraction higher now I look at it again but it's close enough. I'm not complaining either btw, that dps can be improved with more rigs and BCU's so in the event a lone Talwar wouldn't stand against a HAM Caracal anyway. I just think it illustrates where heavy missiles are at compared to turret users when dealing with ships that are maneuvering. http://i.imgur.com/H9IkFZY.pngAlthough HAM's are in pretty good shape generally there is still room for improvement, a low slot tracking enhancer style module that was suggested earlier would give missile users the same capabilities to custom there fits and be flexible as Turret users already enjoy. We would be sacrificing potential dps for better application against smaller targets. Even that won't be enough to save HML, they need to be brought closer into line with where HAM's are at now in terms of damage application, their potential dps is already so low to make up for their range they really need to be able to apply that damage. Words fail me to describe my shock and horror at your amended graph. Wow! That sucks on so many levels, I am not even sure where to start... So according to this graph, if we maintain a range of ~20km we are better off with a talos, deimos or thorax. Good to know!
CCP Rise, I am going to send you some "For Dummy" books if I can find some on missiles and guns. Also I am thinking that I need to send you a dictionary with the word "balance" highlighted for you. |

Arthur Aihaken
The.VOID
858
|
Posted - 2013.12.11 00:41:00 -
[3077] - Quote
TrouserDeagle wrote:you're pretty awful Be nice.  I am currently away, traveling through time and will be returning last week. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
|
Posted - 2013.12.11 00:41:00 -
[3078] - Quote
Fourteen Maken wrote:TrouserDeagle wrote:
you're pretty awful
Whats awful about that?
moas are the ****, and lol, why would anyone fly minmatar except as a joke? |

Sgt Ocker
State War Academy Caldari State
89
|
Posted - 2013.12.11 00:46:00 -
[3079] - Quote
Arthur Aihaken wrote:
Conclusions: GÇó RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank. GÇó HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes. GÇó HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).
Comments welcome. Thanks.
Just so my pleb brain can absorb this correctly, the graphs are based on DPS yes / no. If yes, is it DPS over a period of time to allow for reloads. If no, how much would reloads affect the damage application |

Mournful Conciousness
Embers Children TOHA Conglomerate
391
|
Posted - 2013.12.11 00:48:00 -
[3080] - Quote
TrouserDeagle wrote:Fourteen Maken wrote:TrouserDeagle wrote:
you're pretty awful
Whats awful about that? moas are the ****, and lol, why would anyone fly minmatar except as a joke?
:-) in 3 years of playing Eve I've been through periods where:
* caldari were OP
* minmatar were OP
* lasers (and therefore amarr) were OP
* and now (astonishingly) gallente are OP
To be honest, this has more to do with fashion than fact.
If you put 6 ships in the same squad, and fire on the same target at the same time, it does not matter what's mounted to your hardpoints - it'll die.
This is Eve. Nothing is fair. It never was. Build a bigger, better organised fleet.
If you don't, you'll be pwned.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|
|

Zvaarian the Red
Evil Leprechaun Brigade
213
|
Posted - 2013.12.11 00:58:00 -
[3081] - Quote
Mournful Conciousness wrote:TrouserDeagle wrote:Fourteen Maken wrote:TrouserDeagle wrote:
you're pretty awful
Whats awful about that? moas are the ****, and lol, why would anyone fly minmatar except as a joke? :-) in 3 years of playing Eve I've been through periods where: * caldari were OP * minmatar were OP * lasers (and therefore amarr) were OP * and now (astonishingly) gallente are OP To be honest, this has more to do with fashion than fact. If you put 6 ships in the same squad, and fire on the same target at the same time, it does not matter what's mounted to your hardpoints - it'll die. This is Eve. Nothing is fair. It never was. Build a bigger, better organised fleet. If you don't, you'll be pwned.
Yeah it has nothing to do with the heavy-handed balance methods of CCP who over-nerf or over-buff nearly everything they touch. It has nothing to do with that at all...
 |

Arthur Aihaken
The.VOID
859
|
Posted - 2013.12.11 00:59:00 -
[3082] - Quote
Sgt Ocker wrote:Just so my pleb brain can absorb this correctly, the graphs are based on DPS yes / no. If yes, is it DPS over a period of time to allow for reloads. If no, how much would reloads affect the damage application Yes, based on DPS - but it's applied/effective damage (not paper DPS). Yes, both ammunition capacity and reloads are factored into the equation (hence why you'll see slight variations between Faction and T2 where applicable). I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
501
|
Posted - 2013.12.11 01:05:00 -
[3083] - Quote
Great work Arthur, this really makes clear where these things work and fail.
The Caracal I used was just a buffer fit RLML I actually had fit on my alt pre their nerfing, just a point on it and MWD and three BCU. Missiles were Explosion Precision Lights along with buffer. There was no TP. A TP would definitely have finished him off, but only after 10-12 missiles in. Explosion is the Incursus joint worst resist. The Reactive Hardener meant, that as the fight went on, the better his tank was getting - and it made all the difference when combined with the AB.
The Reactive Armor Hardener was introduced the same time as the ASB, and I suspect, it was there to help with solo play to give armor better tanks against an ASB fit shield ship. Since then, ASB's have been nerfed, and the RAH buffed, so it shifts far quicker and is far smarter now about shifting if there are mixed incoming damage types. If you're in a fight for any length of time, its going to be pretty awesome as things progress. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Sgt Ocker
State War Academy Caldari State
89
|
Posted - 2013.12.11 01:08:00 -
[3084] - Quote
Fourteen Maken wrote:Gypsio III wrote:[Caracal, HAM] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large F-S9 Regolith Shield Induction Warp Disruptor II Adaptive Invulnerability Field II Fleeting Propulsion Inhibitor I
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Warrior II x2
Use a 1% PG implant with AWU IV. Switch disruptor for scrambler, web for painter as you see fit. 1881 m/s, 25k overloaded EHP, 395 selectable DPS to almost 30 km, 309 DPS with Jav to 40ish km, 464 DPS to 20 km with Rage. for some reason with my skills i'd need a 5% pg implant and it costs 200million. I'll have to stick with RLML until I get around to training for Advanced weapon upgrades, HAM is just not working out with my skills. I hate to do it, but here's another one for the metrics.  Yes people with perfect skills often forget how important those few skills are. Shield management 4 to 5 makes a difference of 5k EHP on an LSE caracal. Or the equivalent of an extra LSE. Missile bombardment 4 to 5 is equal to an extra 6k range, with HAMS. I find the web is better than TP but is harder to manage as you have less than 2 mins cap it can be hard keeping range.
If you did want to fit that way, you could use CA-1 CA-2 and +3 implant
|

Arthur Aihaken
The.VOID
859
|
Posted - 2013.12.11 01:12:00 -
[3085] - Quote
Moonaura wrote:There is an interesting irony though here as well. The old RLML wouldn't have been even close to troubling an Incursus like that. Its peak DPS wouldn't push the tank anything like as hard, and this Incursus fit means once its shifted, the Caracal DPS drops significantly. It really is a cool little module since they buffed it. I wanted to ponder this a bit more and check some numbers before replying... In actuality, when you factor in reload times the old RLMLs out-DPS the new RLMLs by about 25% (25.6%, if we want to get technical). What we got was a nerf masquerading as a burst. So no, while it wouldn't have initially hammered the Incursus - slow and steady wins the race here. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
89
|
Posted - 2013.12.11 01:31:00 -
[3086] - Quote
Arthur Aihaken wrote:Moonaura wrote:There is an interesting irony though here as well. The old RLML wouldn't have been even close to troubling an Incursus like that. Its peak DPS wouldn't push the tank anything like as hard, and this Incursus fit means once its shifted, the Caracal DPS drops significantly. It really is a cool little module since they buffed it. I wanted to ponder this a bit more and check some numbers before replying... In actuality, when you factor in reload times the old RLMLs out-DPS the new RLMLs by about 25% (25.6%, if we want to get technical). What we got with the new RLML was a nerf masquerading as a burst. So no, while the old RLML wouldn't have initially hammered the Incursus - slow and steady wins the race here. Thanks for the reply to my earlier post. I was finding it a bit hard to get my head around RLML Fury being so effective vs AHAC or even AB cruiser. But it is a tengu and I would expect a 600mil mini battle ship to perform.
I know this is probably a big ask after all the work you have already done. Would you mind doing a comparison using a rail fit tengu vs missiles
|

Arthur Aihaken
The.VOID
859
|
Posted - 2013.12.11 02:07:00 -
[3087] - Quote
Caracal Frigate Massacre (aka "Catch me if you can!") 5x T2 RLML, Faction light missiles 2x Hornet II light drones Experimental 10MN Microwarpdrive I Large Shield Extender II Cap Recharger II 2x Target Painter II 3x Ballistic Control System II Capacitor Power Relay II 2x Medium Warhead Rigor Catalyst I 1x Medium Semiconductor Memory Cell I
Cap stable (31.7%). 1881 m/s speed 335 DPS (371 DPS w/drones), 63.3km range .....
Orbit at a comfortable range and shoot. GÇó Faction light missiles are 94.9% effective against AB frigates (which you can outrun) GÇó Faction light missiles are 100% effective against MWD frigates and assault frigates GÇó Even though MWD frigates are faster, they have to catch-up first (did I mention 63.3km range?) I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
859
|
Posted - 2013.12.11 02:10:00 -
[3088] - Quote
Sgt Ocker wrote:Thanks for the reply to my earlier post. I was finding it a bit hard to get my head around RLML Fury being so effective vs AHAC or even AB cruiser. But it is a tengu and I would expect a 600mil mini battle ship to perform.
I know this is probably a big ask after all the work you have already done. Would you mind doing a comparison using a rail fit tengu vs missiles. Maybe using faction antimatter and the 2 T2 variants.
I will understand if you don't and appreciate all the information you've put out there for us. Np. One thing I should point out: I'm not factoring range into any of these comparisons, just noting it in my comments as to what will probably work best to enhance damage application, ie: rigs, target painters, stasis webs or some combination thereof.
I should be able to come up with something. Let me plug away at it... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
89
|
Posted - 2013.12.11 02:35:00 -
[3089] - Quote
Arthur Aihaken wrote:Caracal Frigate Massacre (aka "Catch me if you can!") 5x T2 RLML, Faction light missiles 2x Hornet II light drones Experimental 10MN Microwarpdrive I Large Shield Extender II Cap Recharger II 2x Target Painter II 3x Ballistic Control System II Capacitor Power Relay II 2x Medium Warhead Rigor Catalyst I 1x Medium Semiconductor Memory Cell I
Cap stable (31.7%). 1881 m/s speed 335 DPS (371 DPS w/drones), 63.3km range .....
Orbit at a comfortable range and shoot. GÇó Faction light missiles are 94.9% effective against AB frigates (which you can outrun) GÇó Faction light missiles are 100% effective against MWD frigates and assault frigates GÇó Even though MWD frigates are faster, they have to catch-up first (did I mention 63.3km range?) I know you understand that for anyone with less than perfect skills, EFT fits are a distant dream? T2's specialization to 4, missile supports to 4. The numbers are very different, like 290dps @ 47k and with meta 4 TP's you get 48% cap stable for no loss in effectiveness.
The fit is still viable but 47k is a lot easier to close on than 63. 1 mistake you die. |

Arthur Aihaken
The.VOID
859
|
Posted - 2013.12.11 02:58:00 -
[3090] - Quote
Tengu Analysis Tengus are kind of a tricky ship to do a comparative analysis with. For starters, it's a $350-million+ ISK pocket battleship plus whatever you value the loss of 4-5 days of skill training at. Since Tengus shine particularly well (see what I did there?) with Deadspace modules, more often than not the $350-million ISK sticker price represents the base model that almost no one flies. As such, it tends to attract a lot of unwanted attention from small groups seeking fame and fortune. Very rarely will you find yourself engaged by a lone opponent (in every instance where a frigate has engaged me, it was merely to establish point until reinforcements could arrive).
The stated design of the Tengu is to fulfill multiple roles, just not necessarily excel at them beyond their T2 or faction counterparts. That being said, it's a difficult juggling act to get the fit right when you're potentially facing a group of everything from interceptors to other strategic cruisers.
I had a close look at three Tengu setups: one with rapid light launchers, another with heavy assault launchers and the last with 250mm railguns. On paper, if we exclude reload times and damage types - DSP is very similar (603, 557 and 578 respectively). Range is also comparable with 42.2km for LMs, 45.6km for HAMs and 36km+15km for rails. The ability to hit targets is also fairly consistent among the three, that is until the target angle changes - and where the importance of tracking enhancers or computers comes into play.
And therein lies the rub. With a rail setup, Tengus only have a sole low slot reserved for damage control - so if you want a passive tracking enhancer you're giving up about 10% DPS or the damage control. Otherwise, you're relegated to running 1 or more tracking computers in mid slots. Since there are only five free slots after a propulsion mod, this starts to chew up real estate relatively quickly. If you get into a short-range engagement (a definite possibility if jumped by multiple opponents), nothing short of dual-webs is going to allow you to hit anything. Rail Tengus work great in fleet doctrines because they basically apply instant damage, and compared to heavy missiles this is night and day.
The unfortunate reality is that in anything but a missile fit, the Tengu is extremely vulnerable. The only thing working for it is the range advantages of missiles and the ability to hit moving targets regardless of angle. At close-range, it's easily neuted by a Legion, webbed by a Loki or scrammed by a Proteus. There might be some interesting armor Tengu fits, so I'm going to take a look at those.
(sorry, no chart) I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
The.VOID
859
|
Posted - 2013.12.11 03:01:00 -
[3091] - Quote
Sgt Ocker wrote:I know you understand that for anyone with less than perfect skills, EFT fits are a distant dream? T2's specialization to 4, missile supports to 4. The numbers are very different, like 290dps @ 47k and with meta 4 TP's you get 48% cap stable for no loss in effectiveness.
The fit is still viable but 47k is a lot easier to close on than 63. 1 mistake you die. Yeah, I'm too lazy to change my settings in pyfa... I'm mostly IV, with a few scatterings of V here and there. I'd probably be further ahead with missiles if certain people stopped screwing around with them and diverting my training... Oh, without a doubt that fit can be improved upon. This is one of the challenges we have with Caldari ships: juggling both missiles -and- shields. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
859
|
Posted - 2013.12.11 09:24:00 -
[3092] - Quote
Caught a Dramiel last night and he died to the combined efforts of a) 5x Arbalest RHMLs, b) 2 stasis webs and a scram and 3) a medium neut. I went with an armor fit on my Tengu, which suffice it to say he was not expecting. I would've got another frigate but got caught reloading my RLMLs, whereby reinforcements arrived and led to my untimely demise. GǪ..
I later went out with another "ship" fitted with RLMLs, and drove everything up to and including a Tengu off. This fit shows a lot more promise (wasn't a Tengu). Still loathing the 40-second reload...
 I am currently away, traveling through time and will be returning last week. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
335
|
Posted - 2013.12.11 09:40:00 -
[3093] - Quote
Arthur Aihaken wrote:I later went out with another "ship" fitted with RLMLs, and drove everything up to and including a Tengu off. This fit shows a lot more promise (wasn't a Tengu). Still loathing the 40-second reload... 
Was it a Bellicose by any chance? That's the ship I enjoy fittings these weapons to the most. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
907
|
Posted - 2013.12.11 09:42:00 -
[3094] - Quote
Arthur Aihaken wrote:Caught a Dramiel last night and he died to the combined efforts of a) 5x Arbalest RHMLs, b) 2 stasis webs and a scram and 3) a medium neut. I went with an armor fit on my Tengu, which suffice it to say he was not expecting. I would've got another frigate but got caught reloading my RLMLs, whereby reinforcements arrived and led to my untimely demise. GǪ.. I later went out with another "ship" fitted with RLMLs, and drove everything up to and including a Tengu off. This fit shows a lot more promise (wasn't a Tengu). Still loathing the 40-second reload... 
You mean a stupid tengu? because even 2 cerberuses with rapids cannot even get to half shields of a tengu before they run of of chrages and the tengu kill one of them before turnign awy and leaving with plenety of time before you reload. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

cyndrogen
The Greatest Corp in the Universe
353
|
Posted - 2013.12.11 10:11:00 -
[3095] - Quote
Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.
Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
907
|
Posted - 2013.12.11 10:15:00 -
[3096] - Quote
cyndrogen wrote:Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.
Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.
MUCH higher no.. On same class maybe. Arties have a HUGE issue with tracking (being the worst trackign weapons in game) and being the LOWEST dps weapons in game. So giving missiles larger alpha than arties will be wayyy OP. Specially on fast missiles like cruises. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Zvaarian the Red
Evil Leprechaun Brigade
216
|
Posted - 2013.12.11 11:12:00 -
[3097] - Quote
cyndrogen wrote:Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.
Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.
What's funny about what you're saying is that cruise missiles on a navy raven pretty much completely owns all those ships in terms of long range DPS against PVE targets (read lots of slow battleships). The reason that missile ships are less sought after for incursions has a lot more to do with prejudice against them in general, a lack of a missile specialized pirate faction, and a general preference for armor tanking. And yes flight time sucks, but it's not a reason to skip over a ship that does far more damage to an NPC battleship than any other incursion BS.
All that said, if they were to double the damage of missiles and halve their fire rate across the board I wouldn't complain. Hell that would make the rapid launchers much, much better come to think of it. |

Sgt Ocker
State War Academy Caldari State
89
|
Posted - 2013.12.11 11:32:00 -
[3098] - Quote
Zvaarian the Red wrote:cyndrogen wrote:Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.
Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.
What's funny about what you're saying is that cruise missiles on a navy raven pretty much completely owns all those ships in terms of long range DPS against PVE targets (read lots of slow battleships). The reason that missile ships are less sought after for incursions has a lot more to do with prejudice against them in general, a lack of a missile specialized pirate faction, and a general preference for armor tanking. And yes flight time sucks, but it's not a reason to skip over a ship that does far more damage to an NPC battleship than any other incursion BS. All that said, if they were to double the damage of missiles and halve their fire rate across the board I wouldn't complain. Hell that would make the rapid launchers much, much better come to think of it. The main reason missiles are not included in incursion fleets is due to the extra time it takes to run sites. There are many shield fleets running incursions, Vindi, nightmare, mach, Rokh, all shield boats that show prominently in incursion fleets. Instant DPS and a lot of it is what makes a successful incursion fleet, missile battleships just can't provide that |

Zvaarian the Red
Evil Leprechaun Brigade
216
|
Posted - 2013.12.11 11:38:00 -
[3099] - Quote
Sgt Ocker wrote:Zvaarian the Red wrote:cyndrogen wrote:Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.
Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.
What's funny about what you're saying is that cruise missiles on a navy raven pretty much completely owns all those ships in terms of long range DPS against PVE targets (read lots of slow battleships). The reason that missile ships are less sought after for incursions has a lot more to do with prejudice against them in general, a lack of a missile specialized pirate faction, and a general preference for armor tanking. And yes flight time sucks, but it's not a reason to skip over a ship that does far more damage to an NPC battleship than any other incursion BS. All that said, if they were to double the damage of missiles and halve their fire rate across the board I wouldn't complain. Hell that would make the rapid launchers much, much better come to think of it. The main reason missiles are not included in incursion fleets is due to the extra time it takes to run sites. There are many shield fleets running incursions, Vindi, nightmare, mach, Rokh, all shield boats that show prominently in incursion fleets. Instant DPS and a lot of it is what makes a successful incursion fleet, missile battleships just can't provide that
Cruise missiles having higher DPS pretty much negates the flight time issue in terms of running sites quickly. Though I don't doubt the perception is what you say it is. Perception and reality are often very different after all. Oh and if anyone thinks a Rokh is going to help you run a site faster than a Navy Raven they are literally bat **** crazy. |

Moonaura
The Dead Rabbit Society
502
|
Posted - 2013.12.11 11:57:00 -
[3100] - Quote
Zvaarian, its an issue with missiles in general. The time to target and delayed response, is a pain in missile gangs. I saw this most when I ran sniping / kiting caracal's pre-crucible nerf on Heavy Missiles. We'd fit to reach 110km, as it was one of the best ways to avoid Thorax's (Stabbers were a pain in the bum though).
But anyway, you'd call primary, and then wait. And wait. Then you'd see a lot of damage sometimes, coming in slightly apart depending on where people were on the field, and how well they'd responded to the primary call etc.
The problem you have is when you call to switch to another target, because it looks like the next set of volley's are going to finish your primary off, but sometimes by the time the missiles get there, he's got reps etc.
Its actually a real problem, and its something you don't have with guns. Its either dead, or it isn't. So missile fleets in general are slower at switching targets, because of the delay in seeing if your current inbound missiles have done the job. And by the time you've found they have, then another set of missiles is already on there way - and effectively completely wasted.
This is why I said the new RLML with just 18 missiles is incredibly inefficient in a small gang now, because every missile has to count, but it nearly impossible to call it right in advance of the missile landing. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|

Arthur Aihaken
The.VOID
859
|
Posted - 2013.12.11 11:58:00 -
[3101] - Quote
Spugg Galdon wrote:Was it a Bellicose by any chance? That's the ship I enjoy fittings these weapons to the most. Nope. 
Kagura Nikon wrote:You mean a stupid tengu? because even 2 cerberuses with rapids cannot even get to half shields of a tengu before they run of of chrages and the tengu kill one of them before turnign awy and leaving with plenety of time before you reload. Stupid might be a bit harsh; let's call it "ambitious" (it was running a HAM setup). I hit him with something else in addition to the RLMLsGǪ
 I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
102
|
Posted - 2013.12.11 11:58:00 -
[3102] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
Is this still the case? Are all medium missiles going to be reviewed because I haven't seen a single player with any credibility try to say that HML's are working, or even close to it. I think most of the open hostility towards RLML really comes from the fact that a lot of people were not just using RLML for killing frigates but as the last plausible weapon against other small cruisers as well. |

Zvaarian the Red
Evil Leprechaun Brigade
216
|
Posted - 2013.12.11 12:08:00 -
[3103] - Quote
Moonaura wrote:Zvaarian, its an issue with missiles in general. The time to target and delayed response, is a pain in missile gangs. I saw this most when I ran sniping / kiting caracal's pre-crucible nerf on Heavy Missiles. We'd fit to reach 110km, as it was one of the best ways to avoid Thorax's (Stabbers were a pain in the bum though).
But anyway, you'd call primary, and then wait. And wait. Then you'd see a lot of damage sometimes, coming in slightly apart depending on where people were on the field, and how well they'd responded to the primary call etc.
The problem you have is when you call to switch to another target, because it looks like the next set of volley's are going to finish your primary off, but sometimes by the time the missiles get there, he's got reps etc.
Its actually a real problem, and its something you don't have with guns. Its either dead, or it isn't. So missile fleets in general are slower at switching targets, because of the delay in seeing if your current inbound missiles have done the job. And by the time you've found they have, then another set of missiles is already on there way - and effectively completely wasted.
This is why I said the new RLML with just 18 missiles is incredibly inefficient in a small gang now, because every missile has to count, but it nearly impossible to call it right in advance of the missile landing.
I'm not disputing that it's an issue or that it's not annoying sometimes. I simply maintain that the greater DPS of cruise missiles vs most long range guns pretty much negates it in terms of how fast sites can be run. Like I said it's more about perception than reality. This is one instance where the missile problem is not as bad as people think. Though I'm definitely not opposed to a proportionate increase of damage and decrease of rate of fire, a straight up increase in missile flight speed, or both. |

Arthur Aihaken
The.VOID
859
|
Posted - 2013.12.11 12:08:00 -
[3104] - Quote
Fourteen Maken wrote:Is this still the case? Are all medium missiles going to be reviewed because I haven't seen a single player with any credibility try to say that HML's are working, or even close to it. I think most of the open hostility towards RLML really comes from the fact that a lot of people were not just using RLML for killing frigates but as the last plausible weapon against other small cruisers as well. The original RLMLs were not only effective against anything from frigates to cruisers, but they did so without the assistance of rigs or any electronic warfare. Range was really decent (60km+), upwards of 80 rounds in terms of capacity, a 10-second reload and - probably the most important aspect - <50 power grid fitting per launcher. This last element cannot be appreciate enough, as it allowed Caracals to allocate more to tank.
So it's not just that the new RLMLs resulted in a 25.4% DPS hit or that the 40-second reload killed tactical ammo swaps, but just to continue to run them you lost a considerable portion of your tank. Had the fitting requirements remained unchanged, I suspect their use would be more prevalent than it is. I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
102
|
Posted - 2013.12.11 12:19:00 -
[3105] - Quote
Moonaura wrote:Zvaarian, its an issue with missiles in general. The time to target and delayed response, is a pain in missile gangs. I saw this most when I ran sniping / kiting caracal's pre-crucible nerf on Heavy Missiles. We'd fit to reach 110km, as it was one of the best ways to avoid Thorax's (Stabbers were a pain in the bum though).
But anyway, you'd call primary, and then wait. And wait. Then you'd see a lot of damage sometimes, coming in slightly apart depending on where people were on the field, and how well they'd responded to the primary call etc.
The problem you have is when you call to switch to another target, because it looks like the next set of volley's are going to finish your primary off, but sometimes by the time the missiles get there, he's got reps etc.
Its actually a real problem, and its something you don't have with guns. Its either dead, or it isn't. So missile fleets in general are slower at switching targets, because of the delay in seeing if your current inbound missiles have done the job. And by the time you've found they have, then another set of missiles is already on there way - and effectively completely wasted.
This is why I said the new RLML with just 18 missiles is incredibly inefficient in a small gang now, because every missile has to count, but it nearly impossible to call it right in advance of the missile landing.
Yeah I spoke to guys in incursions and they don't like missiles at all, they are very inefficient in fleets even though the dps is better about 1 in 5 shots are wasted on targets that are already dead, and that goes up even more as the targets get smaller. For solo pve it's not an issue but for a fleet that's a lot of wasted dps, even letting one or two missile guys tag along they basically become passengers because by the time their missiles hit most of the targets will already be dead. |

Zvaarian the Red
Evil Leprechaun Brigade
216
|
Posted - 2013.12.11 12:20:00 -
[3106] - Quote
Arthur Aihaken wrote:Fourteen Maken wrote:Is this still the case? Are all medium missiles going to be reviewed because I haven't seen a single player with any credibility try to say that HML's are working, or even close to it. I think most of the open hostility towards RLML really comes from the fact that a lot of people were not just using RLML for killing frigates but as the last plausible weapon against other small cruisers as well. The original RLMLs were not only effective against anything from frigates to cruisers, but they did so without the assistance of rigs or any electronic warfare. Range was really decent (60km+), upwards of 80 rounds in terms of capacity, a 10-second reload and - probably the most important aspect - <50 power grid fitting per launcher. This last element cannot be appreciate enough, as it allowed Caracals to allocate more to tank. So it's not just that the new RLMLs resulted in a 25.4% DPS hit or that the 40-second reload killed tactical ammo swaps, but just to continue to run them you lost a considerable portion of your tank. Had the fitting requirements remained unchanged, I suspect their use would be more prevalent than it is.
Yeah I don't really dispute that they were probably too good at killing frigs and cruisers. In my opinion that's fairly obvious. On the other hand I don't think they needed to be fundamentally redesigned and mega-nerfed to fix the problem. I mean if you reduce the damage application of light precision missiles, increase the PWG a bit, and lower the ammo capacity, you probably have done what needs to be done without pissing off nearly every RLML user in the game with a complete redesign that no one really wanted or had asked for. I mean it's not like these things had completely taken over the small gang and solo scene before the change. They were just a tad bit too efficient. |

Zvaarian the Red
Evil Leprechaun Brigade
216
|
Posted - 2013.12.11 12:23:00 -
[3107] - Quote
Fourteen Maken wrote:Moonaura wrote:Zvaarian, its an issue with missiles in general. The time to target and delayed response, is a pain in missile gangs. I saw this most when I ran sniping / kiting caracal's pre-crucible nerf on Heavy Missiles. We'd fit to reach 110km, as it was one of the best ways to avoid Thorax's (Stabbers were a pain in the bum though).
But anyway, you'd call primary, and then wait. And wait. Then you'd see a lot of damage sometimes, coming in slightly apart depending on where people were on the field, and how well they'd responded to the primary call etc.
The problem you have is when you call to switch to another target, because it looks like the next set of volley's are going to finish your primary off, but sometimes by the time the missiles get there, he's got reps etc.
Its actually a real problem, and its something you don't have with guns. Its either dead, or it isn't. So missile fleets in general are slower at switching targets, because of the delay in seeing if your current inbound missiles have done the job. And by the time you've found they have, then another set of missiles is already on there way - and effectively completely wasted.
This is why I said the new RLML with just 18 missiles is incredibly inefficient in a small gang now, because every missile has to count, but it nearly impossible to call it right in advance of the missile landing. Yeah I spoke to guys in incursions and they don't like missiles at all, they are very inefficient in fleets even though the dps is better about 1 in 5 shots are wasted on targets that are already dead, and that goes up even more as the targets get smaller. For solo pve it's not an issue but for a fleet that's a lot of wasted dps, even letting one or two missile guys tag along they basically become passengers because by the time their missiles hit most of the targets will already be dead.
1 in 5 shots being wasted (which can be avoided for the most part) pretty much puts their DPS at the level of most turret boats. But yeah, people don't like those missiles blowing up half way to a dead target. It just feels "inefficient". |

Moonaura
The Dead Rabbit Society
504
|
Posted - 2013.12.11 12:46:00 -
[3108] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
CCP Rise wrote:Using examples of what one alliance fields in a few select fights doesn't really show much. In general, metrics show that missiles have certainly come down in popularity some since HML changes but overall they are still performing well.
The Phoenix is certainly not in a good place. We actually tried to do a pass on it a few patches back but couldn't get the tuning quite right so we decided to wait a little since there will be good opportunities to balance it alongside other changes that we have in mind.
Missiles gained some ground recently with Cruise changes and the addition of RHML. We want to do a few more things over the next few patches that will also impact missile balance, if that helps your outlook.
I think we've shown that HML is the root of the issue. When you say it's metrics have come down but still okay, its worth considering the PvE aspect of course.
For PvP, I can't understand anyone that sees how they function actually using these things, really? I mean come on, a missile system that does low DPS to start with, and only hits for half its DPS against Cruisers? Even with Precisions in?
Heavy Missiles don't need more DPS, they just need to be able to apply the existing DPS reasonably, and also consider things like TP etc. Its fair to expect a gang to bring stuff to make these things work, but if it takes 5 bellicose with TP and bonuses to make these things hit properly, then I'd say that HM are broken.
You also need to consider the Tengu in relation to all of this, as we don't want (well maybe Arthur does lol) Tengu blobs replacing Drake blobs. So if Heavy Missiles improve - and honestly - you can't say they don't need to be given all we've shown you guys about them - then the relevant Tengu bonuses need to be kept in check to stop it being OMG powerful at 100km.
Personally I was fine with the range nerf HM got before, its the fact they just don't hit anything that is the real issue. I've fielded an entire small fleet of Caracal's before now with HM - pre Crucible - and a single fleet stabbers with gang bonuses came in and did terrible, terrible things to my ego lol... and several of the Caracal's lol. Now, if he flew it right, he could have taken out the entire fleet one by one. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Bouh Revetoile
TIPIAKS
439
|
Posted - 2013.12.11 12:57:00 -
[3109] - Quote
Seeing then Arthur's numbers, I think missile balance is rather good between themselves : even when factoring reload, RLML are the goto weapon to shoot at frigates ; HAML are the best overall and HML are for long range.
Details might need some tweeks but the relative power between all of them is good I think. |

Zvaarian the Red
Evil Leprechaun Brigade
216
|
Posted - 2013.12.11 13:02:00 -
[3110] - Quote
Bouh Revetoile wrote:Seeing then Arthur's numbers, I think missile balance is rather good between themselves : even when factoring reload, RLML are the goto weapon to shoot at frigates ; HAML are the best overall and HML are for long range.
Details might need some tweeks but the relative power between all of them is good I think.
It's been pointed out countless times in this thread that HMs do pathetic damage to cruisers even with precision missiles, and yet you keep saying everything is fine while willfully misinterpreting the mountains of data in this thread. Please stop posting. |
|

Fourteen Maken
State Protectorate Caldari State
102
|
Posted - 2013.12.11 13:08:00 -
[3111] - Quote
Zvaarian the Red wrote:Bouh Revetoile wrote:Seeing then Arthur's numbers, I think missile balance is rather good between themselves : even when factoring reload, RLML are the goto weapon to shoot at frigates ; HAML are the best overall and HML are for long range.
Details might need some tweeks but the relative power between all of them is good I think. It's been pointed out countless times in this thread that HMs do pathetic damage to cruisers even with precision missiles, and yet you keep saying everything is fine while willfully misinterpreting the mountains of data in this thread. Please stop posting.
I hope he meant the paper dps, as in HML lowest, RLML next lowest, then HAM best. I would have to agree that is the order they should be in, and if the damage application issues were out of the way we could potentially have a role for each weapon. |

Bouh Revetoile
TIPIAKS
439
|
Posted - 2013.12.11 13:16:00 -
[3112] - Quote
Zvaarian the Red wrote:Bouh Revetoile wrote:Seeing then Arthur's numbers, I think missile balance is rather good between themselves : even when factoring reload, RLML are the goto weapon to shoot at frigates ; HAML are the best overall and HML are for long range.
Details might need some tweeks but the relative power between all of them is good I think. It's been pointed out countless times in this thread that HMs do pathetic damage to cruisers even with precision missiles, and yet you keep saying everything is fine while willfully misinterpreting the mountains of data in this thread. Please stop posting. Either I'm very bad at english or you have reading comprehension...
Details might need some tweeks but the relative power between all of (medium missile systems) is good I think.
I also stated the potential source of HM problem in the previous post.
Also, it's you who insult everyone not agreeing with you or doesn't seeing missiles as absurdly broken. This atitude is childish at best.
So, please, stop being a douchebag.
PS : Thanks Fourteen, you finaly understood something I wrote ! |

Moonaura
The Dead Rabbit Society
504
|
Posted - 2013.12.11 13:30:00 -
[3113] - Quote
Zvaarian the Red wrote:Moonaura wrote:Zvaarian, its an issue with missiles in general. The time to target and delayed response, is a pain in missile gangs. I saw this most when I ran sniping / kiting caracal's pre-crucible nerf on Heavy Missiles. We'd fit to reach 110km, as it was one of the best ways to avoid Thorax's (Stabbers were a pain in the bum though).
But anyway, you'd call primary, and then wait. And wait. Then you'd see a lot of damage sometimes, coming in slightly apart depending on where people were on the field, and how well they'd responded to the primary call etc.
The problem you have is when you call to switch to another target, because it looks like the next set of volley's are going to finish your primary off, but sometimes by the time the missiles get there, he's got reps etc.
Its actually a real problem, and its something you don't have with guns. Its either dead, or it isn't. So missile fleets in general are slower at switching targets, because of the delay in seeing if your current inbound missiles have done the job. And by the time you've found they have, then another set of missiles is already on there way - and effectively completely wasted.
This is why I said the new RLML with just 18 missiles is incredibly inefficient in a small gang now, because every missile has to count, but it nearly impossible to call it right in advance of the missile landing. I'm not disputing that it's an issue or that it's not annoying sometimes. I simply maintain that the greater DPS of cruise missiles vs most long range guns pretty much negates it in terms of how fast sites can be run. Like I said it's more about perception than reality. This is one instance where the missile problem is not as bad as people think. Though I'm definitely not opposed to a proportionate increase of damage and decrease of rate of fire, a straight up increase in missile flight speed, or both.
I've not tried Cruise missiles yet, so you may be right, but Time to Target is a real issue in PvP, and slows us down when it comes to target switching. Against armor, it typically gave them time to get reps in. Eventually, what happened in FW was that they would warp off, because we couldn't point them, only hurt them with the long range fits pre-crucible. Any pilot brave enough to sit in a Moa and point for us, soon died lol. We tried all sorts - even desperately trying to make pre-balance change T1 logistics work. The things were filled with cap boosters and were hilarious really.
I also considered ECM burst Moa's sitting at the entrance to stave off the DPS, but you can't do it near the entrance, and get negative sec standings for your own faction whose plex your defending, so anything like smartbombing etc is also out. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
860
|
Posted - 2013.12.11 13:35:00 -
[3114] - Quote
Bouh Revetoile wrote:Seeing then Arthur's numbers, I think missile balance is rather good between themselves : even when factoring reload, RLML are the goto weapon to shoot at frigates ; HAML are the best overall and HML are for long range.
Details might need some tweeks but the relative power between all of them is good I think. Yes, this is why all of the charts I posted have comparisons with HMLsGǪ oh, waitGǪ  I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
439
|
Posted - 2013.12.11 13:43:00 -
[3115] - Quote
Arthur Aihaken wrote:Bouh Revetoile wrote:Seeing then Arthur's numbers, I think missile balance is rather good between themselves : even when factoring reload, RLML are the goto weapon to shoot at frigates ; HAML are the best overall and HML are for long range.
Details might need some tweeks but the relative power between all of them is good I think. Yes, this is why all of the charts I posted have comparisons with HMLsGǪ oh, waitGǪ  I don't understand what you mean, sorry. |

Fourteen Maken
State Protectorate Caldari State
102
|
Posted - 2013.12.11 13:45:00 -
[3116] - Quote
Most of the people who have posted have been openly hostile to the changes, or at least thought it was over kill. There have been 57,000 views so far, nearly as many as some of the sticky threads that are up for years... CCP Rise at least has tried to respond, but where are the CSM's who supposedly championed this? Why can they not explain their reasoning because it's clearly out of touch with a lot of players. |

Zvaarian the Red
Evil Leprechaun Brigade
218
|
Posted - 2013.12.11 13:46:00 -
[3117] - Quote
Bouh Revetoile wrote: So, please, stop being a douchebag.
You consistently act like you know more about missiles than missile users (some of whom are very experienced), willfully misinterpret hard data to support your arguments, and generally act like you are simply smarter than the rest of us, and I'm the douchbag?
 |

Moonaura
The Dead Rabbit Society
504
|
Posted - 2013.12.11 13:57:00 -
[3118] - Quote
Fit for the Bellicose below.
Here is an example of why the Heavy Missiles are not feasable in PvP.
I've gone a bit silly with it.
I've filled it full of target painters - for which it gets a bonus.
And I've filled it full of missile rigs to hit smaller, faster targets better.
And I've put in Precision missiles.
On paper DPS is 198 over 31km.
I wouldn't call that high to start with, but its decent. It has three BCU's in.
Against an AB fit Stabber it still can't do full damage unless the stabber slows down.
If the Stabber is full speed without overload, the missiles do 170 DPS. After resists then, that is going to be at least half that typically.
Against the Incursus, the missiles do just 107 DPS.
Now it is a Medium weapon system, but its using missiles with reduced damage to start with, designed to hit fast small signature stuff - with the rigs in etc.
I did not include drones in the damage numbers btw.
If we reload in Fury Missiles - DPS increases to 310 on the Bellicose.
These missiles are designed for other normal cruisers.
Against a non prop OR MWD thorax for example, it does identical DPS of 267. Against the Stabber though, DPS drops down to 87 DPS - this is why you have to use Precisions against them.
So even if I take out a gang where every ship uses rigs and forgoes tank - and we include five bellicose's each with a TP fit - I still can't get the Heavy Missiles to hit for their full damage against another cruiser.
I know what Buoh is saying about Guns not hitting anything like missiles - but they have the potential - and flown right - can - do far more damage than this. Certainly in a gang, you would expect the overall DPS of guns to be higher than the missiles. Given if you took out a HM gang, you'd feel that instinctively, that you'd do less DPS, but hit better than HAM's, the reverse is true.
With HAM's and Rage's loaded, the Bellicose does full 367 DPS against another cruiser - almost its full damage, even against the Stabber its DPS is higher than Precisions. That is with Rage's in! If you load in the Javelins, you'll do 202 DPS against the stabber. A big improvement over the HM Precisions.
Naturally, a Bellicose fit like this is never going to undock. The idea is you'd mingle in Bellicose's into the gang with a TP or two attached. Its also unlikely that you're going to forgo tank and resistance rigs on your Caracals. Maybe one Missile rig at best.
If you project the TP effect onto a target and compare the Thorax with its guns alone, it going to be very effective with its rails in such a situation. I'm showing it able to hit stuff happily for 330 DPS in most circumstances, which in a gang, is going to be realistic. That is with one DPS module and one Enhancer in.
If you add in the Hammerheads, it's going to easily do close to its full damage over a wide range.
It definitely doesn't have the simplicity and fire and forget attitude of the missiles, no question, but again, if you did take out a gang with some Bellicose in, I'd rather bring Thorax's as the DPS boats.
I don't expect missiles to hit 100% perfectly as standard. That would be nuts. But clearly, with this much TP and rigs, you'd hope they'd get close.
[Bellicose, Damage Application Issue] Ballistic Control System II Ballistic Control System II Ballistic Control System II Damage Control II
Target Painter II Target Painter II Target Painter II Target Painter II Target Painter II
Heavy Missile Launcher II, Mjolnir Precision Heavy Missile Heavy Missile Launcher II, Mjolnir Precision Heavy Missile Heavy Missile Launcher II, Mjolnir Precision Heavy Missile Heavy Missile Launcher II, Mjolnir Precision Heavy Missile
Medium Warhead Flare Catalyst I Medium Warhead Rigor Catalyst I Medium Warhead Rigor Catalyst I
Warrior II x5 Hornet EC-300 x3 "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Fourteen Maken
State Protectorate Caldari State
102
|
Posted - 2013.12.11 14:16:00 -
[3119] - Quote
Moonaura wrote:Fit for the Bellicose below.
Here is an example of why the Heavy Missiles are not feasable in PvP.
I've gone a bit silly with it.
I've filled it full of target painters - for which it gets a bonus.
And I've filled it full of missile rigs to hit smaller, faster targets better.
And I've put in Precision missiles.
On paper DPS is 198 over 31km.
I wouldn't call that high to start with, but its decent. It has three BCU's in.
yep. no amount of rigs or target painters is enough to fix the damage application on a solo or even small gang of HML cruisers, it's just that bad. They must have similar damage application stats to what HAM's are currently or they will always be useless in pvp
1. Buff HML damage application to be almost where HAM's are.
2. Introduce a new low slot module that enhances explosion radius and velocity on all missiles so that players have to make a choice between dropping potential dps for better applied dps against moving targets.
3. A few more rounds in the RLML launchers, and the abillity to instantly switch damage types
I think that would fix a lot of the problems |

Cygnet Lythanea
World Welfare Works Association Independent Faction
368
|
Posted - 2013.12.11 14:36:00 -
[3120] - Quote
Not sure about against players, but RLMLs suck massive ass against frig rats. The long reload time means that you're going to be sitting there for a while as they nibble you. Most of the time they spawn in groups large enough that you will run out long before the group is finished.
Unless your thread is limited to how 'awesum!' Eve Online is, ISD will lock the thread.-á You will find it is particularly common if CCP might have to make a public response to the thread subject, as opposed to bury it in the GM que for the forseeable future and then prohibit telling anyone what the GM said, if it's ever answered at all. |
|

Moonaura
The Dead Rabbit Society
504
|
Posted - 2013.12.11 14:39:00 -
[3121] - Quote
Shhhh... PvE doesn't count :)
You could always use Heavy Missiles instead...
Yes I was joking. Reroll guns. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
861
|
Posted - 2013.12.11 15:10:00 -
[3122] - Quote
Moonaura wrote:I've filled it full of target painters - for which it gets a bonus. Just FYI, there's more to be gained with a pair of dual webs than another pair of target painters (although this does entirely defeat the whole range advantage with heavy missiles):
GÇó 3x Target Painters = 37.5% + (86.9% x 37.5% = 32.58) + (57.1% x 37.5% = 21.41) = +91.5% signature GÇó 2x T2 Webs = 40% + (86.9% x 40% = 34.76) = -74.76% velocity I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
439
|
Posted - 2013.12.11 15:18:00 -
[3123] - Quote
Zvaarian the Red wrote:Bouh Revetoile wrote: So, please, stop being a douchebag.
You consistently act like you know more about missiles than missile users (some of whom are very experienced), willfully misinterpret hard data to support your arguments, and generally act like you are simply smarter than the rest of us, and I'm the douchbag?  I'm only pointing the flaws of your arguments and data : since the begining you only use the fastest and smallest cruisers with AB and expect to do full damage on them. The only combat cruiser ever used for baseline was the Rupture, the fastest and the smallest of them all ! And of course with an AB...
So yes, if missile users can't understand that ships designed to reduce missile damage with modules designed to reduce missile damage do actually reduce missile damage, yes I feel a lot smarter than them.
And I yet have to see a misinterpretation of data I would have done : when I said the only frigates which would survive a load of RLML would be AB frigates, AF and interceptors, I was right ; when I say that railguns do not hit orbiting frigate below 20km, it takes a Thorax (tracking bonused, equivalent to CNI) with drones and double web to prove me "wrong", most of the dps being done by the drones ; when I point that buffer tanking rigs will increase missile damage up to 30%, I'm still right, but nobody cares ; and when I say that a ship will very often be scramed, nobody cares either because the dps would probably be too high maybe ?
I'm asking you this : if you are honest about what you are saying with missiles, why are you only using the worse cases missiles can face ?
Without considering T1 logi cruiser which have a signature of destroyer, average T1 cruiser signature is 127.5m and average speed is 274.5m/s. The Stabber is far from these numbers because it makes one end of these averages, hence it's not a good base value to look at missiles numbers. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
909
|
Posted - 2013.12.11 15:49:00 -
[3124] - Quote
Arthur Aihaken wrote:Moonaura wrote:I've filled it full of target painters - for which it gets a bonus. Just FYI, there's more to be gained with a pair of dual webs than another pair of target painters (although this does entirely defeat the whole range advantage with heavy missiles): GÇó 3x Target Painters = 37.5% + (86.9% x 37.5% = 32.58) + (57.1% x 37.5% = 21.41) = +91.5% signature GÇó 2x T2 Webs = 40% + (86.9% x 40% = 34.76) = -74.76% velocity
That is NOT how it works.
Its 1.375*1.3258*1.2141 = > 2.20 => 120% increase in signature. The target painters are not summed and applied all at once. Nothing in eve works like that, except plates and extenders. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Moonaura
The Dead Rabbit Society
504
|
Posted - 2013.12.11 16:22:00 -
[3125] - Quote
The reason I opted for Target Painters instead of webs in this extreme example, is that typically Heavy Missiles are best used outside of web range.
It is also worth remembering that TP would only work well within the 45 km optimal range. So for long range Heavy Missile fits, you're never going to even get this sort of effect anyway, even if you were mad enough to bring such a Bellicose along.
Typically a gang would include TP and Webs. Naturally this is very difficult in a Caldari gang, given the premium of mid slots. I would typically increase tank and mix two to three points in the gang. If you're going to fix the EM resistance hole and boost overall resists, that is two mids slots gone, and in an active or EHP fit, you want to use the rigs to improve those.
I couldn't always bring a Bellicose along when we used HAM Caracal's as not everyone can fly them - most minmitar trained pilots for example, are gunnery focused, and e-war skills in general eve PvP players are actually typically pretty bad. Very few players trained anything in the electronics bracket properly.
I'd never bring that much target painting along normally, because of the diminishing returns, and for the reasons I've just mentioned. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
504
|
Posted - 2013.12.11 16:31:00 -
[3126] - Quote
Bouh Revetoile wrote:Zvaarian the Red wrote:Bouh Revetoile wrote: So, please, stop being a douchebag.
You consistently act like you know more about missiles than missile users (some of whom are very experienced), willfully misinterpret hard data to support your arguments, and generally act like you are simply smarter than the rest of us, and I'm the douchbag?  I'm only pointing the flaws of your arguments and data : since the begining you only use the fastest and smallest cruisers with AB and expect to do full damage on them. The only combat cruiser ever used for baseline was the Rupture, the fastest and the smallest of them all ! And of course with an AB... So yes, if missile users can't understand that ships designed to reduce missile damage with modules designed to reduce missile damage do actually reduce missile damage, yes I feel a lot smarter than them.
We've used a range of ships - again, I told you this last time - and I explained that the reason we might opt to show a stabber in the Precision examples - is that IS the cruiser those missiles are designed to hit well and counter. You'd expect regular heavy missiles to hit regular cruisers well.
Neither works.
Its perfectly acceptable to fit to reduce incoming damage. And yes, its a good idea to fit a faster cruiser with a smaller sig and throw in some nano in EVE.
But it is also perfectly reasonable, to expect that if a missile user comes across such a ship, that he has a counter to it. He does - its called the Precision missiles.
But as shown, they don't work. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Cygnet Lythanea
World Welfare Works Association Independent Faction
370
|
Posted - 2013.12.11 16:56:00 -
[3127] - Quote
Moonaura wrote:Shhhh... PvE doesn't count :)
You could always use Heavy Missiles instead...
Yes I was joking. Reroll guns.
"shrug" with more than 100m in SP, I can use whatever I like. Just observing that these things are useless for anti-frig use for people who use cruisers for PvE. Which means the only options are autocannons or drones.
Unless your thread is limited to how 'awesum!' Eve Online is, ISD will lock the thread.-á You will find it is particularly common if CCP might have to make a public response to the thread subject, as opposed to bury it in the GM que for the forseeable future and then prohibit telling anyone what the GM said, if it's ever answered at all. |

Moonaura
The Dead Rabbit Society
506
|
Posted - 2013.12.11 17:01:00 -
[3128] - Quote
Excuse my excessive irony, this thread has been... intense lately. Well since it started really :)
But yes, agree with you. That is why we'd like to have the original RLML mechanics back, in addition to the new burst ones.
CCP Rise has clearly stated though that they wanted to nerf the RLML as they felt it was OP, and this new burst mechanism was meant to try and keep it interesting.
So if we did get the original RLML back some changes would have to happen to it. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
73
|
Posted - 2013.12.11 18:01:00 -
[3129] - Quote
Yet again CCP flies in, hits F1 for maximum derp, unloads their Rapid Derp Launchers in the thread, watches them hit for maximum confusion and outrage, and warps off never to be seen again. What the hell are they smoking in Iceland?
Also, has anyone heard anything about the investigation into the apparent deaths of all the CSM? They've been so quiet about the way they do their "management" that I assumed they bent over for CCP too far, or choked on a bunch of CCP pods. |

Bouh Revetoile
TIPIAKS
439
|
Posted - 2013.12.11 19:16:00 -
[3130] - Quote
Moonaura wrote:We've used a range of ships - again, I told you this last time - and I explained that the reason we might opt to show a stabber in the Precision examples - is that IS the cruiser those missiles are designed to hit well and counter. You'd expect regular heavy missiles to hit regular cruisers well.
Neither missile works against either target.
Its perfectly acceptable to fit to reduce incoming damage. And yes, its a good idea to fit a faster cruiser with a smaller sig and throw in some nano in EVE.
It is also perfectly reasonable, to expect that if a missile user comes across such a ship, that he has a counter to it. He does - its called the Precision missiles.
But as shown, they don't work. Not even close. Not even when you give them epic target painting in an unrealistic fashion, that you won't see in game. They still don't work.
Again, you and your corp mates have very few losses against missiles, and you've never fired them or flown Caldari. We've gone to great detail and lengths to show you why we feel missiles right now aren't worth fitting. It doesn't seem to matter to you. Whatever we say, Missiles are epic and Gallente suck. You are wrong.
The counter to speed and signature are EWAR : web and TP. Precision are ammos designed to apply more damage than regular ammo to the targets regular missiles have trouble applying damage. They are not a counter to anything. T2 ammo are meant to give you flexibility, not to counter anything. You counter a fit with another fit, full dot. Null don't counter kiters, they only allow you to hit harder at long range than you normaly would. Same for barrage, scorch, aurora, spike and tremor.
It would be absurd if you could counter something someone fit to its ship to counter your missiles just by swapping ammo. That's not how a counter work. It work like rock/paper/cissor : you fit wrong, you are in a very bad spot.
BTW, the range of ships you used range from insanely fast and small to reasonably fast and small.
Honestly, have you tryed the numbers against one ship with more than 125m sig and less than 275m/s speed ? The Caracal is the closest to these numbers I saw, and it was used once, and yet it's faster than average ! There was once a Rupture too, with average numbers, but no fit or AB fit.
And "unfortunately" all the numbers used are for ships with only a prop mod and no tank ; unfortunately because the tank increase the dps of missiles up to 30% and ship without it are the exception more than the norm...
If you want to show a real picture of missiles, why excluding everything that can possibly goes in their favor, and despite the certainty you will encounter them ? I'm not asking you to use a Blackbird in your test, only something closer to the average, like any combat cruiser.
Another thing too : most cruisers will have a MWD (to not be outrun by a battleship...) ; such a cruiser tackled with a scram will go at normal speed. Numbers showcasing dps against a cruiser at normal speed have been very rare.
That's why I'm going crazy in this thread : you are only focusing on very low signature ships with AB whereas these are meant to decrease missile dps !
And I never said missiles where "epic" or "gallente sux". I'm only trying to open your eyes on the falacies you are using ! You select the numbers to prove your point, which is dishonnest.
Also, I recognized many times that HM might need some love ; I only argued that HAM are fine. |
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
74
|
Posted - 2013.12.11 19:46:00 -
[3131] - Quote
Bouh Revetoile wrote:Moonaura wrote:We've used a range of ships - again, I told you this last time - and I explained that the reason we might opt to show a stabber in the Precision examples - is that IS the cruiser those missiles are designed to hit well and counter. You'd expect regular heavy missiles to hit regular cruisers well.
Neither missile works against either target.
Its perfectly acceptable to fit to reduce incoming damage. And yes, its a good idea to fit a faster cruiser with a smaller sig and throw in some nano in EVE.
It is also perfectly reasonable, to expect that if a missile user comes across such a ship, that he has a counter to it. He does - its called the Precision missiles.
But as shown, they don't work. Not even close. Not even when you give them epic target painting in an unrealistic fashion, that you won't see in game. They still don't work.
Again, you and your corp mates have very few losses against missiles, and you've never fired them or flown Caldari. We've gone to great detail and lengths to show you why we feel missiles right now aren't worth fitting. It doesn't seem to matter to you. Whatever we say, Missiles are epic and Gallente suck. You are wrong. The counter to speed and signature are EWAR : web and TP. Precision are ammos designed to apply more damage than regular ammo to the targets regular missiles have trouble applying damage. They are not a counter to anything. T2 ammo are meant to give you flexibility, not to counter anything. You counter a fit with another fit, full dot. Null don't counter kiters, they only allow you to hit harder at long range than you normaly would. Same for barrage, scorch, aurora, spike and tremor. It would be absurd if you could counter something someone fit to its ship to counter your missiles just by swapping ammo. That's not how a counter work. It work like rock/paper/cissor : you fit wrong, you are in a very bad spot. BTW, the range of ships you used range from insanely fast and small to reasonably fast and small. Honestly, have you tryed the numbers against one ship with more than 125m sig and less than 275m/s speed ? The Caracal is the closest to these numbers I saw, and it was used once, and yet it's faster than average ! There was once a Rupture too, with average numbers, but no fit or AB fit. And "unfortunately" all the numbers used are for ships with only a prop mod and no tank ; unfortunately because the tank increase the dps of missiles up to 30% and ship without it are the exception more than the norm... If you want to show a real picture of missiles, why excluding everything that can possibly goes in their favor, and despite the certainty you will encounter them ? I'm not asking you to use a Blackbird in your test, only something closer to the average, like any combat cruiser. Another thing too : most cruisers will have a MWD (to not be outrun by a battleship...) ; such a cruiser tackled with a scram will go at normal speed. Numbers showcasing dps against a cruiser at normal speed have been very rare. That's why I'm going crazy in this thread : you are only focusing on very low signature ships with AB whereas these are meant to decrease missile dps ! And I never said missiles where "epic" or "gallente sux". I'm only trying to open your eyes on the falacies you are using ! You select the numbers to prove your point, which is dishonnest. Also, I recognized many times that HM might need some love ; I only argued that HAM are fine. Here's a thought: Instead of being a monumental ****, why not post your own tests, graphs, fits and results? Nobody else can seem to do it right, or to your standards so I'm sure we would all love to see you illustrate with data the suppositions that you have been posting? I'm sure, with all the experience you have shooting turrets and running away with your MWD tucked between your legs from big scary missile boats that it shouldn't take you long at all to show us how we silly missile pilots are using missiles all wrong. So, how about breaking out your tin foil hat, firing up EFT, Pyfa, and SiSi and posting some verifiable data to backup your claims and rants? If you are incapable of that, then stop picking apart the people that have been doing that, shut up, and go try to find something you are good at. You've already hinted that running away from missile boats is a specialty of yours, so you could always go work more at perfecting that art.
|

Moonaura
The Dead Rabbit Society
506
|
Posted - 2013.12.11 20:03:00 -
[3132] - Quote
Bouh Revetoile wrote:You are wrong.
The counter to speed and signature are EWAR : web and TP. Precision are ammos designed to apply more damage than regular ammo to the targets regular missiles have trouble applying damage.
Oh dear gods. You do realise that Caldari ships are lucky if they can fit a Point on them right? If you want a web and target painter and point, you know what sort of tank that leaves right?
In a Gallente ship the counter to smaller faster ships IS EWAR - that is why you have so many mid slots free. In shield based Caldari ship - it isn't, because they don't have free mid slots.
That is why they have Precision Missiles. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Bouh Revetoile
TIPIAKS
441
|
Posted - 2013.12.11 20:03:00 -
[3133] - Quote
scorchlikeshiswhiskey wrote:Here's a thought: Instead of being a monumental ****, why not post your own tests, graphs, fits and results? Nobody else can seem to do it right, or to your standards so I'm sure we would all love to see you illustrate with data the suppositions that you have been posting? I'm sure, with all the experience you have shooting turrets and running away with your MWD tucked between your legs from big scary missile boats that it shouldn't take you long at all to show us how we silly missile pilots are using missiles all wrong. So, how about breaking out your tin foil hat, firing up EFT, Pyfa, and SiSi and posting some verifiable data to backup your claims and rants? If you are incapable of that, then stop picking apart the people that have been doing that, shut up, and go try to find something you are good at. You've already hinted that running away from missile boats is a specialty of yours, so you could always go work more at perfecting that art.
Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
|

Moonaura
The Dead Rabbit Society
507
|
Posted - 2013.12.11 20:08:00 -
[3134] - Quote
Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Mournful Conciousness
Embers Children TOHA Conglomerate
397
|
Posted - 2013.12.11 20:16:00 -
[3135] - Quote
Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do.
I went on sisi and fought 2 cruise-missile ravens in my deimos (125m2 sig radius). The cruise missiles (coupled with target painters) obliterated the (fully gang-linked) deimos while it was moving at max speed. The gang links included evasive maneuvering so the deimos' sig radius was under 100.
I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased.
It's a case of life giving you lemons, so make lemonade.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

elitatwo
Congregatio
174
|
Posted - 2013.12.11 20:27:00 -
[3136] - Quote
Mournful Conciousness wrote:Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. I went on sisi and fought 2 cruise-missile ravens in my deimos (125m2 sig radius). The cruise missiles (coupled with target painters) obliterated the (fully gang-linked) deimos while it was moving at max speed. The gang links included evasive maneuvering so the deimos' sig radius was under 100. I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased. It's a case of life giving you lemons, so make lemonade.
Shhhh..... don't give them funny ideas or my Raven will be nerved again! signature |

Arthur Aihaken
The.VOID
862
|
Posted - 2013.12.11 20:50:00 -
[3137] - Quote
Kagura Nikon wrote:That is NOT how it works. This is what happens when sleep deprivation sets inGǪ my point still stands, though: 3 target painters and 2 webs will be more effective than 5 target painters (even if the target painters receive bonuses).
Mournful Conciousness wrote:I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased. I keep asking them to lower the power grid requirement so I can run them on my Tengu, but to no availGǪ 
Moonaura wrote:I've earlier today posted that a Bellicose with five Target Painters on can't do the job - and explained that for Heavy Missiles - you should not expect to be in webbing range. Agreed. If you find yourself in web range with HMLs, you're already dead... I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
220
|
Posted - 2013.12.11 20:54:00 -
[3138] - Quote
Mournful Conciousness wrote:Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. I went on sisi and fought 2 cruise-missile ravens in my deimos (125m2 sig radius). The cruise missiles (coupled with target painters) obliterated the (fully gang-linked) deimos while it was moving at max speed. The gang links included evasive maneuvering so the deimos' sig radius was under 100. I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased. It's a case of life giving you lemons, so make lemonade.
Cruise missiles are definitely better than heavy missiles, but there are reasons you don't see them in PVP much. I'm guessing those fits were completely maxed out for damage application at range. Also did you try a 1v1 fight against just one raven? |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
76
|
Posted - 2013.12.11 20:58:00 -
[3139] - Quote
Mournful Conciousness wrote:Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. I went on sisi and fought 2 cruise-missile ravens in my deimos (125m2 sig radius). The cruise missiles (coupled with target painters) obliterated the (fully gang-linked) deimos while it was moving at max speed. The gang links included evasive maneuvering so the deimos' sig radius was under 100. I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased. It's a case of life giving you lemons, so make lemonade. I'm not going to argue that cruise missiles are in any way broken with their damage application. I don't even really want to comment on cruise missiles at all. (Although the max velocity makes no sense whatsoever. A max acceleration instead would make much more sense, as well as making long range missile combat viable. By long range I mean well outside of point/scram/disruptor/sand in the eyes range. i.ie Cruise missiles have range well beyond 200km but would take well over 10seconds to get there. But enough about that.) What does it say about medium missiles if the solution to not applying damage is to start fitting cruise missiles? Rapid lights are a situational weapon, HAMs can be good if you think you can survive in brawl range to be able to apply them, but if you want range you have to use cruise missiles? What I see, for the average situation, is that missiles have 3 decent options: light missiles, HAMs (for close range), and cruise missiles (for "kite" range). Does this not sound like a problem to anyone? To be clear, I am making a generalized statement that missiles as a whole need rework. I'm sure there are situations where heavies are great, just like rockets and torps, but as a whole there are not a lot of good choices that don't require a metric ****-ton of support. Again, for the hard headed people like Bouh and Mournful, this is a generalized statement. I am not lumping every situation into this. So don't even reach around to pull something out of your ass to argue about special circumstances, save us all the time. However, if it can be shown that heavies, or torps even, fit well in a general, broad role then I will be happy to read that discourse. |

Bouh Revetoile
TIPIAKS
441
|
Posted - 2013.12.11 21:03:00 -
[3140] - Quote
Moonaura wrote:Oh dear gods. You do realise that Caldari ships are lucky if they can fit a Point on them right? If you want a web and target painter and point, you know what sort of tank that leaves right? Why ? Because 35kehp is the bare minimum tank for an attack cruiser ? Because shield underperform armor ?
And what about the whole minmatar missile ships line ? And the T2 amarr missile ships ?
There's more than caldari ships behind missiles. You can't think about them only with caldari in mind.
You are mixing here caldari ship balance, shield vs armor balance, missiles vs turrets balance and missile in themselves balance.
If you really wan't to convince CCP that missiles are underperforming, you'll need real arguments, not childish tentatives to fool them with carefully selected numbers. |
|

Bouh Revetoile
TIPIAKS
441
|
Posted - 2013.12.11 21:09:00 -
[3141] - Quote
Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too. Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. Hehe, well, I'll try this weekend.
Though I think Sisi is better as experiment to confirm the numbers and the theory more than the opposite. |

Zvaarian the Red
Evil Leprechaun Brigade
220
|
Posted - 2013.12.11 21:31:00 -
[3142] - Quote
Bouh Revetoile wrote:Moonaura wrote:Oh dear gods. You do realise that Caldari ships are lucky if they can fit a Point on them right? If you want a web and target painter and point, you know what sort of tank that leaves right? Why ? Because 35kehp is the bare minimum tank for an attack cruiser ? Because shield underperform armor ? And what about the whole minmatar missile ships line ? And the T2 amarr missile ships ? There's more than caldari ships behind missiles. You can't think about them only with caldari in mind. You are mixing here caldari ship balance, shield vs armor balance, missiles vs turrets balance and missile in themselves balance. If you really wan't to convince CCP that missiles are underperforming, you'll need real arguments, not childish tentatives to fool them with carefully selected numbers.
I have a direct question for you and I want a direct answer.
Do you think it's acceptable for a heavy missile launcher with no damage application bonuses of any kind to only apply 67.2% of its damage against a Rupture using no prop mod? Do you think a cruiser should be able to speed tank a third of the damage away without any prop mod?
And let's be clear, turret cruisers under the same conditions have pretty much 100% damage application through the majority of their optimal range in most cases. |

Bouh Revetoile
TIPIAKS
441
|
Posted - 2013.12.11 21:44:00 -
[3143] - Quote
Zvaarian the Red wrote:I have a direct question for you and I want a direct answer.
Do you think it's acceptable for a heavy missile launcher with no damage application bonuses of any kind to only apply 67.2% of its damage against a Rupture using no prop mod? Do you think a cruiser should be able to speed tank a third of the damage away without any prop mod?
And let's be clear, turret cruisers under the same conditions have pretty much 100% damage application through the majority of their optimal range in most cases. You see, that's exactly the half picture I'm talking about since the begining : if you tank that Rupture with shield, you'll get full damage. If you tank it with armor, you'll get 89% of your full dps, and the damage reduction will be less when AB/MWDing.
So yes, I think it's fine, because untanked Rupture are ballsy enough to deserve something...
Yes, numbers are that different between a tanked and untanked cruiser for missiles damage application, that's why I'm highly criticizing these numbers on untanked hulls.
PS : normal speed is what a cruiser will have when he something with scram+web. In these circumstances, the cruiser can avoid some turret dps, even with short range ones. |

Chigurh Friendo
Stay Frosty.
36
|
Posted - 2013.12.11 21:55:00 -
[3144] - Quote
I was a heavy RLML user prior to the Rubicon release. In my own experience, I have abandoned the weapon system since Rubicon's launch. In its place, I have substituted LMLs, or I am flying different hulls...
In my view, the 40 second reload timer, as it pertains to ammo switching, is prohibitive, and I will not be using this weapon system until this change is made.
In terms of power level, the RLMLs and LMLs are fairly comparable at this point. It is a heavy nerf to the RLML system as a whole, but, for the role of small tackle killing, but having a range and transversal independent weapon system is still of considerable value against small, fast targets.
Rise, please stand by your original commitment to allow for a separate ammo selection timer on the order of 5-10 seconds... as opposed to maintaining the current status quo where it takes 40 second to swap ammo types. |

Fourteen Maken
State Protectorate Caldari State
104
|
Posted - 2013.12.11 22:02:00 -
[3145] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote:Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. I went on sisi and fought 2 cruise-missile ravens in my deimos (125m2 sig radius). The cruise missiles (coupled with target painters) obliterated the (fully gang-linked) deimos while it was moving at max speed. The gang links included evasive maneuvering so the deimos' sig radius was under 100. I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased. It's a case of life giving you lemons, so make lemonade. Cruise missiles are definitely better than heavy missiles, but there are reasons you don't see them in PVP much. I'm guessing those fits were completely maxed out for damage application at range. Also did you try a 1v1 fight against just one raven?
A deimos can comfortably perma tank 1 Raven. Megathron vs Deimos would be a more interesting fight, then it comes down to who is the better able to control range and angular. Assuming that Deimos has an AB judging by his sig size, if you put an MWD on a blaster fit megathron you could control range and if you are burning directly away from him and making him chase by keeping him in disruptor range you could keep the dps at between 4-600dps.
Cruise missiles are not OP, certain people just want to use HML as the yardstick by which all missiles should be measured so they are effectively removed from pvp completely. |

Zvaarian the Red
Evil Leprechaun Brigade
220
|
Posted - 2013.12.11 22:10:00 -
[3146] - Quote
Bouh Revetoile wrote:Zvaarian the Red wrote:I have a direct question for you and I want a direct answer.
Do you think it's acceptable for a heavy missile launcher with no damage application bonuses of any kind to only apply 67.2% of its damage against a Rupture using no prop mod? Do you think a cruiser should be able to speed tank a third of the damage away without any prop mod?
And let's be clear, turret cruisers under the same conditions have pretty much 100% damage application through the majority of their optimal range in most cases. You see, that's exactly the half picture I'm talking about since the begining : if you tank that Rupture with shield, you'll get full damage. If you tank it with armor, you'll get 89% of your full dps, and the damage reduction will be less when AB/MWDing. So yes, I think it's fine, because untanked Rupture are ballsy enough to deserve something... Yes, numbers are that different between a tanked and untanked cruiser for missiles damage application, that's why I'm highly criticizing these numbers on untanked hulls. PS : normal speed is what a cruiser will have when he something with scram+web. In these circumstances, the cruiser can avoid some turret dps, even with short range ones.
And damage application improves for guns too in that case. And for drones as well. You talk about half a picture, but that's all you ever present. You do understand that a ship being fit so that it is easier to hit applies to all weapon types right? If I blow up my sig when shield tanking I'm blowing it up for everyone. If I slow myself down with armor plates everyone shooting at me benefits. You get that right?
So we are left comparing weapon to weapon, and heavy missiles suck against medium long range turrets. If I add an afterburner to that Rupture the difference becomes truly pronounced, as turret boats will continue to apply damage well if competently flown and only start having similar issues to heavy missiles if literally flown at the worst possible traversal angles. At that point the only advantage becomes that the missile boat can continue to do damage a extreme close range. Though with heavy missiles that is generally neither here nor there because if a fight reaches that range you are dead because you are applying a tiny fraction of your max DPS while they obliterate you with their close range weapons. |

Bouh Revetoile
TIPIAKS
441
|
Posted - 2013.12.11 22:26:00 -
[3147] - Quote
Zvaarian the Red wrote:So we are left comparing weapon to weapon, and heavy missiles suck against medium long range turrets. If I add an afterburner to that Rupture the difference becomes truly pronounced, as turret boats will continue to apply damage well if competently flown and only start having similar issues to heavy missiles if literally flown at the worst possible traversal angles. At that point the only advantage becomes that the missile boat can continue to do damage a extreme close range. Though with heavy missiles that is generally neither here nor there because if a fight reaches that range you are dead because you are applying a tiny fraction of your max DPS while they obliterate you with their close range weapons. I already said it, but if you are "competent enough", you have nothing to do with missiles.
But remember that if it's your oponent who is "competent enough", you will hit himt for nothing.
And I don't forget half the picture : even when tanked a ship can still avoid turret dps, you "only" need to hug him close enough, which is "easily doable if you are competent enough".
Turret damage application is dynamic because linked to relative positions and speeds. When missiles hit for X damage a ship, they will hit him for X damage over the whole fight without fluctuations. |

Zvaarian the Red
Evil Leprechaun Brigade
221
|
Posted - 2013.12.11 22:27:00 -
[3148] - Quote
Fourteen Maken wrote:Zvaarian the Red wrote:Mournful Conciousness wrote:Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. I went on sisi and fought 2 cruise-missile ravens in my deimos (125m2 sig radius). The cruise missiles (coupled with target painters) obliterated the (fully gang-linked) deimos while it was moving at max speed. The gang links included evasive maneuvering so the deimos' sig radius was under 100. I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased. It's a case of life giving you lemons, so make lemonade. Cruise missiles are definitely better than heavy missiles, but there are reasons you don't see them in PVP much. I'm guessing those fits were completely maxed out for damage application at range. Also did you try a 1v1 fight against just one raven? A deimos can comfortably perma tank 1 Raven. Megathron vs Deimos would be a more interesting fight, then it comes down to who is the better able to control range and angular. Assuming that Deimos has an AB judging by his sig size, if you put an MWD on a blaster fit megathron you could control range and if you are burning directly away from him and making him chase by keeping him in disruptor range you could keep the dps at between 4-600dps. Cruise missiles are not OP, certain people just want to use HML as the yardstick by which all missiles should be measured so they are effectively removed from pvp completely.
We are in total agreement. Cruise missiles are in a good place relative to most other missiles, but in the grand scheme of things even they are sub-optimal compared to competing turrets. At this point I'm relegated to hoping for that status for all missiles. They do have inherit advantages such as consistent damage at all ranges, no capacitor needs, and immunity to tracking disruption so I guess I can live with them being functionally a bit behind turrets, but right now most of them are light years behind instead. |

Zvaarian the Red
Evil Leprechaun Brigade
221
|
Posted - 2013.12.11 22:29:00 -
[3149] - Quote
Bouh Revetoile wrote:I already said it, but if you are "competent enough", you have nothing to do with missiles.
And this why you are not worthy of a response from anyone in this thread. |

Bouh Revetoile
TIPIAKS
441
|
Posted - 2013.12.11 22:35:00 -
[3150] - Quote
Zvaarian the Red wrote:Bouh Revetoile wrote:I already said it, but if you are "competent enough", you have nothing to do with missiles. And this why you are not worthy of a response from anyone in this thread. Man, you want missiles to always operate with the same power than turrets in best case scenarios. What does that worth ?
|
|

Zvaarian the Red
Evil Leprechaun Brigade
223
|
Posted - 2013.12.11 22:40:00 -
[3151] - Quote
Bouh Revetoile wrote:Zvaarian the Red wrote:Bouh Revetoile wrote:I already said it, but if you are "competent enough", you have nothing to do with missiles. And this why you are not worthy of a response from anyone in this thread. Man, you want missiles to always operate with the same power than turrets in best case scenarios. What does that worth ?
I want them to operate better than the worst case scenario which is where HMs are at now. |

Mournful Conciousness
Embers Children TOHA Conglomerate
399
|
Posted - 2013.12.11 23:25:00 -
[3152] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote:Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. I went on sisi and fought 2 cruise-missile ravens in my deimos (125m2 sig radius). The cruise missiles (coupled with target painters) obliterated the (fully gang-linked) deimos while it was moving at max speed. The gang links included evasive maneuvering so the deimos' sig radius was under 100. I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased. It's a case of life giving you lemons, so make lemonade. Cruise missiles are definitely better than heavy missiles, but there are reasons you don't see them in PVP much. I'm guessing those fits were completely maxed out for damage application at range. Also did you try a 1v1 fight against just one raven?
I did not, but from my experiences on Sisi I would certainly be happy to take on a single raven in a deimos. The only way he'd kill me is if he had 2 neuts.
But eve does not scale linearly in all directions. In the same deimos would do better against 2 gunnery battleships (not vindicators!) than it would against 2 ravens - particularly if they had long range weapons systems fitted. Simply because it can eliminate the DPS of one of the battleships by orbiting it at 500m. You can't do that against a raven - your only hope is to get to max velocity which, as already noted, is not enough to escape the effects of target painters coupled with the alpha strike of the cruise missiles.
One deimos could probably score a kill against 4 artillery battleships before being forced to warp out, but it would die in a horrible fireball to 4 battleships fitted with cruise.
The upshot of all this? Missiles are fleet weapons - excellent against skirmishers. Gunnery systems are specialised. They are better at either short or long range, when the gunner dictates range and transversal. I want both guns AND missiles in my squads.
When you meet me, so will you. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Zvaarian the Red
Evil Leprechaun Brigade
226
|
Posted - 2013.12.11 23:39:00 -
[3153] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:Mournful Conciousness wrote:Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. I went on sisi and fought 2 cruise-missile ravens in my deimos (125m2 sig radius). The cruise missiles (coupled with target painters) obliterated the (fully gang-linked) deimos while it was moving at max speed. The gang links included evasive maneuvering so the deimos' sig radius was under 100. I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased. It's a case of life giving you lemons, so make lemonade. Cruise missiles are definitely better than heavy missiles, but there are reasons you don't see them in PVP much. I'm guessing those fits were completely maxed out for damage application at range. Also did you try a 1v1 fight against just one raven? I did not, but from my experiences on Sisi I would certainly be happy to take on a single raven in a deimos. The only way he'd kill me is if he had 2 neuts. But eve does not scale linearly in all directions. In the same deimos would do better against 2 gunnery battleships (not vindicators!) than it would against 2 ravens - particularly if they had long range weapons systems fitted. Simply because it can eliminate the DPS of one of the battleships by orbiting it at 500m. You can't do that against a raven - your only hope is to get to max velocity which, as already noted, is not enough to escape the effects of target painters coupled with the alpha strike of the cruise missiles. One deimos could probably score a kill against 4 artillery battleships before being forced to warp out, but it would die in a horrible fireball to 4 battleships fitted with cruise. The upshot of all this? Missiles are fleet weapons - excellent against skirmishers. Gunnery systems are specialised. They are better at either short or long range, when the gunner dictates range and transversal. I want both guns AND missiles in my squads. When you meet me, so will you.
Very good points. Definitely makes me reconsider the PVP viability of cruise missiles a bit. Unfortunately much of what you just said does not apply to heavy missiles, nor the new rapid launchers, both of which need some serious work to be on par in their class with cruise missiles.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
400
|
Posted - 2013.12.12 00:04:00 -
[3154] - Quote
Zvaarian the Red wrote: Very good points. Definitely makes me reconsider the PVP viability of cruise missiles a bit. Unfortunately much of what you just said does not apply to heavy missiles, nor the new rapid launchers, both of which need some serious work to be on par in their class with cruise missiles.
Thanks. Yes, the 2 missile systems we use are cruise and HAMs (on a sacrilege).
In my view the whole rapid light class of missile was ill-advised. Because it does not depend on transversal like a gun, there is no defence against it. It's either going to kill the frigate (its intended victim) or not.
* If it kills the frigate, it's always going to kill the frigate so it will be considered OP.
* If it fails to kill the frigate, it will be considered "useless".
There's just no way to win. It's not like that with guns. I have killed frigates with a hyperion using ion blasters - by applying a neut, web, scram and then kiting away under MWD while firing weapons. It takes some skill and timing, and the frigate pilot has a very real chance of surviving.
In my view, RLMLs should never have seen the light of day. The job of killing frigates should have been left to destroyers. If you create a successful RLML system, you have just eliminated the need to put someone in a destroyer so a whole ship class is rendered once again redundant. That's a shame I think.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
869
|
Posted - 2013.12.12 00:05:00 -
[3155] - Quote
Updated Comparison I's time get the discussion back on-track, it's chart time again! Target vessels have been sorted according to applied damage, and each line on the graph represents 20 applied DPS. First, the disclaimers...
Target Vessels: I revised the values for all ships up to and including strategic cruisers, utilizing the "worst-case scenario", ie: the fastest Minmatar ships with the lowest signature radius. Opposing ship fittings consisted of an applicable T2 propulsion module with V skills. As these do not reflect a signature increase or velocity decrease due to shield extenders, armor plating, associated rigs, implants (-¦) or the wide range of variations one will experience with different races - these should be taken with a grain of salt.
Missile Test Platform: This was a base Tengu with V skills and subsystems. A single T2 launcher with Faction Scourge ammunition was fitted along with 3x T2 Ballistic Control Systems. For the rig comparison, 2x T2 Medium Warhead Rigors and 1x T2 Medium Warhead Flare rigs were utilized. Electronic warfare was a single T2 Target Painter. DPS reflects both reload times and ammunition capacity.
Missile Comparison (with and without rigs) Missile Comparison (electronic warfare, with and without rigs) RLMLs - as has been previously stated, there's almost no benefit to running rigs against cruisers, and a single target painter is more effective against destroyers than full rigs. HAMLs - a single target painter makes HAMs more effective against cruisers than LMs. With rigs, these are insane. HMLs - these really need rigs and target painters to shine.
Missile Comparison, HML Fix (with and without rigs) Missiles Comparison, HML Fix (electronic warfare, with and without rigs) Oh, and I fixed medium HMs. Completely. The change takes all of modifying 2 lines of code. I'll let the results speak for themselvesGǪ I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
107
|
Posted - 2013.12.12 00:26:00 -
[3156] - Quote
Mournful Conciousness wrote:
I did not, but from my experiences on Sisi I would certainly be happy to take on a single raven in a deimos. The only way he'd kill me is if he had 2 neuts.
But eve does not scale linearly in all directions. In the same deimos would do better against 2 gunnery battleships (not vindicators!) than it would against 2 ravens - particularly if they had long range weapons systems fitted. Simply because it can eliminate the DPS of one of the battleships by orbiting it at 500m. You can't do that against a raven - your only hope is to get to max velocity which, as already noted, is not enough to escape the effects of target painters coupled with the alpha strike of the cruise missiles.
One deimos could probably score a kill against 4 artillery battleships before being forced to warp out, but it would die in a horrible fireball to 4 battleships fitted with cruise.
The upshot of all this? Missiles are fleet weapons - excellent against skirmishers. Gunnery systems are specialised. They are better at either short or long range, when the gunner dictates range and transversal. I want both guns AND missiles in my squads.
When you meet me, so will you.
Cruise seem to be in a good place, several posters have already said in this thread alone that Light missiles and Cruise missiles are working fine, it's just everything in between and after that's the problem. RLML used to plug most of that gap but now it's been changed something should be done about the damage application of HAM's but especially HML's which are utter **** and nobody can deny that with a straight face. We are not asking for a DPS buff or an OP weapon just better application. In terms of battleships I think most of the weapon systems have a role, if you want to complain about cruise being OP go start a nerf cruise missiles thread and I'll start a nerf blasters and drones thread, but I will have pvp usage stats and dps charts to back up my claims not campfire stories about a hero in a raven blapping noobs in frigates that were stupid enough to stay even though they could have warped off at any time. Here's another youtube video showing a three man frig gang killing a raven:
http://www.youtube.com/watch?v=gBwSZMvKudg |

Mournful Conciousness
Embers Children TOHA Conglomerate
402
|
Posted - 2013.12.12 00:32:00 -
[3157] - Quote
Fourteen Maken wrote:Mournful Conciousness wrote:
I did not, but from my experiences on Sisi I would certainly be happy to take on a single raven in a deimos. The only way he'd kill me is if he had 2 neuts.
But eve does not scale linearly in all directions. In the same deimos would do better against 2 gunnery battleships (not vindicators!) than it would against 2 ravens - particularly if they had long range weapons systems fitted. Simply because it can eliminate the DPS of one of the battleships by orbiting it at 500m. You can't do that against a raven - your only hope is to get to max velocity which, as already noted, is not enough to escape the effects of target painters coupled with the alpha strike of the cruise missiles.
One deimos could probably score a kill against 4 artillery battleships before being forced to warp out, but it would die in a horrible fireball to 4 battleships fitted with cruise.
The upshot of all this? Missiles are fleet weapons - excellent against skirmishers. Gunnery systems are specialised. They are better at either short or long range, when the gunner dictates range and transversal. I want both guns AND missiles in my squads.
When you meet me, so will you.
Cruise seem to be in a good place, several posters have already said in this thread alone that Light missiles and Cruise missiles are working fine, it's just everything in between and after that's the problem. RLML used to plug most of that gap but now it's been changed something should be done about the damage application of HAM's but especially HML's which are utter **** and nobody can deny that with a straight face. We are not asking for a DPS buff or an OP weapon just better application. In terms of battleships I think most of the weapon systems have a role, if you want to complain about cruise being OP go start a nerf cruise missiles thread and I'll start a nerf blasters and drones thread, but I will have pvp usage stats and dps charts to back up my claims not campfire stories about a hero in a raven blapping noobs in frigates that were stupid enough to stay even though they could have warped off at any time. Here's another youtube video showing a three man frig gang killing a raven: http://www.youtube.com/watch?v=gBwSZMvKudg
If I have given the impression that I want cruise nerfed then forgive me because that was not my intention. I am simply saying that HAMs and cruise are the best missile systems for my purposes, so I'll use them, and since I don't hold any ideology other than wanting to win every engagement, I'll use them alongside gunnery systems because I think both systems have a place in the same squad.
I think I have been quite clear in an earlier post that my view is that missiles are a fleet weapon, not suitable for individual combat. So I am unsurprised that a frigate gang could overwhelm a single raven. (A frigate gang could of course easily overwhelm a dominix, or even a machariel too.)
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Fourteen Maken
State Protectorate Caldari State
107
|
Posted - 2013.12.12 00:34:00 -
[3158] - Quote
Mournful Conciousness wrote:
If I have given the impression that I want cruise nerfed then forgive me because that was not my intention. I am simply saying that HAMs and cruise are the best missile systems for my purposes, so I'll use them, and since I don't hold any ideology other than wanting to win every engagement, I'll use them alongside gunnery systems because I think both systems have a place in the same squad.
I think I have been quite clear in an earlier post that my view is that missiles are a fleet weapon, not suitable for individual combat. So I am unsurprised that a frigate gang could overwhelm a single raven. (A frigate gang could of course easily overwhelm a dominix, or even a machariel too.)
My bad then |

Arthur Aihaken
The.VOID
870
|
Posted - 2013.12.12 00:41:00 -
[3159] - Quote
HML fix, see above. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
402
|
Posted - 2013.12.12 00:50:00 -
[3160] - Quote
Arthur Aihaken wrote:HML fix, see above.
Forgive me Arthur, what do you mean by "fix"? Are you proposing a fix to HMLs, or have you fixed the spreadsheet that generated the charts?
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|
|

Arthur Aihaken
The.VOID
873
|
Posted - 2013.12.12 01:00:00 -
[3161] - Quote
Mournful Conciousness wrote:Forgive me Arthur, what do you mean by "fix"? Are you proposing a fix to HMLs, or have you fixed the spreadsheet that generated the charts? I was able to fix the non-modified damage application of HAMLs and HMLs against smaller vessels, and the second series of graphs show the results with and without rigs, and with and without rigs while using electronic warfare. As an example, against the MWD Interceptor HAMs previously did 4.55 DPS - they now do 9.37 DPS; HMs previously did 5.42 DPS - they now do 6.29. The benefit is more pronounced for HAMs, less so for HMs. The bottom line is that an unmodified original HML does 5.42 DPS against a MWD Interceptor; a modified HML (rigs, EW) now does 11.57. For comparison, the new RLML does 26.7 DPS similarly configured.
What's most important is that this particular fix doesn't alter the damage application of HAMs and HMs against cruisers and larger targets, so it won't skew damage application for the new rapid heavy missile launchers against large targets (they will be marginally more effective against smaller targets, however). I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
150
|
Posted - 2013.12.12 01:06:00 -
[3162] - Quote
Arthur Aihaken wrote:Updated ComparisonI's time get the discussion back on-track, it's chart time again! Target vessels have been sorted according to applied damage, and each line on the graph represents 20 applied DPS. First, the disclaimers... Target Vessels: I revised the values for all ships up to and including strategic cruisers, utilizing the "worst-case scenario", ie: the fastest Minmatar ships with the lowest signature radius. Opposing ship fittings consisted of an applicable T2 propulsion module with V skills. As these do not reflect a signature increase or velocity decrease due to shield extenders, armor plating, associated rigs, implants (-¦) or the wide range of variations one will experience with different races - these should be taken with a grain of salt.Missile Test Platform: This was a base Tengu with V skills and subsystems. A single T2 launcher with Faction Scourge ammunition was fitted along with 3x T2 Ballistic Control Systems. For the rig comparison, 2x T2 Medium Warhead Rigors and 1x T2 Medium Warhead Flare rigs were utilized. Electronic warfare was a single T2 Target Painter. DPS reflects both reload times and ammunition capacity.Missile Comparison (with and without rigs)Missile Comparison (electronic warfare, with and without rigs)RLMLs - as has been previously stated, there's almost no benefit to running rigs against cruisers, and a single target painter is more effective against destroyers than full rigs. HAMLs - a single target painter makes HAMs more effective against cruisers than LMs. With rigs, these are insane. HMLs - these really need rigs and target painters to shine. Missile Comparison, HML Fix (with and without rigs)Missiles Comparison, HML Fix (electronic warfare, with and without rigs)Oh, and I fixed medium HMs. Completely. The change takes all of modifying 2 lines of code. I'll let the results speak for themselvesGǪ Which two lines of code did you change and how? I will say that the graphs for the fix look better in terms of comparing the missile launchers to each other. |

Sgt Ocker
State War Academy Caldari State
91
|
Posted - 2013.12.12 01:08:00 -
[3163] - Quote
Bouh Revetoile wrote: You are wrong... Insert Bouh's Rant here. Not going to post the rant again but in response. Bouh you spend so much time interpreting what is said and taking it out of context. You should join a debating team as confuser, the role of confuser is to take what someone else has said and use it against them completely out of, or in another context.
In context what was said is correct; the ammunition used in any weapon is a counter for what it is being used on as is a TP or Web or even a shield extender. These are all counter measures taken to help you win a fight.
Nul is a counter to kiting ships because it is the ammo that is supposed to hit them the best. Precision missiles are a counter to small fast moving targets as they are designed to hit those targets.
Neither of these "counter measures" works alone BUT with the right set of counter measures, you stand a better chance of success. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
150
|
Posted - 2013.12.12 01:11:00 -
[3164] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:Forgive me Arthur, what do you mean by "fix"? Are you proposing a fix to HMLs, or have you fixed the spreadsheet that generated the charts? I was able to fix the non-modified damage application of HAMLs and HMLs against smaller vessels, and the second series of graphs show the results with and without rigs, and with and without rigs while using electronic warfare. As an example, against the MWD Interceptor HAMs previously did 4.55 DPS - they now do 9.37 DPS; HMs previously did 5.42 DPS - they now do 6.29. The benefit is more pronounced for HAMs, less so for HMs. The bottom line is that an unmodified original HML does 5.42 DPS against a MWD Interceptor; a modified HML (rigs, EW) now does 11.57. For comparison, the new RLML does 26.7 DPS similarly configured. What's most important is that this particular fix doesn't alter the damage application of HAMs and HMs against cruisers and larger targets, so it won't skew damage application for the new rapid heavy missile launchers against large targets (they will be marginally more effective against smaller targets, however). You sir are awesome! Now you need to charge CCP several thousand dollars for that work. Then you will be like every other game-designer/engineer. But much better than Mr. 40sec and Fizzle, whom seem to cannot solve simple problems.
So basically, you just altered the explosion radius and or explosion velocity correct? Or did you use a ship bonus for that? I am curious how exactly you thought to do that fix. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
150
|
Posted - 2013.12.12 01:14:00 -
[3165] - Quote
Sgt Ocker wrote:Bouh Revetoile wrote: You are wrong... Insert Bouh's Rant here. Not going to post the rant again but in response. Bouh you spend so much time interpreting what is said and taking it out of context. You should join a debating team as confuser, the role of confuser is to take what someone else has said and use it against them completely out of, or in another context. In context what was said is correct; the ammunition used in any weapon is a counter for what it is being used on as is a TP or Web or even a shield extender. These are all counter measures taken to help you win a fight. Nul is a counter to kiting ships because it is the ammo that is supposed to hit them the best. Precision missiles are a counter to small fast moving targets as they are designed to hit those targets. Neither of these "counter measures" works alone BUT with the right set of counter measures, you stand a better chance of success. Sorry for the double post, couldn't help it.
That or Bouh should go into politics were taking things completely out of context is normal and acceptable. He might succeed brilliantly in that arena... Have you considered a career change Bouh? |

Arthur Aihaken
The.VOID
873
|
Posted - 2013.12.12 01:41:00 -
[3166] - Quote
Kenshi Hanshin wrote:I gotta say that is a nice change. CCP, hire this man to repair all the chaos and destruction that CCP 40sec and CCP Fizzle create. Thanks! I'd settle for a trip to FanFest. Next on the list: torpedoes and capital missilesGǪ  I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
873
|
Posted - 2013.12.12 01:43:00 -
[3167] - Quote
Kenshi Hanshin wrote:So basically, you just altered the explosion radius and or explosion velocity correct? Or did you use a ship bonus for that? I am curious how exactly you thought to do that fix. Nope.  If we can get a dev response in this thread, I'll be happy to post all my source data. I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
109
|
Posted - 2013.12.12 01:43:00 -
[3168] - Quote
Arthur Aihaken wrote:Updated ComparisonI's time get the discussion back on-track, it's chart time again! Target vessels have been sorted according to applied damage, and each line on the graph represents 20 applied DPS. First, the disclaimers... Target Vessels: I revised the values for all ships up to and including strategic cruisers, utilizing the "worst-case scenario", ie: the fastest Minmatar ships with the lowest signature radius. Opposing ship fittings consisted of an applicable T2 propulsion module with V skills. As these do not reflect a signature increase or velocity decrease due to shield extenders, armor plating, associated rigs, implants (-¦) or the wide range of variations one will experience with different races - these should be taken with a grain of salt.Missile Test Platform: This was a base Tengu with V skills and subsystems. A single T2 launcher with Faction Scourge ammunition was fitted along with 3x T2 Ballistic Control Systems. For the rig comparison, 2x T2 Medium Warhead Rigors and 1x T2 Medium Warhead Flare rigs were utilized. Electronic warfare was a single T2 Target Painter. DPS reflects both reload times and ammunition capacity.Missile Comparison (with and without rigs)Missile Comparison (electronic warfare, with and without rigs)RLMLs - as has been previously stated, there's almost no benefit to running rigs against cruisers, and a single target painter is more effective against destroyers than full rigs. HAMLs - a single target painter makes HAMs more effective against cruisers than LMs. With rigs, these are insane. HMLs - these really need rigs and target painters to shine. Missile Comparison, HML Fix (with and without rigs)Missiles Comparison, HML Fix (electronic warfare, with and without rigs)Oh, and I fixed medium HMs. Completely. The change takes all of modifying 2 lines of code. I'll let the results speak for themselvesGǪ
Sorry man these graphs are helpful but I have a couple of questions.
Is this the dps against targets moving at their max velocity?
And T3 cruisers and all their various rigs and configurations confuse the hell out of me, do they normally get a missile damage application bonus? |

Sgt Ocker
State War Academy Caldari State
93
|
Posted - 2013.12.12 01:51:00 -
[3169] - Quote
Arthur Aihaken wrote:Updated ComparisonI's time get the discussion back on-track, it's chart time again! Target vessels have been sorted according to applied damage, and each line on the graph represents 20 applied DPS. First, the disclaimers... Target Vessels: I revised the values for all ships up to and including strategic cruisers, utilizing the "worst-case scenario", ie: the fastest Minmatar ships with the lowest signature radius. Opposing ship fittings consisted of an applicable T2 propulsion module with V skills. As these do not reflect a signature increase or velocity decrease due to shield extenders, armor plating, associated rigs, implants (-¦) or the wide range of variations one will experience with different races - these should be taken with a grain of salt.Missile Test Platform: This was a base Tengu with V skills and subsystems. A single T2 launcher with Faction Scourge ammunition was fitted along with 3x T2 Ballistic Control Systems. For the rig comparison, 2x T2 Medium Warhead Rigors and 1x T2 Medium Warhead Flare rigs were utilized. Electronic warfare was a single T2 Target Painter. DPS reflects both reload times and ammunition capacity.Missile Comparison (with and without rigs)Missile Comparison (electronic warfare, with and without rigs)RLMLs - as has been previously stated, there's almost no benefit to running rigs against cruisers, and a single target painter is more effective against destroyers than full rigs. HAMLs - a single target painter makes HAMs more effective against cruisers than LMs. With rigs, these are insane. HMLs - these really need rigs and target painters to shine. Missile Comparison, HML Fix (with and without rigs)Missiles Comparison, HML Fix (electronic warfare, with and without rigs)Oh, and I fixed medium HMs. Completely. The change takes all of modifying 2 lines of code. I'll let the results speak for themselvesGǪ Not to nitpick or anything (well yes I am ) In your comparison it clearly shows an RLML Tengu performs well VS an AB Stabber. This I can understand but would the RLML Tengu (T3) kill an AB Stabber (T1) in 18 volleys or less? |

Sgt Ocker
State War Academy Caldari State
93
|
Posted - 2013.12.12 01:58:00 -
[3170] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:I gotta say that is a nice change. CCP, hire this man to repair all the chaos and destruction that CCP 40sec and CCP Fizzle create. Thanks! I'd settle for a trip to FanFest. Next on the list: torpedoes and capital missilesGǪ  Remember me when you get the job - I want my Citadel Torpedo's to hit out to 120k for 100% damage on one of those pesky interceptors. 
Arthur, you have obviously spent many hours researching your posts and although a lot of it goes straight over my head, I have gleaned a lot of useful information from you and others in this thread.
.,.Thanks guys.,.
|
|

Arthur Aihaken
The.VOID
874
|
Posted - 2013.12.12 03:10:00 -
[3171] - Quote
Fourteen Maken wrote:Edit: never mind I figured it out  HAM's seemed to get a good improvement but HML is still not right, I'm sorry. Actually, heavy missiles are right on the money. When factoring in reload time, pfya says the Tengu comes in at 481 DPS, which is 80.17 DPS per launcher (my numbers actually show 80.24, so the variance with my adjustments is .0008). With T2 rigs and a single target painter, the "revised" heavy missile launchers show:
GÇó 100% damage application against a MWD Loki strategic cruiser GÇó 82.2% damage application against a MWD Stabber cruiser GÇó 67.6% damage application against a MWD Thrasher destroyer GÇó 63.3% damage application against a MWD Vagabond HAC GÇó 48.4% damage application against a AB Stabber cruiser
Using rigs means less tank, but it also means you get to apply the range advantage of HMLs against fast-moving targets. If you want to forego that in lieu of close quarters combat, the "revised" heavy assault missile launchers are far deadlier. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
231
|
Posted - 2013.12.12 03:34:00 -
[3172] - Quote
Arthur Aihaken wrote:Kenshi Hanshin wrote:So basically, you just altered the explosion radius and or explosion velocity correct? Or did you use a ship bonus for that? I am curious how exactly you thought to do that fix. Nope.  If we can get a dev response in this thread, I'll be happy to post all my source data.
Why do you need a dev in the thread to share your fix with us? I know for a fact that they are reading this thread (via direct correspondence), so they will see it. Expecting them to post to ask for it is kind of strange to me. Hell if you don't want to share it with the non-developers for some reason but are sure it fixes the issue, mail it directly to Rise. |

Zvaarian the Red
Evil Leprechaun Brigade
231
|
Posted - 2013.12.12 03:37:00 -
[3173] - Quote
Arthur Aihaken wrote:Sgt Ocker wrote:Not to nitpick or anything (well yes I am  ) In your comparison it clearly shows an RLML Tengu performs well VS an AB Stabber. This I can understand but would the RLML Tengu (T3) kill an AB Stabber (T1) in 18 volleys or less? With the caveat that this only lasts for 40 secondsGǪ If we exclude reloads, each RLML does 100.49 DPS. This can obviously be boosted with Faction RLMLs, Faction Ballistic Controls with a 4th T2 Ballistic Control as well as the two +5 implants. However, we'll just stick with T2 stuff and Faction ammo. So we get 602.94 DPS x 18 volleys @ 2.05s per volley. Unless my numbers are off, this works out to 22248.5 damage. The PvP fit I found for a AB Stabber shows 24.2k EHP, so I would have to say no. Even if you pimped the Tengu as per above, it wouldn't take much to throw that off (a kinetic-specific shield amplifier would do it). Provided you could keep the engagement to a 1:1, I think the Stabber would fall in the second garage of RLMLs though.
Is that with Fury or faction ammo?
Also is that fit purely a buffer fit? Because otherwise it's got to chew through more than the ehp number. |

Arthur Aihaken
The.VOID
874
|
Posted - 2013.12.12 03:43:00 -
[3174] - Quote
Zvaarian the Red wrote:Why do you need a dev in the thread to share your fix with us? I know for a fact that they are reading this thread (via direct correspondence), so they will see it. Expecting them to post to ask for it is kind of strange to me. Hell if you don't want to share it with the non-developers for some reason but are sure it fixes the issue, mail it directly to Rise. I was hoping to get them actively involved in a discussion to address these shortfalls, but here's the fix:
GÇó The missile formula contains a variable called dry (damage reduction factor). This is set to 2.8 for light missiles, 3.2 for heavy missiles and 4.5 for heavy assault missiles. GÇó I changed this to 3.0 for heavy missiles and 3.2 for heavy assault missiles. That's it.
It looks great on paper (which is all I have to test from, unfortunately), but if it bears out I think it holds promise. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
231
|
Posted - 2013.12.12 03:57:00 -
[3175] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Why do you need a dev in the thread to share your fix with us? I know for a fact that they are reading this thread (via direct correspondence), so they will see it. Expecting them to post to ask for it is kind of strange to me. Hell if you don't want to share it with the non-developers for some reason but are sure it fixes the issue, mail it directly to Rise. I was hoping to get them actively involved in a discussion to address these shortfalls, but here's the fix: GÇó The missile formula contains a variable called dry (damage reduction factor). This is set to 2.8 for light missiles, 3.2 for heavy missiles and 4.5 for heavy assault missiles. GÇó I changed this to 3.0 for heavy missiles and 3.2 for heavy assault missiles. That's it. It looks great on electronic paper (which is all I have to test from, unfortunately), but if it bears out I think it holds promise.
As I mentioned in the other thread you started it looks like a hefty buff for HAMs and a tiny buff for HMs. Now that I know the numbers involved I can see why. You reduced the value for HAMs by 28.9% and the value for HMs by a mere 6.25%. Looking at your graph all I see is a tiny nudge up for HMs and a very real possibility that HAMs may become overpowered against medium and smaller targets.
Now all that said, I think your change to HMs is something worth looking at. I've never seen anyone really break down what damage reduction factor really does. To me though it seems like a variable that makes the whole thing unstable and overly complex. Perhaps uniformity across all missiles with this value and adjustments to damage values across the board to compensate is an avenue that could be approached. It would certainly seem that the damage reduction factor is a major factor in why larger missiles seem to often have ridiculously low damage against smaller targets, and why the problem seems to get worse and worse as the size of the missile goes up. |

Arthur Aihaken
The.VOID
875
|
Posted - 2013.12.12 04:57:00 -
[3176] - Quote
Zvaarian the Red wrote:As I mentioned in the other thread you started it looks like a hefty buff for HAMs and a tiny buff for HMs. Now that I know the numbers involved I can see why. You reduced the value for HAMs by 28.9% and the value for HMs by a mere 6.25%. Looking at your graph all I see is a tiny nudge up for HMs and a very real possibility that HAMs may become overpowered against medium and smaller targets.
Now all that said, I think your change to HMs is something worth looking at. I've never seen anyone really break down what damage reduction factor really does. To me though it seems like a variable that makes the whole thing unstable and overly complex. Perhaps uniformity across all missiles with this value and adjustments to damage values across the board to compensate is an avenue that could be approached. It would certainly seem that the damage reduction factor is a major factor in why larger missiles seem to often have ridiculously low damage against smaller targets, and why the problem seems to get worse and worse as the size of the missile goes up. Light missiles have a drf value of 2.8, rockets 3, heavy missiles 3.2 and heavy assault missiles 4.5. If we agree that light missiles have excellent damage application, but that both heavy and heavy assault missiles suck - we have a little wiggle room (more for heavy assault missiles). Thus, I changed the value to 3 for heavy missiles and 3.2 for heavy assault missiles, to bring it more in-line with the difference between light missiles and rockets. So yes, it might seem like I buffed HAMs more than HMs, but it only seems that wayGǪ Drf isn't broken per say, it just needs a few minor adjustments.
There's another interesting variable called Detonation Proximity that might be fun to play with. I don't think it would have any bearing on the actual missile mechanics (at least I couldn't find any link), but it might be cool from a visual standpoint seeing cruise missiles and torpedoes exploding 100m or more from the target.
I don't think that HAMs will necessarily become OP against medium and smaller targets, for the sole reason that it takes full T2 rigs and a target painter to fully realize their potential. On the scale of tank to glass cannon, it's leaning more towards the latter. Also note that this is on a Tengu (not Caracals or Drakes), and T3s are slated for a rebalanceGǪ Also note that even though I don't necessarily like the mechanics of the rapid light and rapid heavy missile launchers, I can't ignore the fact that they exist. Buffing heavy missiles more than what I adjusted them would turn the Raven and Typhoon into absolute nightmares and thus unbalance another weapon system.
Heavy missiles become better against smaller targets, as they should. Against medium targets, they need rigs or target painters to achieve higher their full potential - which isn't necessarily any different than rails needing tracking enhancers or tracking computers. Heavy missiles still have a huge range advantage. Yes, a ballistic enhancer would be nice - but chances are missiles would then be subject to tracking disruptors. And once Pandora's Box is opened... I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1408
|
Posted - 2013.12.12 05:19:00 -
[3177] - Quote
...the only thing we'll have left is hope. But hope for what?
Also, since you're playing around with various missile values I want to ask what you're using to do this. Is this a Pyfa thing? |

Arthur Aihaken
The.VOID
875
|
Posted - 2013.12.12 05:22:00 -
[3178] - Quote
Alvatore DiMarco wrote:...the only thing we'll have left is hope. But hope for what? Also, since you're playing around with various missile values I want to ask what you're using to do this. Is this a Pyfa thing? Hope that we'll yet redeem the SP we trained for missile skillsGǪ I've actually got a separate spreadsheet for the calculations; I'm just using pyfa for the ship and module stats. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
231
|
Posted - 2013.12.12 06:11:00 -
[3179] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:As I mentioned in the other thread you started it looks like a hefty buff for HAMs and a tiny buff for HMs. Now that I know the numbers involved I can see why. You reduced the value for HAMs by 28.9% and the value for HMs by a mere 6.25%. Looking at your graph all I see is a tiny nudge up for HMs and a very real possibility that HAMs may become overpowered against medium and smaller targets.
Now all that said, I think your change to HMs is something worth looking at. I've never seen anyone really break down what damage reduction factor really does. To me though it seems like a variable that makes the whole thing unstable and overly complex. Perhaps uniformity across all missiles with this value and adjustments to damage values across the board to compensate is an avenue that could be approached. It would certainly seem that the damage reduction factor is a major factor in why larger missiles seem to often have ridiculously low damage against smaller targets, and why the problem seems to get worse and worse as the size of the missile goes up. Light missiles have a drf value of 2.8, rockets 3, heavy missiles 3.2 and heavy assault missiles 4.5. If we agree that light missiles have excellent damage application, but that both heavy and heavy assault missiles suck - we have a little wiggle room (more for heavy assault missiles). Thus, I changed the value to 3 for heavy missiles and 3.2 for heavy assault missiles, to bring it more in-line with the difference between light missiles and rockets. So yes, it might seem like I buffed HAMs more than HMs, but it only seems that wayGǪ Drf isn't broken per say, it just needs a few minor adjustments. There's another interesting variable called Detonation Proximity that might be fun to play with. I don't think it would have any bearing on the actual missile mechanics (at least I couldn't find any link), but it might be cool from a visual standpoint seeing cruise missiles and torpedoes exploding 100m or more from the target. I don't think that HAMs will necessarily become OP against medium and smaller targets, for the sole reason that it takes full T2 rigs and a target painter to fully realize their potential. On the scale of tank to glass cannon, it's leaning more towards the latter. Also note that this is on a Tengu (not Caracals or Drakes), and T3s are slated for a rebalanceGǪ Also note that even though I don't necessarily like the mechanics of the rapid light and rapid heavy missile launchers, I can't ignore the fact that they exist. Buffing heavy missiles more than what I adjusted them would turn the Raven and Typhoon into absolute nightmares and thus unbalance another weapon system. Heavy missiles become better against smaller targets, as they should. Against medium targets, they need rigs or target painters to achieve higher their full potential - which isn't necessarily any different than rails needing tracking enhancers or tracking computers. Heavy missiles still have a huge range advantage. Yes, a ballistic enhancer would be nice - but chances are missiles would then be subject to tracking disruptors. And once Pandora's Box is opened...
First of all HAMs are not even close to being at the same level of need as HMs. As it is they are presently usable, which HMs really are not outside of PVE. Are HAMs a bit underpowered? Probably. But not at all compared to HMs. Also you said it may look like you buffed HAMs more than HMs when you actually didn't, but your chart clearly indicates you did. I have both charts on tabs in my browser and the HAM bars jump a massive amount when I switch them while the HMs only move slightly. Finally, RHMLs can be adjusted down if need be. Holding HMs back for such a niche (read mostly crap) weapon system is the wrong way to go. |

Fourteen Maken
State Protectorate Caldari State
109
|
Posted - 2013.12.12 11:13:00 -
[3180] - Quote
Arthur Aihaken wrote:
I don't think that HAMs will necessarily become OP against medium and smaller targets
I'm sorry but I have to be honest and the more I look at this proposal the less I like it, true they are far from OP against medium targets, in fact whatever you've done has hardly changed the application against other cruisers, but yet more than doubled their effectiveness against small targets. Doing it so that the changes are disproportionately impacting small fast ships like interceptors whilst barely changing their application against other cruisers is just the opposite of what needs to be done. I think using a blinged out ganky HAM Tengu is probably the wrong way to go about it, T2 rigors are not an option for most of the ships that use HAM's nobody will really use them on anything other than a Tengu for pvp. But now I've seen the numbers I'd rather leave them alone than have HAM Tengu's chewing up interceptors and ab frigates with such ease. For me personally it's a better argument against buffing HAM's than anything the turret fanboys managed in the whole thread lol.
I think if you look at it again you'll feel the same, a slight tweak is all HAM's need so they do more damage against other cruisers, not ~100% damage application buff against interceptors and the like, and HML is still useless even after the changes. so it's not doing it for me.
I hope you don't take this the wrong way because your on the right track and I do appreciate all your efforts.  |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
999
|
Posted - 2013.12.12 11:50:00 -
[3181] - Quote
Yeah. The thing is that HAMs are typically used in conjunction with a web, so you need to be careful with improving their damage application to small stuff, because the 60% web is already equivalent to a 150% painter against targets mitigating damage via speed.
If you give us some percentage application numbers from New HAMs against a webbed smaller target, I think we'll have a better idea about the size of the boost that you're proposing, which we can't really tell from your bar graphs. Actually, I can just do it myself. 
Against an Enyo, 880 m/s and 37 m sig:
ABing: Current 9.3%, New 16.0%. Caracal 395 raw DPS goes from 37 DPS to 63 DPS applied ABing webbed: Current 20.9%, New 29.8%. Caracal 395 raw DPS goes from 83 DPS to 118 DPS applied.
Base speed: Current 20.5%, New 29.4%. Caracal 395 raw DPS goes from 81 DPS to 116 DPS applied. Webbed: Current 39.5%, New 39.5%. Caracal 395 raw DPS remains at 156 applied.
So essentially what you're proposing is a pretty huge reduction in the effectiveness of ABs at speed-tanking HAMs. An Enyo doesn't last long with 118 DPS applied to its lowest resists. So, yeah, I think you've got this the wrong way round. HMs before HAMs. |

Arthur Aihaken
The.VOID
878
|
Posted - 2013.12.12 12:38:00 -
[3182] - Quote
Zvaarian the Red wrote:First of all HAMs are not even close to being at the same level of need as HMs. As it is they are presently usable, which HMs really are not outside of PVE. Are HAMs a bit underpowered? Probably. But not at all compared to HMs. Also you said it may look like you buffed HAMs more than HMs when you actually didn't, but your chart clearly indicates you did. I have both charts on tabs in my browser and the HAM bars jump a massive amount when I switch them while the HMs only move slightly. Finally, RHMLs can be adjusted down if need be. Holding HMs back for such a niche (read mostly crap) weapon system is the wrong way to go. If as you say, HAMs are usable - then why aren't they the medium of choice for PvP? The answer is damage application, and to a lesser degree the fact that Caldari cruisers aren't necessarily setup for brawling. Assuming you could even engage a MWD Interceptor with HAMs, the current damage application compared to RLMLs is 14.8%. After the proposed "fix" it's 31.2%. Also bear in mind that this is with a Tengu - and not a Caracal, so you're losing 25% kinetic damage, 12.5% ROF and a further 16.7% in overall damage (5 launchers). As I previously mentioned, T3s are getting rebalanced - so this should be viewed as the optimal scenario and subject to change in the near future. If you want, I'll be happy to do up a chart with a Caracal instead (it's not as impressive, though).
Fourteen Maken wrote:I'm sorry but I have to be honest and the more I look at this proposal the less I like it, true they are far from OP against medium targets, in fact whatever you've done has hardly changed the application against other cruisers, but yet more than doubled their effectiveness against small targets. Doing it so that the changes are disproportionately impacting small fast ships like interceptors whilst barely changing their application against other cruisers is just the opposite of what needs to be done. I think using a blinged out ganky HAM Tengu is probably the wrong way to go about it, T2 rigors are not an option for most of the ships that use HAM's nobody will really use them on anything other than a Tengu for pvp. But now I've seen the numbers I'd rather leave them alone than have HAM Tengu's chewing up interceptors and ab frigates with such ease. For me personally it's a better argument against buffing HAM's than anything the turret fanboys managed in the whole thread lol. I think if you look at it again you'll feel the same, a slight tweak is all HAM's need so they do more damage against other cruisers, not ~100% damage application buff against interceptors and the like, and HML is still useless even after the changes. so it's not doing it for me. I hope you don't take this the wrong way because your on the right track and I do appreciate all your efforts.  Not at all. The graph looks skewed because what you're seeing for RLMLs factors in reloads. So it looks like HAMs got an extreme buff, when in actuality they're only marginally better. I think to allow a fair comparison, I'll do another chart up with a Caracal. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.12 13:04:00 -
[3183] - Quote
Arthur Aihaken wrote:Gypsio III wrote:So essentially what you're proposing is a pretty huge reduction in the effectiveness of ABs at speed-tanking HAMs. An Enyo doesn't last long with 118 DPS applied to its lowest resists. So, yeah, I think you've got this the wrong way round. HMs before HAMs. What's the comparison with pulse lasers, blasters and drones? AB frigate with scram+web orbiting a cruiser (even with scram+web) will take no damage from the turrets ; and you can manually pilot if you really need it (case of electron blasters or AC on tracking bonused AB cruiser). The cruiser will have a window to shoot at the frigate until she set the orbit, but if the frigate survives this, it's done.
Light drones will do their best (which is not always full dps), but their best is 100dps on unbonused hull ; 220 for hobs2 on drone ship with 2 DDAs. But drones compare more to RLML IMO. |

Arthur Aihaken
The.VOID
878
|
Posted - 2013.12.12 13:10:00 -
[3184] - Quote
Here's a revised HML proposal for consideration. Heavy Missile Fix I am currently away, traveling through time and will be returning last week. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1000
|
Posted - 2013.12.12 13:15:00 -
[3185] - Quote
Arthur Aihaken wrote:Gypsio III wrote:So essentially what you're proposing is a pretty huge reduction in the effectiveness of ABs at speed-tanking HAMs. An Enyo doesn't last long with 118 DPS applied to its lowest resists. So, yeah, I think you've got this the wrong way round. HMs before HAMs. What's the comparison with pulse lasers, blasters and drones?
The comparison with turrets is very difficult because it's entirely dependent on transversal. For example, with a webbed AB Enyo orbiting a stationary ion Thorax, the Thorax does 12 DPS at 2 km, 40 DPS at 3 km and 120 DPS at 6 km. Given its speed advantage inside scram range, the Enyo can get into a close orbit and receive almost no damage, but fancy piloting by the Thorax can mitigate this. |

Fourteen Maken
State Protectorate Caldari State
109
|
Posted - 2013.12.12 13:42:00 -
[3186] - Quote
That looks about perfect really +1 |

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.12 14:18:00 -
[3187] - Quote
Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts... |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
912
|
Posted - 2013.12.12 14:26:00 -
[3188] - Quote
Fact, HEavy missiles and hams should NOT apply full damage to an AB cruiser. And should not do even a reasonable ammount of damage against a minmatar (smaller) cruisers.. with nanos... And shoudl do VERY LITTLE damage agaisnt that same cruiser using faction AB and maxed gang links.
Peopel take effort on their ships. You cannot demand that your simple drake fitting plain missile launchers simply ignore these effort placed on their ships. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Onictus
Silver Snake Enterprise Fatal Ascension
676
|
Posted - 2013.12.12 15:12:00 -
[3189] - Quote
Kagura Nikon wrote:Fact, HEavy missiles and hams should NOT apply full damage to an AB cruiser. And should not do even a reasonable ammount of damage against a minmatar (smaller) cruisers.. with nanos... And shoudl do VERY LITTLE damage agaisnt that same cruiser using faction AB and maxed gang links.
Yeah, that is why they are garbage.....because they don't. So on a missile ship you are ruling out half of the sub-cap classes as targets that you have a change to do damage to.
Only missiles have this issue. |

Fourteen Maken
State Protectorate Caldari State
109
|
Posted - 2013.12.12 15:30:00 -
[3190] - Quote
Kagura Nikon wrote:Fact, HEavy missiles and hams should NOT apply full damage to an AB cruiser. And should not do even a reasonable ammount of damage against a minmatar (smaller) cruisers.. with nanos... And shoudl do VERY LITTLE damage agaisnt that same cruiser using faction AB and maxed gang links.
Peopel take effort on their ships. You cannot demand that your simple drake fitting plain missile launchers simply ignore these effort placed on their ships.
why should your 10mil isk cruiser be better than mine? |
|

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.12 15:35:00 -
[3191] - Quote
Fourteen Maken wrote:why should your 10mil isk cruiser be better than mine? Doh ! It's not a matter of being better... It's a matter of minmatar ship having a small sig and high speed to allow them to speed tank.
What is the interest of speed tanking if nothing can speedtank missiles ?
Or why should missiles don't have a worse case scenario ? |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
179
|
Posted - 2013.12.12 15:43:00 -
[3192] - Quote
Kagura Nikon wrote:Fact, HEavy missiles and hams should NOT apply full damage to an AB cruiser. And should not do even a reasonable ammount of damage against a minmatar (smaller) cruisers.. with nanos... And shoudl do VERY LITTLE damage agaisnt that same cruiser using faction AB and maxed gang links.
Peopel take effort on their ships. You cannot demand that your simple drake fitting plain missile launchers simply ignore these effort placed on their ships. Basically you are right but what options are available for simple missile pilots - dual web / web & TP Drake with only one LSE & Invuln - still being slow, with huge sig and crappy damage? |

Fourteen Maken
State Protectorate Caldari State
109
|
Posted - 2013.12.12 15:55:00 -
[3193] - Quote
Fourteen Maken wrote:Kagura Nikon wrote:Fact, HEavy missiles and hams should NOT apply full damage to an AB cruiser. And should not do even a reasonable ammount of damage against a minmatar (smaller) cruisers.. with nanos... And shoudl do VERY LITTLE damage agaisnt that same cruiser using faction AB and maxed gang links.
Peopel take effort on their ships. You cannot demand that your simple drake fitting plain missile launchers simply ignore these effort placed on their ships. why should your 10mil isk cruiser be better than mine?
If you look at the proposal you'll see that he has 100million isk worth of rigs on his Tengu and still only gets full dps against the biggest targets, before the rigs he's doing less than half of his dps against nearly everything but the MWD Loki. Fact is if someone is going to spend that kind of ISk on rigs they should get the extra firepower, but that's not going to happen on drakes or caracals because nobody is going to spend that kind of isk on a pvp cruiser, so all things considered I think it's pretty reasonable. Especially when you consider how low HML dps is already |

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.12 16:18:00 -
[3194] - Quote
Fourteen Maken wrote:If you look at the proposal you'll see that he has 100million isk worth of rigs on his Tengu and still only gets full dps against the biggest targets, before the rigs he's doing less than half of his dps against nearly everything but the MWD Loki. Fact is if someone is going to spend that kind of ISk on rigs they should get the extra firepower, but that's not going to happen on drakes or caracals because nobody is going to spend that kind of isk on a pvp cruiser, so all things considered I think it's pretty reasonable. Especially when you consider how low HML dps is already This become comical when you realize that a twin 1600mm plate loki have the signature and speed of a Vexor...
Armor Loki with 3 trimarks have 260m/s base speed and 130m sig radius. That is the average for cruisers. In fact, the numbers on this Loki are what you would get on average.
And there is no numbers on ships without prop mod (case of tackled ships).
So that's what I feared in fact : yet again selected numbers, and the modified version of Arthur would do near 100% to half the cruisers in game even when MWDing ; which mean half the cruisers in game won't have any way to counter missiles. |

Fourteen Maken
State Protectorate Caldari State
110
|
Posted - 2013.12.12 16:46:00 -
[3195] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:If you look at the proposal you'll see that he has 100million isk worth of rigs on his Tengu and still only gets full dps against the biggest targets, before the rigs he's doing less than half of his dps against nearly everything but the MWD Loki. Fact is if someone is going to spend that kind of ISk on rigs they should get the extra firepower, but that's not going to happen on drakes or caracals because nobody is going to spend that kind of isk on a pvp cruiser, so all things considered I think it's pretty reasonable. Especially when you consider how low HML dps is already This become comical when you realize that a twin 1600mm plate loki have the signature and speed of a Vexor... Armor Loki with 3 trimarks have 260m/s base speed and 130m sig radius. That is the average for cruisers. In fact, the numbers on this Loki are what you would get on average.And there is no numbers on ships without prop mod (case of tackled ships). So that's what I feared in fact : yet again selected numbers, and the modified version of Arthur would do near 100% to half the cruisers in game even when MWDing ; which mean half the cruisers in game won't have any way to counter missiles.
Whats comical is you think your Vexor should do twice as much dps against my Caracal to begin with, and that I should only be able to apply about half of my damage so you end up doing about 3-4 times more damage than me, whilst having a better tank more tackle and still be lethal to frigates... either HML needs buffed or every other weapon needs to be brought down to its level of performance or it's not balanced |

Notorious Fellon
Republic University Minmatar Republic
51
|
Posted - 2013.12.12 17:02:00 -
[3196] - Quote
Fourteen Maken wrote:Bouh Revetoile wrote:[quote=Fourteen Maken]...blah...blah... Whats comical is you think your Vexor should do twice as much dps against my Caracal to begin with, and that I should only be able to apply about half of my damage so you end up doing about 3-4 times more damage than me, whilst having a better tank more tackle and still be lethal to frigates... either HML needs buffed or every other weapon needs to be brought down to its level of performance or it's not balanced
I find this also comical. I would have assumed we could all agree that cruisers with medium weapons should all be able to apply *similar* damage to each other and have similar range of tank/speed/damage trade-offs.
Seems that is not the case in some people's eyes. |

Marcus Walkuris
Aww yeahhh
56
|
Posted - 2013.12.12 17:19:00 -
[3197] - Quote
Notorious Fellon wrote:Fourteen Maken wrote:Bouh Revetoile wrote:[quote=Fourteen Maken]...blah...blah... Whats comical is you think your Vexor should do twice as much dps against my Caracal to begin with, and that I should only be able to apply about half of my damage so you end up doing about 3-4 times more damage than me, whilst having a better tank more tackle and still be lethal to frigates... either HML needs buffed or every other weapon needs to be brought down to its level of performance or it's not balanced I find this also comical. I would have assumed we could all agree that cruisers with medium weapons should all be able to apply *similar* damage to each other and have similar range of tank/speed/damage trade-offs. Seems that is not the case in some people's eyes.
You make a fine labyrinth of contradiction, can't decipher what you are trying to say. You agree, you don't? "I would have assumed..we could all agree... should all be able to apply.... seems that is not the case in some people's eyes.
Sorry, genuinely trying to figure out wether you are trying to be sarcastic. |

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.12 17:32:00 -
[3198] - Quote
Fourteen Maken wrote:Whats comical is you think your Vexor should do twice as much dps against my Caracal to begin with, and that I should only be able to apply about half of my damage so you end up doing about 3-4 times more damage than me, whilst having a better tank more tackle and still be lethal to frigates... either HML needs buffed or every other weapon needs to be brought down to its level of performance or it's not balanced HML are a long range weapon. Vexor with blasters and drones are a point blanc range weapon.
Do you see the difference ?
Compare what is comparable, like short range weapons with short range weapons, and stop trying to compete with blasters at point blanc range with missiles, that would be a proof of intelligence, because I'm really starting to lose hope. |

Notorious Fellon
Republic University Minmatar Republic
51
|
Posted - 2013.12.12 17:34:00 -
[3199] - Quote
Marcus Walkuris wrote:Notorious Fellon wrote:Fourteen Maken wrote:Bouh Revetoile wrote:[quote=Fourteen Maken]...blah...blah... Whats comical is you think your Vexor should do twice as much dps against my Caracal to begin with, and that I should only be able to apply about half of my damage so you end up doing about 3-4 times more damage than me, whilst having a better tank more tackle and still be lethal to frigates... either HML needs buffed or every other weapon needs to be brought down to its level of performance or it's not balanced I find this also comical. I would have assumed we could all agree that cruisers with medium weapons should all be able to apply *similar* damage to each other and have similar range of tank/speed/damage trade-offs. Seems that is not the case in some people's eyes. You make a fine labyrinth of contradiction, can't decipher what you are trying to say. You agree, you don't? "I would have assumed..we could all agree... should all be able to apply.... seems that is not the case in some people's eyes. Sorry, genuinely trying to figure out wether you are trying to be sarcastic.
Cruisers with medium weapons should apply similar damage to enemies of equal size, regardless of weapon type.
The technique used to apply the damage should be different. Turrets deal with tracking, Missiles deal with countering target speed and sig.
The notion that a Vexor should do 2X damage over a Caracal is beyond silly. They should apply similar damage given similar pilot skill and use. They should have similar tank, speed, and other trade-offs as well. Missiles need to be viable.
|

Fourteen Maken
State Protectorate Caldari State
111
|
Posted - 2013.12.12 17:34:00 -
[3200] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:Whats comical is you think your Vexor should do twice as much dps against my Caracal to begin with, and that I should only be able to apply about half of my damage so you end up doing about 3-4 times more damage than me, whilst having a better tank more tackle and still be lethal to frigates... either HML needs buffed or every other weapon needs to be brought down to its level of performance or it's not balanced HML are a long range weapon. Vexor with blasters and drones are a point blanc range weapon. Do you see the difference ? Compare what is comparable, like short range weapons with short range weapons, and stop trying to compete with blasters at point blanc range with missiles, that would be a proof of intelligence, because I'm really starting to lose hope.
Drones have a 60km control range, and you can put railguns on your vexor if you want to compare apples with apples |
|

Sal Landry
School of Applied Knowledge Caldari State
136
|
Posted - 2013.12.12 17:40:00 -
[3201] - Quote
Marcus Walkuris wrote: You make a fine labyrinth of contradiction, can't decipher what you are trying to say. You agree, you don't? "I would have assumed..we could all agree... should all be able to apply.... seems that is not the case in some people's eyes.
Sorry, genuinely trying to figure out wether you are trying to be sarcastic.
Are you a non-native English speaker by any chance? His post seems perfectly straight-forward to me, he's saying that missiles and turrets should have stats in a comparable range with nothing massively outclassing the other, but that "some people" (Bouh and 40sec for example) are opposed to this on a design basis.
It's like the old Winmatar issues before tiericide. "You don't get it, Minmatar are SUPPOSED to be super fast and agile, that's their specialty. Caldari ships specialize at being complete ****, that's why they're so efficient at being worthless"
So long as the devs have this ingrained belief that missiles must be **** when engaging smaller targets, no amount of graphs showing turret and drone superiority is going to make them change that. |

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.12 17:40:00 -
[3202] - Quote
Fourteen Maken wrote:Drones have a 60km control range, and you can put railguns on your vexor if you want to compare apples with apples Yeah, and how many years will your drones take to reach your target ? Ogres are not as fast as missiles you know, and I thought missile users would understand this parameter... |

Moonaura
The Dead Rabbit Society
518
|
Posted - 2013.12.12 17:41:00 -
[3203] - Quote
Bouh Revetoile wrote:Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts...
Agreed, the numbers do indeed need to show other cruisers/frigates other than low signature ones.
But Bouh, you are wrong - they will not do full damage to everything else without efforts. Its sweeping statements like that, that have not won you many friends in this thread. If you took one glance at EFT or my previous stuff on this, its clear they don't. But for the sake of you know... sating his argument, be worth adding in other races.
I have previously shown you how a Bellicose with 5 target painters in the damn thing and rigs and HM still don't hit for full damage.
Edit. One last point, Arthur has gone to a lot of trouble on this one, good job. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Arthur Aihaken
The.VOID
882
|
Posted - 2013.12.12 17:46:00 -
[3204] - Quote
Bouh Revetoile wrote:Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts... I'm going to update the graph for a Caracal, so stay tuned. If you're willing to provide me with some fits for the aforementioned target ships, I'll gladly revise the stats. I just need a short list of anything that would affect speed and signature. Feel free to suggest some alternatives (Amarr, Gallente, Minmatar and even Caldari). I don't fly most of those ships, so any input is appreciated. Thanks. I am currently away, traveling through time and will be returning last week. |

Dr Sraggles
The Covenant of Blood
61
|
Posted - 2013.12.12 17:57:00 -
[3205] - Quote
Arthur,
Thanks for all you efforts on this. I am sorry I haven't posted for a few days. Thanks again for adding Faction HAMs to the Graphs.
However, this discussion is not complete unless we have Faction Heavy Missiles displayed on your graphs. These are the default HML for those in pvp and the discussion would benefit greatly from a look at their performance against frigs/dessies/cruisers.
Typically T2 are considered the PvE only choices reason being that even with a 10 second reload choosing between precision and regular are not worth the time and range compromises. Faction Heavies have superior range and have a similar performance profile to T2 precision and are truly the default choice for Tengu pvp gangs.
CCP Rise may have considered it a little "Bizarre" that we spent so much time worry about what are mostly PvE missiles rather than a focused discussion on Faction Missiles which is what we need to focus on, imo, if we are to address the performance of missiles in PvP.
best
ps Buffing PvE missiles is fine by me, don't get me wrong, but my Tengu only uses faction, weak as they are. |

Arthur Aihaken
The.VOID
882
|
Posted - 2013.12.12 18:07:00 -
[3206] - Quote
Dr Sraggles wrote:Thanks for all you efforts on this. I am sorry I haven't posted for a few days. Thanks again for adding Faction HAMs to the Graphs.
However, this discussion is not complete unless we have Faction Heavy Missiles displayed on your graphs. These are the default HML for those in pvp and the discussion would benefit greatly from a look at their performance against frigs/dessies/cruisers. Np. Right now I'm just focusing on a RHML -+ HML comparisons as the consensus seems to be that HAMs are ok for the moment. I am currently away, traveling through time and will be returning last week. |

Onictus
Silver Snake Enterprise Fatal Ascension
680
|
Posted - 2013.12.12 18:11:00 -
[3207] - Quote
Arthur Aihaken wrote:Dr Sraggles wrote:Thanks for all you efforts on this. I am sorry I haven't posted for a few days. Thanks again for adding Faction HAMs to the Graphs.
However, this discussion is not complete unless we have Faction Heavy Missiles displayed on your graphs. These are the default HML for those in pvp and the discussion would benefit greatly from a look at their performance against frigs/dessies/cruisers. Np. Right now I'm just focusing on a RHML -+ HML comparisons as the consensus seems to be that HAMs are ok for the moment.
They are workable, just very niche.
To be far so are the rest of the SR medium weapons......the rest of the long range turrets got a MAJOR buff i.e. +600 DPS rail Brutix, no drones, no implants....yeah. |

Marcus Walkuris
Aww yeahhh
57
|
Posted - 2013.12.12 18:12:00 -
[3208] - Quote
Sal Landry wrote:Marcus Walkuris wrote: You make a fine labyrinth of contradiction, can't decipher what you are trying to say. You agree, you don't? "I would have assumed..we could all agree... should all be able to apply.... seems that is not the case in some people's eyes.
Sorry, genuinely trying to figure out wether you are trying to be sarcastic.
Are you a non-native English speaker by any chance? His post seems perfectly straight-forward to me, he's saying that missiles and turrets should have stats in a comparable range with nothing massively outclassing the other, but that "some people" (Bouh and 40sec for example) are opposed to this on a design basis. It's like the old Winmatar issues before tiericide. "You don't get it, Minmatar are SUPPOSED to be super fast and agile, that's their specialty. Caldari ships specialize at being complete ****, that's why they're so efficient at being worthless" So long as the devs have this ingrained belief that missiles must be **** when engaging smaller targets, no amount of graphs showing turret and drone superiority is going to make them change that.
Ahahahaha. I kinda miss that logic, I was around for it and it was rather sad, although the general attitude towards missiles persists. I wonder where it went. At least we will always have. Caldari are good at PvE "independent of reality", Minmatar=small gang and solo, Amarr=fleet, and gallente is jack of all trades. But yeah his post if meant sarcastically could be interpreted to mean the opposite. No offense intended lol. Non-native aside I am quite capable of reading. |

Arthur Aihaken
The.VOID
882
|
Posted - 2013.12.12 18:14:00 -
[3209] - Quote
Updated Heavy Missiles From the Caracal perspective. T2 launchers, Faction ammunition and T1 rigs. Old numbers in light blue - new numbers in light grey. Maximum DPS is 53.91 per launcher, which is only achieved against MWD Cruiser and MWD Strategic (and then, only with rigs). I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
179
|
Posted - 2013.12.12 18:15:00 -
[3210] - Quote
Arthur Aihaken wrote: Right now I'm just focusing on a RHML -+ HML comparisons as the consensus seems to be that HAMs are ok for the moment.
Those people are wrong - HAMs need 10-20% better damage application to be ok. |
|

Arthur Aihaken
The.VOID
882
|
Posted - 2013.12.12 18:18:00 -
[3211] - Quote
Niena Nuamzzar wrote:Those people are wrong - HAMs need 10-20% better damage application to be ok. The previous adjustment I made gave HAMs a 60-100% buff against smaller ships (only), and about 10-20% against cruiser-size vessels. I don't think it was that well-received... I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
882
|
Posted - 2013.12.12 18:27:00 -
[3212] - Quote
Caracal RHML-HAM-HML Comparison Existing RHMLs, existing HAMLs (no buff) and the new proposed HMLs (slight buff). I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
112
|
Posted - 2013.12.12 18:41:00 -
[3213] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:Drones have a 60km control range, and you can put railguns on your vexor if you want to compare apples with apples Yeah, and how many years will your drones take to reach your target ? Ogres are not as fast as missiles you know, and I thought missile users would understand this parameter...
Of course I get that, and the fact that drones can be shot means they should have higher dps, even though in most cases your better to primary the vexor rather than waste time trying to kill 3-4 full flights of drones. But that's already more than accounted for by HML's paltry dps, to then add the caveat that your ship should be able to avoid half of that already weak dps just because your not sitting still is over the top; to call moving at more than 230m/s a "Speed Tank" is stretching it a bit, and that's usually where dps starts to fall off a cliff for HML pilots. That leaves me doing just 130dps with faction missiles against you, with the changes Arthur suggested that would go up by what appears to be around 20% to 160dps... and your jumping up and down for some reason. You must be looking at the best case missile scenarios, which involves spending 100mil on tech 2 rigors and flares for a Tengu, but that's not going to be the case for any Caracal pilot, we still won't be doing all of our dps. |

Marcus Walkuris
Aww yeahhh
57
|
Posted - 2013.12.12 18:46:00 -
[3214] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:Those people are wrong - HAMs need 10-20% better damage application to be ok. The previous adjustment I made gave HAMs a 60-100% buff against smaller ships (only), and about 10-20% against cruiser-size vessels. I don't think it was that well-received...
I understand your caution Arthur. The reason I don't share your sentiment though, is the fact I was around when the "horrible" HML one shotted every solar-system in EvE. Back in those days they had fabulous stats, and these silly DPS discussions were not as dominant. IT was much more about realistic scenarios "engagement profiles". Which to be honest I find to be completely lacking in all this anti-missile shenanigans. At the peak of HML dominance, you would only see them on the Drake and the Tengu. Only one of them truly overpowered with them. The drake was like a small moon, durable and chucked full of stats but with 0 control over a fight. They really only functioned stripped of tank (where they were balanced to ******). Or like before floating in space like an army of jellyfish and essentially just a popular fleet doctrine which was seeing more counters by the day. Of-course many things were different back then, caracals had a kinetic bonus, couldn't fit anything, a general issue for missile ships. The tengu really made children weep in their sleep, and could've been adjusted with hull changes.
I guess the moral of the story is that people have no imagination, if HML did awesome damage like before. You would still run into the same problems as before. A abundance of kineticbonuses. Flight time creating added opportunity to evade dps. A lack of tracking enhancing modules. And a general acceptance of EFT war completely ignoring turret ships tend to favor tracking or double dip in fire rate+damage. Whereas as I've stated (all of this) before. Missiles are stuck with kinetic+range bonus. Rigs for projection, mind you that rigs are generally the gap filler and are a VERY substandard primary choice for increasing statistics. You need energy, target range or a little passive resist to fill a thermal hole 'just in case'. Not ohh lets try a build where I use rig slots for dps..... Even with good work on these issues it needs to come out of a vacuum more. If I was a little more math savvy or could use EFT atm I wouldn't mind making a REAL comparison between turrets and missiles. Best ammo for shooting frigs+web.
I'd probably start with a realistic fit for missiles, and a "what if we could fit like gunnery ships" fit. Imaginary tracking+range mods,+tracking/damage bonuses on hulls. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
180
|
Posted - 2013.12.12 18:46:00 -
[3215] - Quote
Arthur Aihaken wrote: The previous adjustment I made gave HAMs a 60-100% buff against smaller ships (only), and about 10-20% against cruiser-size vessels. I don't think it was that well-received...
Probably because 60-100% against smaller / speedy hulls is too much :) it should be 10-20% against everything (frigates / destroyers / cruisers). |

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.12 19:35:00 -
[3216] - Quote
Moonaura wrote:Bouh Revetoile wrote:Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts... Agreed, the numbers do indeed need to show other cruisers/frigates other than low signature ones. But Bouh, you are wrong - they will not do full damage to everything else without efforts. Its sweeping statements like that, that have not won you many friends in this thread. If you took one glance at EFT or my previous stuff on this, its clear they don't. But for the sake of you know... sating his argument, be worth adding in other races. I have previously shown you how a Bellicose with 5 target painters in the damn thing and rigs and HM still don't hit for full damage. Edit. One last point, Arthur has gone to a lot of trouble on this one, good job. I was talking about the modified HML of Arthur and afraid meant that I didn't check the numbers yet. Though on a second look they show almost full dps on MWDing Loki. As I said, the Loki have a close to average speed and signature (I computed average T1 cruiser speed and signature : 127m ; 275m/s). When MWDing, missile dps is reduced most of the time (exception is 1600mm plate which slow down the cruiser to less than 5 times bonus he need to counter the signature increase), hence all cruisers above average overall (sig/speed might be a good ratio to evaluate missile vulnerability) will take, like this Loki, close to full HM dps even without rigs.
I repeat, this is for the modified HML he provided numbers for. |

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.12 19:46:00 -
[3217] - Quote
Arthur Aihaken wrote:Bouh Revetoile wrote:Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts... I'm going to update the graph for a Caracal, so stay tuned. If you're willing to provide me with some fits for the aforementioned target ships, I'll gladly revise the stats. I just need a short list of anything that would affect speed and signature. Feel free to suggest some alternatives (Amarr, Gallente, Minmatar and even Caldari). I don't fly most of those ships, so any input is appreciated. Thanks. If it is a spreadsheet, I suggest you to use average numbers. I already provided average for T1 Cruisers (without logi or faction ships) ; I'll make some more numbers digging but I think the Rupture is close to ideal baseline : close to average speed, close to average signature, and can be shield or armor tanked. Untanked he will give the reference for how armor and shield influence missile dps figures.
I also think combat cruisers are CCP's reference for cruiser numbers : the base numbers from where other cruisers numbers are derived from. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
79
|
Posted - 2013.12.12 19:52:00 -
[3218] - Quote
Bouh Revetoile wrote:Arthur Aihaken wrote:Bouh Revetoile wrote:Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts... I'm going to update the graph for a Caracal, so stay tuned. If you're willing to provide me with some fits for the aforementioned target ships, I'll gladly revise the stats. I just need a short list of anything that would affect speed and signature. Feel free to suggest some alternatives (Amarr, Gallente, Minmatar and even Caldari). I don't fly most of those ships, so any input is appreciated. Thanks. If it is a spreadsheet, I suggest you to use average numbers. I already provided average for T1 Cruisers (without logi or faction ships) ; I'll make some more numbers digging but I think the Rupture is close to ideal baseline : close to average speed, close to average signature, and can be shield or armor tanked. Untanked he will give the reference for how armor and shield influence missile dps figures. I also think combat cruisers are CCP's reference for cruiser numbers : the base numbers from where other cruisers numbers are derived from. Hey, Bouh, if you've got all these great ideas about what Arthur has been doing wrong that only you know how to do right why not do it your own ******* self instead of being a whiny little ****? Just a thought..... |

Dr Sraggles
The Covenant of Blood
61
|
Posted - 2013.12.12 20:15:00 -
[3219] - Quote
Arthur Aihaken wrote:Dr Sraggles wrote:Thanks for all you efforts on this. I am sorry I haven't posted for a few days. Thanks again for adding Faction HAMs to the Graphs.
However, this discussion is not complete unless we have Faction Heavy Missiles displayed on your graphs. These are the default HML for those in pvp and the discussion would benefit greatly from a look at their performance against frigs/dessies/cruisers. Np. Right now I'm just focusing on a RHML -+ HML comparisons as the consensus seems to be that HAMs are ok for the moment.
Sorry for the misunderstanding, what I mean is we need Faction HML missiles, not the PvE (T2) ones to talk about. This is the overwhelmingly more popular choice for PvP, as I understand others preferences as well as my own.
best |

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.12 21:02:00 -
[3220] - Quote
scorchlikeshiswhiskey wrote:Hey, Bouh, if you've got all these great ideas about what Arthur has been doing wrong that only you know how to do right why not do it your own ******* self instead of being a whiny little ****? Just a thought..... Do you have any idea about what it takes to do this job ?
It's a great job he is doing, but not perfect. You are already enough to congratulate him so I make sure someone point out the flaws.
Because as great as its work can be, I don't like when people use math to fool others, and these numbers, because of the flaws I pointed out, can make people believe wrong things. |
|

Arthur Aihaken
The.VOID
883
|
Posted - 2013.12.12 21:33:00 -
[3221] - Quote
Dr Sraggles wrote:Sorry for the misunderstanding, what I mean is we need Faction HML missiles, not the PvE (T2) ones to talk about. This is the overwhelmingly more popular choice for PvP, as I understand others preferences as well as my own. The configurations all reflect T2 launchers (RLML, HAML and HML) with Faction missiles, 3x T2 Ballistic Controls and T1 rigs. I am currently away, traveling through time and will be returning last week. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
917
|
Posted - 2013.12.12 23:20:00 -
[3222] - Quote
Onictus wrote:Kagura Nikon wrote:Fact, HEavy missiles and hams should NOT apply full damage to an AB cruiser. And should not do even a reasonable ammount of damage against a minmatar (smaller) cruisers.. with nanos... And shoudl do VERY LITTLE damage agaisnt that same cruiser using faction AB and maxed gang links.
Yeah, that is why they are garbage.....because they don't. So on a missile ship you are ruling out half of the sub-cap classes as targets that you have a change to do damage to. Only missiles have this issue.
Really? Try to hit the same targets with arties. At extreme ranges it can do damage, but on most situatiosn it will do even less damage than missiles agaisnt a target ABing.
Missiles should need webs and target painters to deny that.
ITs simple logic. IF the hsotile spends 3-4 modules specifically to avoid missile damage. You shoudl use at LEAST, on very mINIMUM 2 mods to specifically counter that.
Game balance is not about being fun to YOU only. Trade offs are relevant. You want to do damage? web the damm target. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Zvaarian the Red
Evil Leprechaun Brigade
238
|
Posted - 2013.12.13 00:48:00 -
[3223] - Quote
Niena Nuamzzar wrote:Arthur Aihaken wrote: Right now I'm just focusing on a RHML -+ HML comparisons as the consensus seems to be that HAMs are ok for the moment.
Those people are wrong - HAMs need 10-20% better damage application to be ok.
I'd say 5-10% personally. But still HAMs are in a much better place than every other missile other than light missles, rockets, and cruise missiles. And convincing the EVE community and developers that they need any kind of buff I think is going to be a tough fight. We are living under the tyranny of turret users unfortunately. |

Zvaarian the Red
Evil Leprechaun Brigade
238
|
Posted - 2013.12.13 00:51:00 -
[3224] - Quote
Bouh Revetoile wrote:scorchlikeshiswhiskey wrote:Hey, Bouh, if you've got all these great ideas about what Arthur has been doing wrong that only you know how to do right why not do it your own ******* self instead of being a whiny little ****? Just a thought..... Do you have any idea about what it takes to do this job ? It's a great job he is doing, but not perfect. You are already enough to congratulate him so I make sure someone point out the flaws. Because as great as its work can be, I don't like when people use math to fool others, and these numbers, because of the flaws I pointed out, can make people believe wrong things.
Isn't that what you have been doing this whole thread, only without any math to back it up? You are like a propaganda machine for the complete dominance of turrets simply being the way things should be. |

Sgt Ocker
State War Academy Caldari State
93
|
Posted - 2013.12.13 02:11:00 -
[3225] - Quote
Bouh Revetoile wrote:scorchlikeshiswhiskey wrote:Hey, Bouh, if you've got all these great ideas about what Arthur has been doing wrong that only you know how to do right why not do it your own ******* self instead of being a whiny little ****? Just a thought..... Do you have any idea about what it takes to do this job ? It's a great job he is doing, but not perfect. You are already enough to congratulate him so I make sure someone point out the flaws. Because as great as its work can be, I don't like when people use math to fool others, and these numbers, because of the flaws I pointed out, can make people believe wrong things. I think the flaw here is trying to find the right baseline. Your focusing on a rupture where as Arthur used the far more commonly seen stabber.
I can see your point but as far as balance goes, the main requirement is to find out what the item you are balancing is capable of in extreme cases and what do you want to do with it. 1st you need to decide what you want from a given missile type. If you want a missile that is capable of hitting small to medium fast moving ships, you don't use a slow moving combat cruiser as a base line for it. Hams could well be balanced using a rupture as a base line as they are designed more for hitting slower moving targets.
Looking at Arthurs charts, I would put my head on the block and say. I believe light missiles are overpowered BUT the reality is, light missiles are not overpowered, other classes of missile are terribly underpowered (excluding Cruise, which are pretty much where they should be).
In all cases RLML can apply a lot of damage in a relatively short time, they will in most situations not kill anything bigger than a destroyer without a reload and with a 40 second reload vs another cruiser, there is a big chance you are going to die or have to warp out before your 40 second reload is complete. (made worse because you can't see how much longer you have to wait) 1 large ASB will negate close to half the damage your RLML Caracal can apply to most cruiser class ships. If both have to reload at the same time, ASB 60 seconds - RLML 40 seconds, so you have a 20 second window in which to apply enough damage to kill him. Don't forget the most important thing in this situation - he is going to be shooting back at you, so that 20s window may be a lot smaller 
|

Arthur Aihaken
The.VOID
885
|
Posted - 2013.12.13 05:09:00 -
[3226] - Quote
So I went out with a T1 RHML-fitted Raven tonight to see what I could see... First, forget about damage application to Interceptors - those things can outrun heavy missiles. I found myself in a scrap with a Malediction that pointed me, then a Thorax which I switched to after watching my heavy missiles spiral around endlessly. I came close - but not quite - to killing it before encountering the dreaded 40-second reload. That's when I really got the screws stuck to me... I was joined by a Harbinger, Vexor and Tormentor. Heck, even a Guristas frigate wandered over to get in on the action. I died, but it was a T1/T2 insured fit - so not unlike losing a frigate any other day in Faction Warfare. I put the Thorax into 16% hull before burning out my RHMLs and having my cap drained, which allowed him to escape.
The 40-second reload really needs to go. 20-seconds, tops. They're still not going to be "OP", but they'll be better than they are now. I think I'll have better luck with cruise (at least the interceptors can't outrun them).
 I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
238
|
Posted - 2013.12.13 05:38:00 -
[3227] - Quote
Arthur Aihaken wrote:So I went out with a T1 RHML-fitted Raven tonight to see what I could see... First, forget about damage application to Interceptors - those things can outrun heavy missiles. I found myself in a scrap with a Malediction that pointed me, then a Thorax which I switched to after watching my heavy missiles spiral around endlessly. I came close - but not quite - to killing it before encountering the dreaded 40-second reload. That's when I really got the screws stuck to me... I was joined by a Harbinger, Vexor and Tormentor. Heck, even a Guristas frigate wandered over to get in on the action. I died, but it was a T1/T2 insured fit - so not unlike losing a frigate any other day in Faction Warfare. I put the Thorax into 16% hull before burning out my RHMLs and having my cap drained, which allowed him to escape. While I'm still convinced the reload on the new RLML and RHMLs is a big "fail", I still go out every now and then to prove myself wrong - hoping for that elusive one-clip kill. If the 40-second reload/swap is here to stay, I wonder what the chances of increasing the ammunition capacity is. Doubling it would be a good start. 
Who knows, maybe if and when HMs get buffed RHMLs will actually be able to kill a cruiser before the reload hits. RLMLs on the other hand just feel hopeless in their current because I simply do not believe CCP will do anything that improves their sustained DPS, and increasing clip size would definitely do that (I'm assuming the x2 suggestion was a joke). |

Arthur Aihaken
The.VOID
885
|
Posted - 2013.12.13 05:53:00 -
[3228] - Quote
Zvaarian the Red wrote:Who knows, maybe if and when HMs get buffed RHMLs will actually be able to kill a cruiser before the reload hits. RLMLs on the other hand just feel hopeless in their current because I simply do not believe CCP will do anything that improves their sustained DPS, and increasing clip size would definitely do that (I'm assuming the x2 suggestion was a joke). I should've mentioned that the Thorax was webbed, neuted, painted and scrammed... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
94
|
Posted - 2013.12.13 06:00:00 -
[3229] - Quote
Zvaarian the Red wrote:Arthur Aihaken wrote:So I went out with a T1 RHML-fitted Raven tonight to see what I could see... First, forget about damage application to Interceptors - those things can outrun heavy missiles. I found myself in a scrap with a Malediction that pointed me, then a Thorax which I switched to after watching my heavy missiles spiral around endlessly. I came close - but not quite - to killing it before encountering the dreaded 40-second reload. That's when I really got the screws stuck to me... I was joined by a Harbinger, Vexor and Tormentor. Heck, even a Guristas frigate wandered over to get in on the action. I died, but it was a T1/T2 insured fit - so not unlike losing a frigate any other day in Faction Warfare. I put the Thorax into 16% hull before burning out my RHMLs and having my cap drained, which allowed him to escape. While I'm still convinced the reload on the new RLML and RHMLs is a big "fail", I still go out every now and then to prove myself wrong - hoping for that elusive one-clip kill. If the 40-second reload/swap is here to stay, I wonder what the chances of increasing the ammunition capacity is. Doubling it would be a good start.  Who knows, maybe if and when HMs get buffed RHMLs will actually be able to kill a cruiser before the reload hits. RLMLs on the other hand just feel hopeless in their current because I simply do not believe CCP will do anything that improves their sustained DPS, and increasing clip size would definitely do that (I'm assuming the x2 suggestion was a joke). I believe CCP have no intention of doing anything to the new launcher systems in the near future. We have already heard their usage is within acceptable levels so nothing to fix. HM's "might" get some much needed attention but I'm not holding my breath
Quote: Arthur Aihaken I should've mentioned that the Thorax was webbed, neuted, painted and scrammed... I think you have more than proven the failings of HM's.. For the good of your isk wallet, STOP trying to prove yourself wrong,  |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
101
|
Posted - 2013.12.13 06:34:00 -
[3230] - Quote
To balance missiles, the first thing is to decide in wich circumstances each type of missiles should apply full of their damage: Standard light missiles should apply full damage on a frigate while there is 1 web and 1 target painter on it. Average Signature 70 Average Speed 1000 Precision light missiles should apply full damage on a frigate while there is no target painter and no web. Average Signature 40 Average Speed 2750 Fury light missiles should apply full damage on the best frigate while there is two target painters and two webs on it Average Signature 90 Average Speed 500 With this in mind you will determine the damage amount for each type of missiles, their speed and their flight time. Rockets is the small range of this weapon size so you will have to set up the damages, and the range in consequences. And all is done. For heavy missiles the you take the same technic, and you you will quickly have a balanced weapon systemGǪ I do not see where is the difficulty.
|
|

Zvaarian the Red
Evil Leprechaun Brigade
239
|
Posted - 2013.12.13 06:45:00 -
[3231] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Who knows, maybe if and when HMs get buffed RHMLs will actually be able to kill a cruiser before the reload hits. RLMLs on the other hand just feel hopeless in their current because I simply do not believe CCP will do anything that improves their sustained DPS, and increasing clip size would definitely do that (I'm assuming the x2 suggestion was a joke). I should've mentioned that the Thorax was webbed, neuted, painted and scrammed...
I'm really having a hard time understanding why CCP put the time and effort into putting a new weapon system into the game without making sure it didn't completely suck at its intended job. I just don't get it. I mean adding a new missile weapon system seems to say they want missiles to flourish and be effective, but then its released almost completely useless and I'm left thinking "maybe this is just a sick joke". |

Claud Tiberius
The Loathsome Lions
3
|
Posted - 2013.12.13 07:48:00 -
[3232] - Quote
Arthur Aihaken wrote:So I went out with a T1 RHML-fitted Raven tonight to see what I could see... First, forget about damage application to Interceptors - those things can outrun heavy missiles. I found myself in a scrap with a Malediction that pointed me, then a Thorax which I switched to after watching my heavy missiles spiral around endlessly. I came close - but not quite - to killing it before encountering the dreaded 40-second reload. That's when I really got the screws stuck to me... I was joined by a Harbinger, Vexor and Tormentor. Heck, even a Guristas frigate wandered over to get in on the action. I died, but it was a T1/T2 insured fit - so not unlike losing a frigate any other day in Faction Warfare. I put the Thorax into 16% hull before burning out my RHMLs and having my cap drained, which allowed him to escape. While I'm still convinced the reload on the new RLML and RHMLs is a big "fail", I still go out every now and then to prove myself wrong - hoping for that elusive one-clip kill. If the 40-second reload/swap is here to stay, I wonder what the chances of increasing the ammunition capacity is. Doubling it would be a good start.  So much fail. 
I'm not sure where to start.
- You should always have fleet support in PvP/FW. In most combat situations, you will not be able to solo the battle and it is never certain what you will be up against. Anything can warp into the battle. - Hvy missiles are not for destroying Frigates. They are too slow, the explosion radius is too slow, and they cannot turn fast enough (i.e. they are not accurate). If you want to hit Frigates, use LM or Rockets. - The Raven is designed for killing BC's, Battle Ships and Capital Ships (and anything in between the 3). Anything else, you need to change the weapon system to something that is non-native (ie. fitting a med or low weapon system). eg: if you are building a BS that is for destroying Destroyers, Crusiers and BC's, you would fit RHML. If you were making a BS for destroying Destroyers, Frigates, Drones, you would fit RLML. You could fit regular Heavy/Light missile launchers, but they are not as effective as the Rapid versions. The natural native weapon system for Ravens are Cruisers and Torpedoes.
NOTE: It isn't advisable to fit non-native weapon systems, just because you can. Ship bonuses have a huge effect on the efficiency of weapons. For example, a Raven can fit RLML and be just fine. But so can a Caracal, and the Caracal will deal so much more damage then the Raven, due to its light missile bonuses.
If in doubt, always look up the missile ammunition statistics. Their velocity, explosion radius, explosion velocity, and maneuverability should all be considered, in combination to the payload (damage and damage type). |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1418
|
Posted - 2013.12.13 08:17:00 -
[3233] - Quote
The poster above me seems to have somewhat missed the point. |

Arthur Aihaken
The.VOID
885
|
Posted - 2013.12.13 08:17:00 -
[3234] - Quote
Claud Tiberius wrote:So much fail.  I'm not sure where to start. - You should always have fleet support in PvP/FW. In most combat situations, you will not be able to solo the battle and it is never certain what you will be up against. Anything can warp into the battle. - Hvy missiles are not for destroying Frigates. They are too slow, the explosion radius is too slow, and they cannot turn fast enough (i.e. they are not accurate). If you want to hit Frigates, use LM or Rockets. - The Raven is designed for killing BC's, Battle Ships and Capital Ships (and anything in between the 3). Anything else, you need to change the weapon system to something that is non-native (ie. fitting a med or low weapon system). eg: if you are building a BS that is for destroying Destroyers, Crusiers and BC's, you would fit RHML. If you were making a BS for destroying Destroyers, Frigates, Drones, you would fit RLML. You could fit regular Heavy/Light missile launchers, but they are not as effective as the Rapid versions. The natural native weapon system for Ravens are Cruisers and Torpedoes. NOTE: It isn't advisable to fit non-native weapon systems, just because you can. Ship bonuses have a huge effect on the efficiency of weapons. For example, a Raven can fit RLML and be just fine. But so can a Caracal, and the Caracal will deal so much more damage then the Raven, due to its light missile bonuses. If in doubt, always look up the missile ammunition statistics. Their velocity, explosion radius, explosion velocity, and maneuverability should all be considered, in combination to the payload (damage and damage type). A Thorax isn't a Frigate, it's a cruiser. And I'm saying the Raven couldn't kill a dual-webbed, neutralized and scrammed Thorax if its life depended on it (which it did, and lost). So if it can't even kill a cruiser @ 400m that's moving <50m/s, how the heck is it possibly supposed to damage battlecruisers or battleships? I even went back out in another Raven fit with three rigors, went head-to-head with a Deimos and couldn't even get him past armor before being forced to reload. Went through 2 complete clips to no avail. In fact, they just waited until I was forced to reload to hit the armor repair.
Zvaarian the Red wrote:I'm really having a hard time understanding why CCP put the time and effort into putting a new weapon system into the game without making sure it didn't completely suck at its intended job. I just don't get it. I mean adding a new missile weapon system seems to say they want missiles to flourish and be effective, but then its released almost completely useless and I'm left thinking "maybe this is just a sick joke". Missiles are a complete disaster. I'm actually thinking smart bombs would be more effectiveGǪ
Alvatore DiMarco wrote:The poster above me seems to have somewhat missed the point. You noticed that tooGǪ RHMLs vs. THORAX (CRUISER) Yes, the rapid burst version of those supposedly 'superior' medium missiles we've been talking about... I am currently away, traveling through time and will be returning last week. |

elitatwo
Congregatio
175
|
Posted - 2013.12.13 08:28:00 -
[3235] - Quote
Claud Tiberius wrote:
- You should always have fleet support in PvP/FW. In most combat situations, you will not be able to solo the battle and it is never certain what you will be up against. Anything can warp into the battle.
So you are saying that noone is supposed to do anything on his / her own when they scout ahead or wait for possible fleetmates to join in?
Claud Tiberius wrote: - Hvy missiles are not for destroying Frigates. They are too slow, the explosion radius is too slow, and they cannot turn fast enough (i.e. they are not accurate).
Since when? If pulse lasers, beam lasers at greater large, railguns at larger range, artilleries at larger range, blasters at short range and autocannons at most ranges they want to, but that is an odd case of people wanting a short range weapon system to kite with..
Why would heavy missiles be different here? Are you one of the super duper special snowflakes that got poked by a missle and claim they are all op because of it?
Claud Tiberius wrote: - The Raven is designed for killing BC's, Battle Ships and Capital Ships (and anything in between the 3). Anything else, you need to change the weapon system to something that is non-native (ie. fitting a med or low weapon system). eg: if you are building a BS that is for destroying Destroyers, Crusiers and BC's, you would fit RHML. If you were making a BS for destroying Destroyers, Frigates, Drones, you would fit RLML. You could fit regular Heavy/Light missile launchers, but they are not as effective as the Rapid versions. The natural native weapon system for Ravens are Cruisers and Torpedoes.
Again, since when? Why should all turret battleships be the only ones that can shoot down cruisers and my Raven should not?
Let me remind you that all the poor boo boo BOB inhabitants used to cry endless tears about Ravens being too stronhkk for them to compete and as a thank you gift we got that terrible 'missile tracking' in the first place. Read all about it in the old forums from the end of 2005 to the end of 2006 when we got that mess that removed missiles from pvp for a very, very long time.
I have a quick fix that helps all missile systems of EVE, remove all that tracking mess and remove the range nerf of torpedos, problems solved ALL OF THEM.
signature |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
919
|
Posted - 2013.12.13 08:48:00 -
[3236] - Quote
Fourteen Maken wrote:Fourteen Maken wrote:Kagura Nikon wrote:Fact, HEavy missiles and hams should NOT apply full damage to an AB cruiser. And should not do even a reasonable ammount of damage against a minmatar (smaller) cruisers.. with nanos... And shoudl do VERY LITTLE damage agaisnt that same cruiser using faction AB and maxed gang links.
Peopel take effort on their ships. You cannot demand that your simple drake fitting plain missile launchers simply ignore these effort placed on their ships. why should your 10mil isk cruiser be better than mine? If you look at the proposal you'll see that he has 100million isk worth of rigs on his Tengu and still only gets full dps against the biggest targets, before the rigs he's doing less than half of his dps against nearly everything but the MWD Loki. Fact is if someone is going to spend that kind of ISk on rigs they should get the extra firepower, but that's not going to happen on drakes or caracals because nobody is going to spend that kind of isk on a pvp cruiser, so all things considered I think it's pretty reasonable. Especially when you consider how low HML dps is already
I was not commentign on his proposal. I was commentign against the general exagerated expeectations that several missiel users have.
And no, you are wrong, several people use thta type of isk. I usually fly in cruisers close to 1 Billion isk and so do almost all my corp. OF course, we dont do blob warfare. But the elvel of balance we are discussing here is exaclty relevant for combat outside the 0.0 super blobs. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Bouh Revetoile
TIPIAKS
442
|
Posted - 2013.12.13 09:30:00 -
[3237] - Quote
Sgt Ocker wrote:I think the flaw here is trying to find the right baseline. Your focusing on a rupture where as Arthur used the far more commonly seen stabber. Oh and Arthur is showing his work with graphs and explaining his ideas, you on the other hand are expecting people to simply take your word for it.
I can see your point but as far as balance goes, the main requirement is to find out what the item you are balancing is capable of in extreme cases and what do you want to do with it. 1st you need to decide what you want from a given missile type. If you want a missile that is capable of hitting small to medium fast moving ships, you don't use a slow moving combat cruiser as a base line for it. Hams could well be balanced using a rupture as a base line as they are designed more for hitting slower moving targets. Do you understand what average means ? It doesn't mean slow in any way ! It means that about half the ships are faster and about the other half are slower ! Half !
And you just can't say the Stabber is more commonly seen. That assumption is pure fantasy as only CCP have the relevant statistics. You make some kind of assumption with EVE kill, but that'll only be half of the reality, yet that would be a lot closer to it than your assertion regarding the Stabber. People are complaining so much in this thread about the Thorax that this one would make an infinitely better comparison than the Stabber which is almost a destroyer. Can you answer why numbers are all shown against a Stabber and firepower and damage application are all taken from a Thorax ? The irony is that the Stabber is even better than the Thorax to kill frigates in fact, despite the numbers...
Quote:Looking at Arthurs charts, I would put my head on the block and say. I believe light missiles are overpowered BUT the reality is, light missiles are not overpowered, other classes of missile are terribly underpowered (excluding Cruise, which are pretty much where they should be). Please don't try to explain me how to look at numbers...
Athur numbers talk about one thing : the relative power of medium missile launchers between themselves regarding damage application. They don't tell anything about the balance versus turrets or drones. Yet you don't need more to say that a weapon system able to apply 100% damage to a MWDing average cruiser when sig and speed are the only ways to counter them is OP.
That would be comparable to turret having an tracking working like range, with optimale range where they suffer no penalty and a falloff where dps start to decrease. You don't have any idea of how powerful such turrets would be...
And asking for the worse case scenarios to be not too bad is like asking turrets to have an infinite range with falloff not decreasing dps bellow a given threshold.
Damage application for all weapons range from 0 to full dps. The difference with turrets and missiles is that the turret value fluctuate dynamicaly whereas missile value is selected before the fight started. You can tell if your missiles will kill the target before she land on grid. With turrets, you need to take care of your position the whole fight. Hence there are ways to counter turrets dps during the fight and there should be ways to counter missiles dps before the fight.
Quote: In all cases RLML can apply a lot of damage in a relatively short time, they will in most situations not kill anything bigger than a destroyer without a reload and with a 40 second reload vs another cruiser, there is a big chance you are going to die or have to warp out before your 40 second reload is complete. (made worse because you can't see how much longer you have to wait) 1 large ASB will negate close to half the damage your RLML Caracal can apply to most cruiser class ships. If both have to reload at the same time, ASB 60 seconds - RLML 40 seconds, so you have a 20 second window in which to apply enough damage to kill him. Don't forget the most important thing in this situation - he is going to be shooting back at you, so that 20s window may be a lot smaller  Looking at how the weapon system is designed, I think the fact RLML can't kill a cruiser in one load is intended. Same goes for all ships it can't kill in one load.
BTW, it have already be showed in the thread that the frigates you can't kill in one load are the most resilient ones and MWD bonused ones BUT these would have taken more than the time you take for a clip+reload anyway. In fact, the only frigates who take more time to kill than if the weapon hadn't its new mechanic are those whose the ehp range between 15k and 20k. |

Sgt Ocker
State War Academy Caldari State
95
|
Posted - 2013.12.13 10:48:00 -
[3238] - Quote
Claud Tiberius wrote:Arthur Aihaken wrote:So I went out with a T1 RHML-fitted Raven tonight to see what I could see... First, forget about damage application to Interceptors - those things can outrun heavy missiles. I found myself in a scrap with a Malediction that pointed me, then a Thorax which I switched to after watching my heavy missiles spiral around endlessly. I came close - but not quite - to killing it before encountering the dreaded 40-second reload. That's when I really got the screws stuck to me... I was joined by a Harbinger, Vexor and Tormentor. Heck, even a Guristas frigate wandered over to get in on the action. I died, but it was a T1/T2 insured fit - so not unlike losing a frigate any other day in Faction Warfare. I put the Thorax into 16% hull before burning out my RHMLs and having my cap drained, which allowed him to escape. While I'm still convinced the reload on the new RLML and RHMLs is a big "fail", I still go out every now and then to prove myself wrong - hoping for that elusive one-clip kill. If the 40-second reload/swap is here to stay, I wonder what the chances of increasing the ammunition capacity is. Doubling it would be a good start.  So much fail.  I'm not sure where to start. - You should always have fleet support in PvP/FW. In most combat situations, you will not be able to solo the battle and it is never certain what you will be up against. Anything can warp into the battle. I hate to state the obvious but; Solo PVP lives
Quote: - Hvy missiles are not for destroying Frigates. They are too slow, the explosion radius is too slow, and they cannot turn fast enough (i.e. they are not accurate). If you want to hit Frigates, use LM or Rockets. - The Raven is designed for killing BC's, Battle Ships and Capital Ships (and anything in between the 3). Anything else, you need to change the weapon system to something that is non-native (ie. fitting a med or low weapon system). eg: if you are building a BS that is for destroying Destroyers, Crusiers and BC's, you would fit RHML. If you were making a BS for destroying Destroyers, Frigates, Drones, you would fit RLML. You could fit regular Heavy/Light missile launchers, but they are not as effective as the Rapid versions. The natural native weapon system for Ravens are Cruisers and Torpedoes. I would suggest you read the post you are quoting, ideally the part where he mentions the fit. The fit, as stated by the poster was to try and prove his own findings wrong by using a RHML Raven against the targets the Launchers are designed for. You did get 1 thing right, for over 160 pages people have been saying the new weapon system does not perform as stated, in most situations.
Quote: NOTE: It isn't advisable to fit non-native weapon systems, just because you can. Ship bonuses have a huge effect on the efficiency of weapons. For example, a Raven can fit RLML and be just fine. But so can a Caracal, and the Caracal will deal so much more damage then the Raven, due to its light missile bonuses.
If in doubt, always look up the missile ammunition statistics. Their velocity, explosion radius, explosion velocity, and maneuverability should all be considered, in combination to the payload (damage and damage type). I am really at a loss here, I don't know what to say except maybe. I would love to have some fresh thoughts added to the overwhelming information in this thread BUT please read it 1st so you can post on topic.
RHML is a battleship class weapon using a medium sized missile, I don't believe that is fitting out of class.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1000
|
Posted - 2013.12.13 10:58:00 -
[3239] - Quote
Arthur Aihaken wrote: First, forget about damage application to Interceptors - those things can outrun heavy missiles. I found myself in a scrap with a Malediction that pointed me, then a Thorax which I switched to after watching my heavy missiles spiral around endlessly. I came close - but not quite - to killing it before encountering the dreaded 40-second reload.
Your critical error here was wasting ammo shooting an interceptor that you knew you couldn't hit. Had you saved the RHML volleys for the Thorax, you'd have killed it.  |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1000
|
Posted - 2013.12.13 11:10:00 -
[3240] - Quote
Bouh Revetoile wrote:
And you just can't say the Stabber is more commonly seen. That assumption is pure fantasy as only CCP have the relevant statistics. You make some kind of assumption with EVE kill, but that'll only be half of the reality, yet that would be a lot closer to it than your assertion regarding the Stabber. People are complaining so much in this thread about the Thorax that this one would make an infinitely better comparison than the Stabber which is almost a destroyer. Can you answer why numbers are all shown against a Stabber and firepower and damage application are all taken from a Thorax ?
So much this... a really serious flaw in so much of the analysis. 
In fact, I was under the impression that the Stabber was a rather unpopular cruiser, being fast but possessing few other merits. Maybe it's different in FW though. But what is indisputable is that the Stabber is an outlier in terms of sig and speed, and data for it cannot be assumed to be relevant to other cruisers. And remember to use fitted ships in the analysis - none of this nonsense of ignoring trimarks, LSEs or shield rigs. Give us meaningful data or none at all.
You could include skirmish links in that comment too, but tbh all you'd end up proving is that skirmish links are massively overpowered. |
|

Arthur Aihaken
The.VOID
885
|
Posted - 2013.12.13 11:14:00 -
[3241] - Quote
Gypsio III wrote:Your critical error here was wasting ammo shooting an interceptor that you knew you couldn't hit. Had you saved the RHML volleys for the Thorax, you'd have killed it.  The math said I had a better than even chance, but it's also possible they just might have hit the ancillaries earlier too. It was an RHML testing roam, so I shot at every target that presented itself. I tried to take out a Deimos later and put it 35% into hull, but he just waited until the reloads kicked in to light his ancillaries. You really get the screws turned to you during that timeframe... I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
885
|
Posted - 2013.12.13 11:25:00 -
[3242] - Quote
RLML and RHML observation: Rate of fire bonuses really hurt these weapons, because it's an artificial DPS increase (you're not really doing any more damage, you're just doing it faster). This penalizes Ravens, Typhoons and Navy Scorpions; the only ships that benefit are the Fleet Typhoon and Navy Raven - but you're paying a premium for that.
The first RHML iteration was more like the original RLML in terms of how it performed, and it made a lot more sense to exclude certain bonuses. However, with the burst mechanic - RHMLs really suffer by excluding the missile velocity, explosion velocity and explosion radius bonuses. That's one aspect that could be addressed, but I think the better solution for RLMLs and RHMLs is to go back to the original weapon designs for both.
I think it's been clearly demonstrated that: 1. RLMLs and RHMLs only offer any benefit in small and large gangs, and minimal at best. 2. RLMLs and RHMLs are absolutely untenable for solo PvP and PvE play. 3. Heavy missiles just plain suck outside of PvE. 4. "Houston, we have a missile problem."
Addendum: I think I figured out the best Caldari missile boat - a Navy Scorpion with auto cannons... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
95
|
Posted - 2013.12.13 11:46:00 -
[3243] - Quote
Bouh Revetoile wrote:Do you understand what average means ? It doesn't mean slow in any way ! It means that about half the ships are faster and about the other half are slower ! Half !
And you just can't say the Stabber is more commonly seen. That assumption is pure fantasy as only CCP have the relevant statistics. You make some kind of assumption with EVE kill, but that'll only be half of the reality, yet that would be a lot closer to it than your assertion regarding the Stabber. People are complaining so much in this thread about the Thorax that this one would make an infinitely better comparison than the Stabber which is almost a destroyer. Can you answer why numbers are all shown against a Stabber and firepower and damage application are all taken from a Thorax ? The irony is that the Stabber is even better than the Thorax to kill frigates in fact, despite the numbers...
Athur numbers talk about one thing : the relative power of medium missile launchers between themselves regarding damage application. They don't tell anything about the balance versus turrets or drones. Yet you don't need more to say that a weapon system able to apply 100% damage to a MWDing average cruiser when sig and speed are the only ways to counter them is OP.
That would be comparable to turret having an tracking working like range, with optimale range where they suffer no penalty and a falloff where dps start to decrease. You don't have any idea of how powerful such turrets would be...
And asking for the worse case scenarios to be not too bad is like asking turrets to have an infinite range with falloff not decreasing dps bellow a given threshold.
Damage application for all weapons range from 0 to full dps. The difference with turrets and missiles is that the turret value fluctuate dynamicaly whereas missile value is selected before the fight started. You can tell if your missiles will kill the target before she land on grid. With turrets, you need to take care of your position the whole fight. Hence there are ways to counter turrets dps during the fight and there should be ways to counter missiles dps before the fight.
Looking at how the weapon system is designed, I think the fact RLML can't kill a cruiser in one load is intended. Same goes for all ships it can't kill in one load.
BTW, it have already be showed in the thread that the frigates you can't kill in one load are the most resilient ones and MWD bonused ones BUT these would have taken more than the time you take for a clip+reload anyway. In fact, the only frigates who take more time to kill than if the weapon hadn't its new mechanic are those whose the ehp range between 15k and 20k. The average for my post was based on highest speed in class compared to the other presumed target of the weapon, frigates. The average speed of frigates vs fast cruisers and the ability of RLML to hit them.
Ok lets say we use your, logic (for want of a better word) and use a rupture to balance light missiles. We end up with a light missile that can hit 1 of the slowest ship in its class, now because we want to keep it balanced we tune down how well light missiles hit the rupture so it isn't an easy kill and upset all those who fly them.
This could work, except light missiles are meant for killing frigates and "fast" cruisers which they will not be able to do as they are now balanced for a different class of fighting - they would no longer be any good at all vs the ships they were designed to counter. The job of countering Cruisers and battlecruisers is meant to be HM, sadly they do not perform in this role. Hams will go close to doing their job as long as you don't want to fit a tank as well because those slots will be taken up with prop mod, web and scram, leaving 2 slots for tank. How good is that.
Arthur's charts, if you care to look show how different missiles compare to each other in different configurations and vs different ships. This has nothing at all to do with how they compare to turrets, that is something entirely different. Frankly at this stage it is something I really don't care about. The discussion has been about a way to get missiles to hit their intended targets in the intended way.
Again as you have with almost every one of your posts in this thread, tried to further your own agenda of turrets vs launchers and not contributed anything even vaguely positive to the discussion..
If you really want to concentrate on how OP missiles are compared to turrets, start a thread where that can be discussed.
|

Bouh Revetoile
TIPIAKS
443
|
Posted - 2013.12.13 12:50:00 -
[3244] - Quote
Sgt Ocker wrote:The average for my post was based on highest speed in class compared to the other presumed target of the weapon, frigates. The average speed of frigates vs fast cruisers and the ability of RLML to hit them.
Ok lets say we use your, logic (for want of a better word) and use a rupture to balance light missiles. We end up with a light missile that can hit 1 of the slowest ship in its class, now because we want to keep it balanced we tune down how well light missiles hit the rupture so it isn't an easy kill and upset all those who fly them.
This could work, except light missiles are meant for killing frigates and "fast" cruisers which they will not be able to do as they are now balanced for a different class of fighting - they would no longer be any good at all vs the ships they were designed to counter. The job of countering Cruisers and battlecruisers is meant to be HM, sadly they do not perform in this role. Hams will go close to doing their job as long as you don't want to fit a tank as well because those slots will be taken up with prop mod, web and scram, leaving 2 slots for tank. How good is that.
Arthur's charts, if you care to look show how different missiles compare to each other in different configurations and vs different ships. This has nothing at all to do with how they compare to turrets, that is something entirely different. Frankly at this stage it is something I really don't care about. The discussion has been about a way to get missiles to hit their intended targets in the intended way. Ok, so we basicaly agree for the graphs I guess.
But you are plain wrong for the roles of the different launchers : RLML are NOT meant to shoot at cruisers, only frigates and destroyers ; and HML are NOT the goto medium missile launcher to shoot at cruisers, this role is HAML one. HML are the missiles you use to shoot at long range. If you don't need long range, don't use HML, use HAML instead. And if you need more firepower against frigates, use RLML, but avoid cruisers then. If you need to shoot both cruisers and frigates, HAML +scram+web will do the job fine.
2 mid slots shield tank is fine BTW when you factor in everything else : with shield, you don't lose speed, and there is no cruiser both as fast as the Caracal and more resilient than him. Just check it : armor attack cruiser with more than a 800mm plate will be very slow, and a Thorax with 800mm plate, DCU + EANM + adaptive plating (4slots) have less ehp than your Caracal with DCU+LSE+invuln (3slots). Also, such a Thorax will only have 400 blaster dps, same as your HAML Caracal, but with three times less range and have to deal with tracking. You don't need 35kehp on your attack cruiser for it to be useful, moreover when you have plenty of range and speed. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
181
|
Posted - 2013.12.13 13:24:00 -
[3245] - Quote
Bouh Revetoile wrote: 2 mid slots shield tank is fine BTW when you factor in everything else : with shield, you don't lose speed, and there is no cruiser both as fast as the Caracal and more resilient than him. Just check it : armor attack cruiser with more than a 800mm plate will be very slow, and a Thorax with 800mm plate, DCU + EANM + adaptive plating (4slots) have less ehp than your Caracal with DCU+LSE+invuln (3slots). Also, such a Thorax will only have 400 blaster dps, same as your HAML Caracal, but with three times less range and have to deal with tracking. You don't need 35kehp on your attack cruiser for it to be useful, moreover when you have plenty of range and speed.
SiSi awaits you! Bring your Thorax.. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
5
|
Posted - 2013.12.13 14:31:00 -
[3246] - Quote
Arthur Aihaken wrote:So I went out with a T1 RHML-fitted Raven tonight to see what I could see... First, forget about damage application to Interceptors - those things can outrun heavy missiles. I found myself in a scrap with a Malediction that pointed me, then a Thorax which I switched to after watching my heavy missiles spiral around endlessly. I came close - but not quite - to killing it before encountering the dreaded 40-second reload. That's when I really got the screws stuck to me... I was joined by a Harbinger, Vexor and Tormentor. Heck, even a Guristas frigate wandered over to get in on the action. I died, but it was a T1/T2 insured fit - so not unlike losing a frigate any other day in Faction Warfare. I put the Thorax into 16% hull before burning out my RHMLs and having my cap drained, which allowed him to escape. While I'm still convinced the reload on the new RLML and RHMLs is a big "fail", I still go out every now and then to prove myself wrong - hoping for that elusive one-clip kill. If the 40-second reload/swap is here to stay, I wonder what the chances of increasing the ammunition capacity is. Doubling it would be a good start.  Typhoon fi, get one. RoF bonus is useless for rhml. Even so, I find it very strange you couldn't kill a webbed and scrammed thorax. I only have web and scram and do fine. |

Viceorvirtue
The Hatchery Team Liquid
36
|
Posted - 2013.12.13 14:54:00 -
[3247] - Quote
It appears he started by shooting the interceptor. He failed to kill it and had to swap to the thorax when t landed on field and became the bigger threat. Sadly because he had shot at the interceptor he did not have enough missiles in the clip to kill the thorax before the 40 second reload. 40 seconds of not shooting was apparently enough to have the rest of the ships land and get secondary tackle.
He lost the fight because he shot at the interceptor, once the thorax landed there really wasn't anything he could have done apart from deagressing that would have saved his ship. Unlike you he obviously did not use rhmls in the only case where they were good (full clip vs single ship) and I have a feeling that is why he died. Also theres also the potential he had the wrong ammotype loaded as well since he would want percisions vs the inty and those might not be able to kill the thorax without an ammo switch anyway. |

Arthur Aihaken
The.VOID
886
|
Posted - 2013.12.13 15:54:00 -
[3248] - Quote
Viceorvirtue wrote:It appears he started by shooting the interceptor. He failed to kill it and had to swap to the thorax when t landed on field and became the bigger threat. Sadly because he had shot at the interceptor he did not have enough missiles in the clip to kill the thorax before the 40 second reload. 40 seconds of not shooting was apparently enough to have the rest of the ships land and get secondary tackle.
He lost the fight because he shot at the interceptor, once the thorax landed there really wasn't anything he could have done apart from deagressing that would have saved his ship. Unlike you he obviously did not use rhmls in the only case where they were good (full clip vs single ship) and I have a feeling that is why he died. Also theres also the potential he had the wrong ammotype loaded as well since he would want percisions vs the inty and those might not be able to kill the thorax without an ammo switch anyway. Failed to kill it is a mild understatementGǪ failed to even hit the Interceptor would be more accurate. After switching from the Malediction, I emptied the remainder of the clip into the Thorax, reloaded and emptied another full clip. I even had the launchers overheated. Despite being dual-webbed, neutralized and scrammed - I was only able to put the Thorax to 16% hull. While waiting for the second reload I burned the launchers out while overheating the neutralizer and that was the end of that. I am currently away, traveling through time and will be returning last week. |

Onictus
Silver Snake Enterprise Fatal Ascension
689
|
Posted - 2013.12.13 16:21:00 -
[3249] - Quote
Bouh Revetoile wrote:[Do you understand what average means ? It doesn't mean slow in any way ! It means that about half the ships are faster and about the other half are slower ! Half !
That would actually be a median, not a mean.
Mean is the average, its just a data point there is no assurance that an equal number of hulls are faster or slower, its just the center of the data set. The median is the point that the faster and slower ships equal
Mode would be the most common speed (just to complete the 8th grade algebra lesson)
|

Arthur Aihaken
The.VOID
887
|
Posted - 2013.12.13 16:38:00 -
[3250] - Quote
Why Rapid Launchers Suck This next essay is titled: "Why Rapid Launchers Suck".
That Slow, Sucking Sound
Case 1: A Caracal fit with LMLs, RLMLs and HAMs. Despite not receiving any launcher bonuses for standard LMLs, they are 71.9% effective as RLMLs. RLMLs preclude the ability to do a tactical ammo swap, so unless you lucked out with the correct ammunition choice - you're hooped. Then there's the grid requirements, with LMLs being a fraction of RLMLs - so that opens up a ton of configuration options.
Case 2: A Raven fit with HMLs, RHMLs and HAMs. This one's almost as absurdGǪ Despite receiving zero bonuses, HAMsL are between 78-94% as effective as RHMLs on the Raven. I haven't run the number for battlecruisers and battleships, but the graph seems to indicate HAMs will win out for anything above cruisers. Then there's the insane low grid requirements for HAMLs compared to RHMLs.
Conclusion I have a really hard time believing any serious testing and analysis went into RLMLs and RHMLs. I mean, these are supposed to be cruiser-class and battle-ship class weapons, respectively - yet the frigate-class and cruiser-class versions are almost as effective, without any of the tactical drawbacks and limitations. Not too mention the fact that this opens up a wealth of possibilities for expanding tank on both ships. My own PvP excursions with both would seem to further confirm this, as I've been unable to kill cruisers in a single magazine with either RLMLs or RHMLs. Those that have run PvE have indicated missions take 2-3x as long (or even longer), so they're definitely not designed with that in-mind.
It's time to reinstate the old launchers. I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
The.VOID
887
|
Posted - 2013.12.13 16:57:00 -
[3251] - Quote
Unsucking Rapid Launchers And there was much rejoicing!
"Herman, set the Wayback machine!"
Were the old RLMLs "Op"? No - far from it. They were actually operating just fine. What about the 1st iteration of RHMLs? Again, only marginally better than what we got in Rubicon, and still borderline useless at hitting anything smaller than cruisers.
It's time for this experiment to end. Reinstate the original RLML and RHMLs. I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
5
|
Posted - 2013.12.13 17:18:00 -
[3252] - Quote
Viceorvirtue wrote:It appears he started by shooting the interceptor. He failed to kill it and had to swap to the thorax when t landed on field and became the bigger threat. Sadly because he had shot at the interceptor he did not have enough missiles in the clip to kill the thorax before the 40 second reload. 40 seconds of not shooting was apparently enough to have the rest of the ships land and get secondary tackle.
He lost the fight because he shot at the interceptor, once the thorax landed there really wasn't anything he could have done apart from deagressing that would have saved his ship. Unlike you he obviously did not use rhmls in the only case where they were good (full clip vs single ship) and I have a feeling that is why he died. Also theres also the potential he had the wrong ammotype loaded as well since he would want percisions vs the inty and those might not be able to kill the thorax without an ammo switch anyway.
He died because he was relying on 1 xlasb for tank. And, not meaning to pick on arthur here, chose the wrong target to engage. Regardless if it was the only thing on grid. did the ceptor get scrammed/webbed/neuted before you launched your first missile? If the answer is "no", then you wasted missiles on a target. I would have waited for the ceptors buddies. Melted them and degressed back to gate to escape ceptor. You must use target management with a REAL active tank for rhml to be remotely effective when soloing. Like I said previously, you're gimping the fit trying to make your raven hit smaller targets when its not necessary for the playstyle of rhml. Maybe things happened differently than I'm thinking. But he would most likely still be alive if he had at least double xlasb.
This isn't a post about how wrong about missiles arthur is, but stating that the fit is what killed him. Not rhml.
|

Arthur Aihaken
The.VOID
887
|
Posted - 2013.12.13 17:49:00 -
[3253] - Quote
[quote=Stitch KanelandThis isn't a post about how wrong about missiles arthur is, but stating that the fit is what killed him. Not rhml.[/quote] Let's see if we can get some killmails with RLML and RHMLs. Solo engagements, not in a gang. I am currently away, traveling through time and will be returning last week. |

kurage87
EVE University Ivy League
21
|
Posted - 2013.12.13 17:53:00 -
[3254] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote: 2 mid slots shield tank is fine BTW when you factor in everything else : with shield, you don't lose speed, and there is no cruiser both as fast as the Caracal and more resilient than him. Just check it : armor attack cruiser with more than a 800mm plate will be very slow, and a Thorax with 800mm plate, DCU + EANM + adaptive plating (4slots) have less ehp than your Caracal with DCU+LSE+invuln (3slots). Also, such a Thorax will only have 400 blaster dps, same as your HAML Caracal, but with three times less range and have to deal with tracking. You don't need 35kehp on your attack cruiser for it to be useful, moreover when you have plenty of range and speed.
SiSi awaits you! Bring your Thorax.. As far as my paper warrioring can tell, if they brawl and the Thorax has an AB (irrespective of whether the Caracal has one or not) the Thorax will win. That is with an AAR Thorax or a plated one, both of which are faster than the AB Caracal.
In the situations where the Thorax has an MWD or the Caracal kites, the Caracal wins. |

Bouh Revetoile
TIPIAKS
443
|
Posted - 2013.12.13 18:09:00 -
[3255] - Quote
kurage87 wrote:As far as my paper warrioring can tell, if they brawl and the Thorax has an AB (irrespective of whether the Caracal has one or not) the Thorax will win. That is with an AAR Thorax or a plated one, both of which are faster than the AB Caracal.
In the situations where the Thorax has an MWD or the Caracal kites, the Caracal wins. Plated the AB Thorax is slower than the AB Caracal and 800mm plate 4slots tank Thorax have about the same ehp than 3slots (LSE+AIF+DCU) tank Caracal. Thorax will be faster with a second web of course if that's what you meant.
Arthur Aihaken wrote:Let's see if we can get some killmails with RLML and RHMLs. Solo engagements, not in a gang. Why does the weapon have to be good for solo ? |

Arthur Aihaken
The.VOID
887
|
Posted - 2013.12.13 18:22:00 -
[3256] - Quote
Bouh Revetoile wrote:Why does the weapon have to be good for solo ? Where have you been for the last 160 or so odd pagesGǪ? I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
5
|
Posted - 2013.12.13 18:27:00 -
[3257] - Quote
Arthur Aihaken wrote:Stitch Kaneland wrote:This isn't a post about how wrong about missiles arthur is, but stating that the fit is what killed him. Not rhml. It's easy to critique things after the fact... However, you can't escape the stark reality that an ideally fit Raven couldn't kill a Thorax. Since heavy missiles are a cruiser-sized weapon, it's not the wrong medium of choice. As for the battle itself, I ran three (yes, 3) x-large ancillary shield boosters with Navy Cap 400 boosters (that's the only thing that kept me alive for 2 reloads against a Malediction, Thorax, Harbinger, Tormentor and Vexer). I actually ran out of cap booster and by the end most of my modules were either burned out or severely damaged from overheating. The only reason the Thorax escaped at the end was because they finally managed to neut/vampire my capacitor to the point that the warp scrambler shut off. So while I'm always open to constructive criticism, I'm not really seeing any killmails with RLMLs and RHMLs from solo (non-gang) engagements. If they don't exist, I think that speaks volumes.
I could take ss of them or find a sisi kb. But many don't view those as real kills. Fair enough. If life doesn't get in the way ill roam around in my phoon this weekend and see what happens.
So you died to 2 cruisers, bc, and 2 frigs? Maybe 1800 dps on field if they were max gank fit. You had 3xlasb and couldn't tank them? Should I assume you had very low resistances? And harby/thorax/vexor shooting into a large em/thermal hole? Please post the fit you used so I don't assume wrongly here and draw the wrong conclusion. I took a video of killing deimos. Also killed a torp equipped fi phoon as well. I have video if interested. Actually have many videos of my phoon. All on sisi though. I had tanked a slep and raptor and I think a carrier breifly in one video. Didn't kill slep, but he couldn't break tank. So it was a stalemate. And no, I don't have tank modifying implants on server. Just a standard exhile booster. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
82
|
Posted - 2013.12.13 18:27:00 -
[3258] - Quote
Arthur Aihaken wrote:Let's see if we can get some killmails with RLML and RHMLs. Solo engagements, not in a gang. Why does the weapon have to be good for solo ?[/quote] Well I would guess-timate that a weapon effective in gang warfare but no solo, means that the weapon is sub-par and requires multiple systems to be effective. This doesn't apply to everything, Capitals or Logistics come to mind, but a medium weapon isn't exactly on the same level as a Carrier. We've already shown how cruise missiles can be quite effective in solo play if done correctly, which makes them a shatteringly effective weapon for gang play. But the rapid launchers are only effective, outside of a small percentage of scenarios, in gang play which tells me that they're not really worth using. That's my thought at least |

Bouh Revetoile
TIPIAKS
443
|
Posted - 2013.12.13 18:28:00 -
[3259] - Quote
Arthur Aihaken wrote:Bouh Revetoile wrote:Why does the weapon have to be good for solo ? Where have you been for the last 160 or so odd pagesGǪ? Haven't you seen Rise answer ? If other missiles have a problem, they are those needing a fix, not the rapid launchers.
RLML were OP, and RHML would be too if they had the old rapid launchers mechanic. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
82
|
Posted - 2013.12.13 18:39:00 -
[3260] - Quote
Bouh Revetoile wrote:Arthur Aihaken wrote:Bouh Revetoile wrote:Why does the weapon have to be good for solo ? Where have you been for the last 160 or so odd pagesGǪ? Haven't you seen Rise answer ? If other missiles have a problem, they are those needing a fix, not the rapid launchers. RLML were OP, and RHML would be too if they had the old rapid launchers mechanic. Because we all know that Rise has what is best for missiles in mind. Right.... Pull the other one.
Are you really back to recycling your older, stupider arguments? What a shame. |
|

Bouh Revetoile
TIPIAKS
443
|
Posted - 2013.12.13 19:11:00 -
[3261] - Quote
scorchlikeshiswhiskey wrote:Because we all know that Rise has what is best for missiles in mind. Right.... Pull the other one.
Are you really back to recycling your older, stupider arguments? What a shame. Yeah because Rise having a hate against missile users and caldari pilots is smart, well thought, senseful and proven argument... And I guess Illuminati don't care about this game. |

Zvaarian the Red
Evil Leprechaun Brigade
240
|
Posted - 2013.12.13 19:22:00 -
[3262] - Quote
Bouh Revetoile wrote:scorchlikeshiswhiskey wrote:Because we all know that Rise has what is best for missiles in mind. Right.... Pull the other one.
Are you really back to recycling your older, stupider arguments? What a shame. Yeah because Rise having a hate against missile users and caldari pilots is smart, well thought, senseful and proven argument... And I guess Illuminati don't care about this game or we would hear about them.
Based on my one direct interaction with him I believe the "Rise hates missiles" line of thinking is definitely false. That said, just because he doesn't hate missiles doesn't mean he is actually right about their current state in the game or about what needs to be done with them. I think he honestly thought the new rapid launchers were a good idea that would be "fun" to use. He was wrong. It happens. |

Bouh Revetoile
TIPIAKS
443
|
Posted - 2013.12.13 19:31:00 -
[3263] - Quote
Zvaarian the Red wrote:Based on my one direct interaction with him I believe the "Rise hates missiles" line of thinking is definitely false. That said, just because he doesn't hate missiles doesn't mean he is actually right about their current state in the game or about what needs to be done with them. I think he honestly thought the new rapid launchers were a good idea that would be "fun" to use. He was wrong. It happens. That's what is fun with being right or wrong in this kind of circumstances : I think He think to be right and you are wrong, and I do the same whereas you think the opposite. Who is right and who is wrong then ?
Well, until now the facts seems to be pointing that the weapon is not as hated as people here hates it (numbers Rise and Fozzie talked about), and there haven't been any Jita riot like some here have said would happen.
We are only half a dozen talking about them here for some time now, and the "haters" still don't want to look at reality as nobody still provided numbers for more average and regular use cases. There have been some tests, but not without flaws (testing is hard though, as thinking that the weapons are bad before starting the test will affect the results in the desired direction ; you'll be prone to be bad if you think your weapons are bad).
PS : and as boring as I can be in your eyes, I'm only trying to help you bring real arguments to Rise here. But focusing on worst cases to say that the results are bad is kind of obvious and won't catch the attention of the dev. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
82
|
Posted - 2013.12.13 19:39:00 -
[3264] - Quote
There have also been no tests showing them to be effective at anything close to a realistic scenario outside of gang-spam warfare. If I said I had numbers showing how much they absolutely suck more than a $2 hooker, I would die under a barrage of posts telling me to prove it. And until I could prove it I would be making completely unsubstantiated claims. Why is it that 40sec and Fizzle can say there are metrics showing whatever they want them to say and they are upheld as the truth? Why the double-standard in the turret community? :) |

Zvaarian the Red
Evil Leprechaun Brigade
240
|
Posted - 2013.12.13 19:39:00 -
[3265] - Quote
Bouh Revetoile wrote: Well, until now the facts seems to be pointing that the weapon is not as hated as people here hates it (numbers Rise and Fozzie talked about), and there haven't been any Jita riot like some here have said would happen.
Jita riots over a single weapon system getting screwed? I don't think anyone who suggested that was serious. And if people like these things why are none of them in this thread, and why are the killboards nearly devoid of them? The answer is obvious to me, but I'm sure it won't be to you. |

Bouh Revetoile
TIPIAKS
443
|
Posted - 2013.12.13 19:58:00 -
[3266] - Quote
Zvaarian the Red wrote:Bouh Revetoile wrote: Well, until now the facts seems to be pointing that the weapon is not as hated as people here hates it (numbers Rise and Fozzie talked about), and there haven't been any Jita riot like some here have said would happen.
Jita riots over a single weapon system getting screwed? I don't think anyone who suggested that was serious. And if people like these things why are none of them in this thread, and why are the killboards nearly devoid of them? The answer is obvious to me, but I'm sure it won't be to you. My math teacher thought integral calculus obvious. Since then, I know there's no such thing as "obvious".
And people who like the weapon system are playing the game I guess ; why would they come here in the first place ?
@scorchlikeshiswhiskey : actually there have been some tests, but they have been completely ignored and drowned in the rants. |

Zvaarian the Red
Evil Leprechaun Brigade
240
|
Posted - 2013.12.13 20:09:00 -
[3267] - Quote
Bouh Revetoile wrote:Zvaarian the Red wrote:Bouh Revetoile wrote: Well, until now the facts seems to be pointing that the weapon is not as hated as people here hates it (numbers Rise and Fozzie talked about), and there haven't been any Jita riot like some here have said would happen.
Jita riots over a single weapon system getting screwed? I don't think anyone who suggested that was serious. And if people like these things why are none of them in this thread, and why are the killboards nearly devoid of them? The answer is obvious to me, but I'm sure it won't be to you. My math teacher thought integral calculus obvious. Since then, I know there's no such thing as "obvious". And people who like the weapon system are playing the game I guess ; why would they come here in the first place ? @scorchlikeshiswhiskey : actually there have been some tests, but they have been completely ignored and drowned in the rants.
So let me get this straight. The people who hate these weapon systems come here to complain but the people who like them don't post here barely at all because they are too busy playing the game? Good lord that's dumb.
Anyway, I'm done. I am wasting brain cells responding to your endlessly circular logic. Hiding posts and moving on. |

Cyndrogen
The Greatest Corp in the Universe
355
|
Posted - 2013.12.13 20:42:00 -
[3268] - Quote
Zvaarian the Red wrote:cyndrogen wrote:Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.
Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.
What's funny about what you're saying is that cruise missiles on a navy raven pretty much completely owns all those ships in terms of long range DPS against PVE targets (read lots of slow battleships). The reason that missile ships are less sought after for incursions has a lot more to do with prejudice against them in general, a lack of a missile specialized pirate faction, and a general preference for armor tanking. And yes flight time sucks, but it's not a reason to skip over a ship that does far more damage to an NPC battleship than any other incursion BS. All that said, if they were to double the damage of missiles and halve their fire rate across the board I wouldn't complain. Hell that would make the rapid launchers much, much better come to think of it.
Really? A dominix can just sit there, drop drones and collect bacon. Flying skills? What flying skills, just park the shoe ship in a mission, and deploy sentry drones. |

Moonaura
The Dead Rabbit Society
520
|
Posted - 2013.12.13 20:51:00 -
[3269] - Quote
Hey guys, unless something dramatic pops up - like CCP responding to what has been discussed recently, then I'm done on this thread. Its been... emotional ;-)
Some final thoughts.
1. Bouh - you are not always wrong on some of your thoughts, particularly on guns, I do appreciate issues like the tracking / transversal etc. But they are more flexible, especially in gang, than you give them credit for. And while they are undoubtedly weaker against frigates than either the old or new RLML, they are also far better than missiles at pretty much everything else. I hope you put SISI on and test some new ideas out. Good luck with the FW stuff, should be fun as Test try for 100% victory.
2. I will be setting up some small gangs among friends to play more with Thorax's. They will be rail fit, with a peak active tank of 900hp a second - a pretty epic tank number I think you'll agree for T1. Should be fun. If it wasn't for Bouh telling me how bad they were, I doubt I'd have realised how much potential they had in a gang setup lol 
3. I'm not sure where the future is regarding Caldari. I know I'm switching to other races for now, but not given up hope of one day trying to FC Caldari only fleets. A global resistance nerf was perhaps the last thing Caldari needed - and I understand all the tanking benefits that resistance offers, and CCP's desire to nerf it, I'm just not sure given the races drawbacks of having large signatures, meh speed and fitting limitations across the board, along with the worst resist hole in the game, that was such a great idea. They still have a few things going for them and being continually shafted by CCP, with half as many factions dropping stuff for shields than armor - among a great many other disadvantages, it at least this makes them fascinating to try to play.
4. So missiles. We've covered a lot in this thread, with some great posters, some emphatic, sometimes bias debate on both sides, but I think there are a clear set of things that have dropped out of it all, and I only hope CCP take it onboard, weigh it up, and give us more choices as players to make picking any race, a viable, fun option as long as its fit right.
4. A: RLML/RHML - the 40 second mechanic is a major barrier to their use and uptake long term. Quite simply, interest in these weapons will diminish over the coming months, which is perhaps what CCP wanted, but definitely not the way to go about it. A straight forward nerf would have been painful, but overall accepted as long as it didn't make the RLML the new Heavy Missile Launcher which brings me to my last point.
4. B: Heavy Missiles are simply not fit for purpose in the game. Given their low starting damage, combined with the ships that fit them, inherent mid slot limitations, tied to an inability to hit their targets properly unless you bring fleet size worth of e-war, they are just not worth undocking with, especially given the vast array of alternatives. Nobody is going to fly a ship that does less damage in reality, than the Light Missile launcher - a launcher designed for frigates.
Lastly, if any folks are interested (and some already have contacted me) I will be taking out small gangs again, and folks are welcome to come along. E-mail me for details.
Fly safe o/ "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Zvaarian the Red
Evil Leprechaun Brigade
241
|
Posted - 2013.12.13 21:28:00 -
[3270] - Quote
Cyndrogen wrote:Zvaarian the Red wrote:cyndrogen wrote:Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.
Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.
What's funny about what you're saying is that cruise missiles on a navy raven pretty much completely owns all those ships in terms of long range DPS against PVE targets (read lots of slow battleships). The reason that missile ships are less sought after for incursions has a lot more to do with prejudice against them in general, a lack of a missile specialized pirate faction, and a general preference for armor tanking. And yes flight time sucks, but it's not a reason to skip over a ship that does far more damage to an NPC battleship than any other incursion BS. All that said, if they were to double the damage of missiles and halve their fire rate across the board I wouldn't complain. Hell that would make the rapid launchers much, much better come to think of it. Really? A dominix can just sit there, drop drones and collect bacon. Flying skills? What flying skills, just park the shoe ship in a mission, and deploy sentry drones.
Oops, forgot about the overpowered shoe of doom. |
|

Sgt Ocker
State War Academy Caldari State
98
|
Posted - 2013.12.14 00:20:00 -
[3271] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:The average for my post was based on highest speed in class compared to the other presumed target of the weapon, frigates. The average speed of frigates vs fast cruisers and the ability of RLML to hit them.
Ok lets say we use your, logic (for want of a better word) and use a rupture to balance light missiles. We end up with a light missile that can hit 1 of the slowest ship in its class, now because we want to keep it balanced we tune down how well light missiles hit the rupture so it isn't an easy kill and upset all those who fly them.
This could work, except light missiles are meant for killing frigates and "fast" cruisers which they will not be able to do as they are now balanced for a different class of fighting - they would no longer be any good at all vs the ships they were designed to counter. The job of countering Cruisers and battlecruisers is meant to be HM, sadly they do not perform in this role. Hams will go close to doing their job as long as you don't want to fit a tank as well because those slots will be taken up with prop mod, web and scram, leaving 2 slots for tank. How good is that.
Arthur's charts, if you care to look show how different missiles compare to each other in different configurations and vs different ships. This has nothing at all to do with how they compare to turrets, that is something entirely different. Frankly at this stage it is something I really don't care about. The discussion has been about a way to get missiles to hit their intended targets in the intended way. Ok, so we basicaly agree for the graphs I guess. But you are plain wrong for the roles of the different launchers : RLML are NOT meant to shoot at cruisers, only frigates and destroyers ; and HML are NOT the goto medium missile launcher to shoot at cruisers, this role is HAML one. HML are the missiles you use to shoot at long range. If you don't need long range, don't use HML, use HAML instead. And if you need more firepower against frigates, use RLML, but avoid cruisers then. If you need to shoot both cruisers and frigates, HAML +scram+web will do the job fine. 2 mid slots shield tank is fine BTW when you factor in everything else : with shield, you don't lose speed, and there is no cruiser both as fast as the Caracal and more resilient than him. Just check it : armor attack cruiser with more than a 800mm plate will be very slow, and a Thorax with 800mm plate, DCU + EANM + adaptive plating (4slots) have less ehp than your Caracal with DCU+LSE+invuln (3slots). Also, such a Thorax will only have 400 blaster dps, same as your HAML Caracal, but with three times less range and have to deal with tracking. You don't need 35kehp on your attack cruiser for it to be useful, moreover when you have plenty of range and speed.
|

Zvaarian the Red
Evil Leprechaun Brigade
244
|
Posted - 2013.12.14 01:35:00 -
[3272] - Quote
Sgt Ocker wrote:Bouh Revetoile wrote:Sgt Ocker wrote:The average for my post was based on highest speed in class compared to the other presumed target of the weapon, frigates. The average speed of frigates vs fast cruisers and the ability of RLML to hit them.
Ok lets say we use your, logic (for want of a better word) and use a rupture to balance light missiles. We end up with a light missile that can hit 1 of the slowest ship in its class, now because we want to keep it balanced we tune down how well light missiles hit the rupture so it isn't an easy kill and upset all those who fly them.
This could work, except light missiles are meant for killing frigates and "fast" cruisers which they will not be able to do as they are now balanced for a different class of fighting - they would no longer be any good at all vs the ships they were designed to counter. The job of countering Cruisers and battlecruisers is meant to be HM, sadly they do not perform in this role. Hams will go close to doing their job as long as you don't want to fit a tank as well because those slots will be taken up with prop mod, web and scram, leaving 2 slots for tank. How good is that.
Arthur's charts, if you care to look show how different missiles compare to each other in different configurations and vs different ships. This has nothing at all to do with how they compare to turrets, that is something entirely different. Frankly at this stage it is something I really don't care about. The discussion has been about a way to get missiles to hit their intended targets in the intended way. Ok, so we basicaly agree for the graphs I guess. But you are plain wrong for the roles of the different launchers : RLML are NOT meant to shoot at cruisers, only frigates and destroyers ; and HML are NOT the goto medium missile launcher to shoot at cruisers, this role is HAML one. HML are the missiles you use to shoot at long range. If you don't need long range, don't use HML, use HAML instead. And if you need more firepower against frigates, use RLML, but avoid cruisers then. If you need to shoot both cruisers and frigates, HAML +scram+web will do the job fine. 2 mid slots shield tank is fine BTW when you factor in everything else : with shield, you don't lose speed, and there is no cruiser both as fast as the Caracal and more resilient than him. Just check it : armor attack cruiser with more than a 800mm plate will be very slow, and a Thorax with 800mm plate, DCU + EANM + adaptive plating (4slots) have less ehp than your Caracal with DCU+LSE+invuln (3slots). Also, such a Thorax will only have 400 blaster dps, same as your HAML Caracal, but with three times less range and have to deal with tracking. You don't need 35kehp on your attack cruiser for it to be useful, moreover when you have plenty of range and speed. Ok, I'm sorry Bouh but you are really coming across like you have no clue what your talking about. Forgetting your plain incorrect argument about the roles of different missile systems, we'll move on to your 2 slot shield tank being adequate. Ham Caracal with 1LSE, T2 invul, DCU and 2 Extender rigs (ancillary current router required to fit HAMS) = 18,522 EHP, 1800m/s, 379DPS (factions) and has to fight at -10k due to needing Scram and web to be able to hit anything. 979 sig with MWD, 167 without MWD. Blaster Thorax with 800 T2 plate 2EANM, DCU and 3 trimarks = 22,394k EHP, 1500m/s, 385DPS guns + 124 drones= 509 DPS same range due to scram and web, 720 sig with MWD, 120 without MWD. Has small cap booster to help maintain mobility. Resists; Thorax - 74 , 67 , 66 , 53 Caracal - 39 , 51 , 64 , 70 These are both ships I have used on tranquility ( with another toon) and are currently in my ship hanger. Both ships have around the same cap time, Thorax has small booster (so can run MWD constantly), caracal is dead in space after 1min 20sec. I think you need to get off EFT, train up for caldari and stop guessing as to "how good" they are, fighting in Web range, Thorax has it all over Caracal. I have lost 2 caracal's to thorax's but never killed a thorax with a caracal. I'm no ace PVP'r and am the 1st to admit I'm pretty bad at it. I switched the toon in question to Guns after realising I could not compete in 1v1 PVP with missiles.
He will ignore your numbers, try to change the topic, and generally continue to argue around your point rather than actually addressing it. You are wasting your time. |

Mournful Conciousness
Embers Children TOHA Conglomerate
410
|
Posted - 2013.12.14 02:05:00 -
[3273] - Quote
Sgt Ocker wrote: fighting in Web range, Thorax has it all over Caracal.
This is probably as it should be
Sgt Ocker wrote: I switched the toon in question to Guns after realising I could not compete in 1v1 PVP with missiles.
This is probably not as is should be.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Astroniomix
Cryptic Meta-4
707
|
Posted - 2013.12.14 02:30:00 -
[3274] - Quote
Zvaarian the Red wrote:
The reason that missile ships are less sought after for incursions has a lot more to do with prejudice against them in general, a lack of a missile specialized pirate faction, and a general preference for armor tanking. And yes flight time sucks, but it's not a reason to skip over a ship that does far more damage to an NPC battleship than any other incursion BS.
Actually missile flight time pretty much guarantees you will lose any contest to a fleet with turrets. THAT is why no one uses missiles. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
153
|
Posted - 2013.12.14 03:15:00 -
[3275] - Quote
Moonaura wrote:Hey guys, unless something dramatic pops up - like CCP responding to what has been discussed recently, then I'm done on this thread. Its been... emotional ;-) Some final thoughts. 1. Bouh - you are not always wrong on some of your thoughts, particularly on guns, I do appreciate issues like the tracking / transversal etc. But they are more flexible, especially in gang, than you give them credit for, and you tend to over estimate the effectiveness of missiles by a wide margin. And while they are undoubtedly cruiser guns are weaker against frigates than either the old or new RLML, they are also far better than missiles at pretty much everything else. I hope you put SISI on and test some new ideas out. Good luck with the FW stuff, should be fun as Test try for 100% victory. 2. I will be setting up some small gangs among friends to play more with Thorax's. They will be rail fit, with a peak active tank of 900hp a second - a pretty epic tank number I think you'll agree for T1. Should be fun. If it wasn't for Bouh telling me how bad they were, I doubt I'd have realised how much potential they had in a gang setup lol  3. I'm not sure where the future is regarding Caldari. I know I'm switching to other races for now, but not given up hope of one day trying to FC Caldari only fleets. Personally, I feel a global resistance nerf was perhaps the last thing Caldari needed - and I understand all the tanking benefits that resistance offers, and CCP's desire to nerf it, I'm just not sure given the races drawbacks of having large signatures, meh speed and fitting limitations across the board, along with the worst resist hole in the game, that was such a great idea. I have to imagine if you look at the Metrics, that most Caldari ships rank as the least used these days. They still have a few things going for them, despite CCP's best attempts at killing them off. Despite their disadvantages, it at least makes them fascinating to try to play. 4. So missiles. We've covered a lot in this thread, with some great posters, some emphatic, sometimes bias debate on both sides, but I think there are a clear set of things that have dropped out of it all, and I only hope CCP take it onboard, weigh it up, and give us more choices as players to make picking any race, a viable, fun option as long as its fit right. 4. A: RLML/RHML - the 40 second mechanic is a major barrier to their use and uptake long term. Quite simply, interest in these weapons will diminish over the coming months, which is perhaps what CCP wanted, but definitely not the way to go about it. A straight forward nerf would have been painful, but overall accepted as long as it didn't make the RLML the new Heavy Missile Launcher which brings me to my last point. 4. B: Heavy Missiles are simply not fit for purpose in the game. Given their low starting damage, combined with the ships that fit them, inherent mid slot limitations, tied to an inability to hit their targets properly unless you bring fleet size worth of e-war, they are just not worth undocking with, especially given the vast array of alternatives. Nobody is going to fly a ship that does less damage in reality, than the Light Missile launcher - a launcher designed for frigates. Lastly, if any folks are interested (and some already have contacted me) I will be taking out small gangs again, and folks are welcome to come along. E-mail me for details. Fly safe o/ CCP, Moonaura has summed the feedback in this thread quite well. I for one, have no reason to use missiles even in pve or pvp anymore.
HAMs are not viable in pve. HAMs are barely acceptable (at least acceptable) in pvp. HMs are dead to both PvE and PvP. There is no reason to use those atrocious...things. Cruises are decent and at least acceptable except for their insane flight-times/range. Torps are horrible with their range but at least apply damage in a marginally acceptable manner. LMs are great! Yay you haven't destroyed that yet. Rockets are great for their designed purpose as well.
Defenders are crap. Enough said.
I can get much better and consistent applied damage from turrets and drones. I have no reason to use missiles now. RHMLs that you proposed and forced on us are worthless garbage. You made one of the three viable missile systems (Cruise, HAMs and RLMLs) complete rubbish. No thank you! There is a saying, "Fool me once, shame on you. Fool me twice shame on me."
I refused to be fooled a second time. But you have completely lost any trust that I had in you and your teams (Fozzie and Rise). I have no reason to believe that you are not rabidly hateful of missiles and caldari. The track record of brutal nerfs to Caldari ships and missiles only reinforces that perception. Yea, drake blobs were the king once. Yet, instead of approaching the issue with calm and logic you fell in with the emotionally-compromised crowd. You ignored every option offered that would have been less drastic. Now HMs are now such that they might as well not exist in the game.
RLMLs and RHMLs are now the same as the HMs. The novelty is going to wear off in the next couple weeks. Then you really will have practically killed any option that Caldari PvP and PvE pilots had. If we want to use hybrids the Moa is laughable and the Rokh there too. Serious the range bonus on those two ships is just wrong. So now I and everyone else that started as Caldari will move to Minmatar, Amarr or Gallente (most likely the last or first) if we have any sense.
There is no reason to stay on a 'sinking derelict ship'. Thank you very much for a crappy year for me personally in this game and the complete waste of a lot of people's time and effort. I am done here with what has amounted to emotional and psychological terrorism by a CCP dev on a part of the Eve Community.
Good bye Missiles and Caldari! It was great while it lasted...
ps. Hello Amarr, Winmatar and Gallente! |

Arthur Aihaken
The.VOID
897
|
Posted - 2013.12.14 04:50:00 -
[3276] - Quote
Just a quick note for those of you still attempting to use RLMLs...
3x T1 Medium Warhead Rigors ($8.4m ISK) is almost as effective as 2x T2 Medium Warhead Rigors and 1x T2 Medium Flare ($86m ISK). With T2 rigs and a Federation Navy Target Painter you will hit 100% damage application against MWD Assault Frigates and higher. By dropping to T1 rigs (and saving yourself $78m ISK in the process), you lose 6% efficiency. Note that this was a real-world comparison using my own IV and V missiles skills, so in all likelihood when you hit V in certain categories or run the odd implant (don't bother with explosion velocity, only explosion radius) this will most likely vanish.
If anyone would like to get together with their RLML Caracals (etc.) for a small gang roam, drop me an email (maybe we can do some more testing). I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
897
|
Posted - 2013.12.14 05:00:00 -
[3277] - Quote
TL;DR - Petition to have RLML/RHML reload time reduced to 20 seconds. If you agree, "Like". .....
Official Petition to CCP After having spent weeks testing RLMLs and RHMLs, this is my official petition for a change to the reload time. 40-seconds is simply too easy to counter in PvP, prolongs PvE missions by allowing NPCs to easily recover and effectively eliminates the only advantage with missiles in the ability to switch to different damage types. I would like to see all stats retained, but the reload time reduced to a maximum of 20 seconds. Thanks for your consideration. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
246
|
Posted - 2013.12.14 06:14:00 -
[3278] - Quote
Arthur Aihaken wrote:TL;DR - Petition to have RLML/RHML reload time reduced to 20 seconds. If you agree, "Like". .....
Official Petition to CCP After having spent weeks testing RLMLs and RHMLs, this is my official petition for a change to the reload time. 40-seconds is simply too easy to counter in PvP, prolongs PvE missions by allowing NPCs to easily recover and effectively eliminates the only advantage with missiles in the ability to switch to different damage types. I would like to see all stats retained, but the reload time reduced to a maximum of 20 seconds. Thanks for your consideration.
There's no chance of that happening. That would actually result in greater dps on the RLML than with its pre-nerfed version. If they drop the reload to 20 seconds they will also nerf the rate of fire by ~40%. Mark my words on that one. |

Arthur Aihaken
The.VOID
899
|
Posted - 2013.12.14 06:30:00 -
[3279] - Quote
Zvaarian the Red wrote:There's no chance of that happening. That would actually result in greater dps on the RLML than with its pre-nerfed version. If they drop the reload to 20 seconds they will also nerf the rate of fire by ~40%. Mark my words on that one. It'd actually be comparable to the old version. Or they could just put the old version back. I am currently away, traveling through time and will be returning last week. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
53
|
Posted - 2013.12.14 06:53:00 -
[3280] - Quote
So just some anecdotal evidence from a fight we had last night.
We caught a Caracal in Jamunda, and followed it to a planet once it warped off. Only one of our Interceptors got him pointed, and held him there by himself until he had to warp off from the damage. By that time I managed to warp on our fleetmate and establish secondary point. I overheated my launchers and kept firing. I had to warp off and back once due to the damage. He also deployed drones, which we killed quickly.
After that, the incoming damage seemed to drop significantly, and we all concentrated on slowly killing him. We didn't realize until after we saw the killmail why the DPS had stopped- because he was RLML fit, ran out of ammo, and hit the 40-second reload.
Killmail: http://pbau.eve-kill.net/?a=kill_detail&kll_id=20897612
Now from a fun factor: A weapon system designed to kill frigates couldn't kill a single one, and once out of ammo, he had to sit there waiting, while we slowly pecked him to death. Although I was happy we got a kill, I doubt it was fun or exciting for him watching his launchers flash and his shields disappear. |
|

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
53
|
Posted - 2013.12.14 06:57:00 -
[3281] - Quote
Arthur Aihaken wrote:TL;DR - Petition to have RLML/RHML reload time reduced to 20 seconds. If you agree, "Like". .....
Official Petition to CCP After having spent weeks testing RLMLs and RHMLs, this is my official petition for a change to the reload time. 40-seconds is simply too easy to counter in PvP, prolongs PvE missions by allowing NPCs to easily recover and effectively eliminates the only advantage with missiles in the ability to switch to different damage types. I would like to see all stats retained, but the reload time reduced to a maximum of 20 seconds. Thanks for your consideration.
How about creating an actual petition using change.org or a similar website so you can track signatures and pass it around in game?
-edit- I don't like having specific solutions really in a petition though, since we can always debate about whether 15 seconds or 20 seconds is sufficient, or if there's a better solution altogether. Would rather the petition just be for getting numbers to show the people who are dissatisfied with the current iteration. |

Arthur Aihaken
The.VOID
899
|
Posted - 2013.12.14 07:08:00 -
[3282] - Quote
Ransu Asanari wrote:-edit- I don't like having specific solutions really in a petition though, since we can always debate about whether 15 seconds or 20 seconds is sufficient, or if there's a better solution altogether. Would rather the petition just be for getting numbers to show the people who are dissatisfied with the current iteration. What I really want is the old RLMLs back and the first iteration for RHMLs. They weren't "op", and the above example is just one of many we'll be hearing in the coming weeks and months. I am currently away, traveling through time and will be returning last week. |

Utopia Atheras
Powder and Ball Alchemists Union The Predictables
12
|
Posted - 2013.12.14 07:14:00 -
[3283] - Quote
Ransu Asanari wrote:So just some anecdotal evidence from a fight we had last night. We caught a Caracal in Jamunda, and followed it to a planet once it warped off. Only one of our Interceptors got him pointed, and held him there by himself until he had to warp off from the damage. By that time I managed to warp on our fleetmate and establish secondary point. I overheated my launchers and kept firing. I had to warp off and back once due to the damage. He also deployed drones, which we killed quickly. After that, the incoming damage seemed to drop significantly, and we all concentrated on slowly killing him. We didn't realize until after we saw the killmail why the DPS had stopped- because he was RLML fit, ran out of ammo, and hit the 40-second reload. Killmail (copy/paste it): http://pbau.eve-kill.net/?a=kill_detail&kll_id=20897612Now from a fun factor: A weapon system designed to kill frigates couldn't kill a single one, and once out of ammo, he had to sit there waiting, while we slowly pecked him to death. Although I was happy we got a kill, I doubt it was fun or exciting for him watching his launchers flash and his shields disappear.
I really wish our victim would respond and share his experience.
To be fair he did put me in structure before I had to warp off, but it is ironic that he had the 'perfect' weapon system against the hostiles that attacked him and didn't manage to kill anyone. |

Astroniomix
Cryptic Meta-4
710
|
Posted - 2013.12.14 07:25:00 -
[3284] - Quote
Ransu Asanari wrote:So just some anecdotal evidence from a fight we had last night. We caught a Caracal in Jamunda, and followed it to a planet once it warped off. Only one of our Interceptors got him pointed, and held him there by himself until he had to warp off from the damage. By that time I managed to warp on our fleetmate and establish secondary point. I overheated my launchers and kept firing. I had to warp off and back once due to the damage. He also deployed drones, which we killed quickly. After that, the incoming damage seemed to drop significantly, and we all concentrated on slowly killing him. We didn't realize until after we saw the killmail why the DPS had stopped- because he was RLML fit, ran out of ammo, and hit the 40-second reload. Killmail (copy/paste it): http://pbau.eve-kill.net/?a=kill_detail&kll_id=20897612Now from a fun factor: A weapon system designed to kill frigates couldn't kill a single one, and once out of ammo, he had to sit there waiting, while we slowly pecked him to death. Although I was happy we got a kill, I doubt it was fun or exciting for him watching his launchers flash and his shields disappear. What I gather from this is that had he had a way to keep you guys pinned down, he MIGHT have gotten two kills.
Though on the other hand, interceptors are somewhat of a best case scenario for RLML fits because of their relatively low EHP.
Hoping that next we can get someone engaging these things in assault frigates or at least some T1 stuffs. (I'd wager these things pose no real threat to assault frigates)
Also, how early did he deploy drones and how much damage (if any) would you guys estimate they did? |

Utopia Atheras
Powder and Ball Alchemists Union The Predictables
12
|
Posted - 2013.12.14 07:59:00 -
[3285] - Quote
Astroniomix wrote:Ransu Asanari wrote:So just some anecdotal evidence from a fight we had last night. We caught a Caracal in Jamunda, and followed it to a planet once it warped off. Only one of our Interceptors got him pointed, and held him there by himself until he had to warp off from the damage. By that time I managed to warp on our fleetmate and establish secondary point. I overheated my launchers and kept firing. I had to warp off and back once due to the damage. He also deployed drones, which we killed quickly. After that, the incoming damage seemed to drop significantly, and we all concentrated on slowly killing him. We didn't realize until after we saw the killmail why the DPS had stopped- because he was RLML fit, ran out of ammo, and hit the 40-second reload. Killmail (copy/paste it): http://pbau.eve-kill.net/?a=kill_detail&kll_id=20897612Now from a fun factor: A weapon system designed to kill frigates couldn't kill a single one, and once out of ammo, he had to sit there waiting, while we slowly pecked him to death. Although I was happy we got a kill, I doubt it was fun or exciting for him watching his launchers flash and his shields disappear. What I gather from this is that had he had a way to keep you guys pinned down, he MIGHT have gotten two kills. Though on the other hand, interceptors are somewhat of a best case scenario for RLML fits because of their relatively low EHP. Hoping that next we can get someone engaging these things in assault frigates or at least some T1 stuffs. (I'd wager these things pose no real threat to assault frigates) Also, how early did he deploy drones and how much damage (if any) would you guys estimate they did?
If I recall it correctly one interceptor pilot has been hit hard with both drones and missiles when I landed. When our friend had to warp out I already had a point on the Caracal. I don't think he was scrammed, so even though I was orbiting he was pulling range and there was a good chance I'd lose point. I burned after him, almost in a straight line to maintain point. This is when I started taking a lot of damage. when I was close to him he pointed me and another volley hit me. I was afraid he might have a web [which would have meant certain death,] so I did a 180 degree turn and overheated my mwd to burn out of his point range. When I started burning away I took virtually no damage, but before that, during the 180 degree turn [which admittedly was a stupid move as it slowed me down almost to a complete halt,] he put me in structure. With a little luck, if the timing was right [for him] another volley would have surely killed me. I *think* he only deployed drones on me when I started burning away from him and I was spamming 'warp' so I don't think the drones actually hit me at all, or could catch up with me.
As you say, it would be interesting to see how assault frigates fare against a RLML Caracal. I personally have never gone after one as the one I fly [Harpy,] is pretty slow. On the test server, under controlled circumstances a Caracal could kill me, but that was before the RLML changes. Maybe we'll try it again. |

Mournful Conciousness
Embers Children TOHA Conglomerate
410
|
Posted - 2013.12.14 10:29:00 -
[3286] - Quote
The caracal had no damage application mods. No target painter, scram or rigs (they were field extenders). It might have been a different story if he had been fitted a little differently.
Having said that, I agree that the 40-second reload is a bad idea in an anti-frigate weapon. Burst DPS argues to me for using these launchers in groups on gate camps and nowhere else. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Verity Sovereign
Sovereign Fleet Tax Shelter
613
|
Posted - 2013.12.14 11:52:00 -
[3287] - Quote
How about we fix two things with one stone:
Guristas missile bonus is currently night useless.
rapid launchers are night useless
Rattlesnake bonus: -30 seconds to Rapid Heavy missile launcher reload time
Gila bonus: -30 seconds to Rapid light missile launcher reload time
Worm bonus: fitting and reload bonus for RLMLs? |

Seranova Farreach
498
|
Posted - 2013.12.14 12:17:00 -
[3288] - Quote
Niena Nuamzzar wrote:CCP Fozzie wrote:We're also getting some good experience flying with them on our own player characters in a live environment. Please Fraps it and upload to Youtube (or it didn't happen). Thank you.
or live twitch feed! _______________________ http://i.imgur.com/d9Ee2ik.jpg
|

Bouh Revetoile
TIPIAKS
443
|
Posted - 2013.12.14 12:18:00 -
[3289] - Quote
Sgt Ocker wrote:Ok, I'm sorry Bouh but you are really coming across like you have no clue what your talking about. Forgetting your plain incorrect argument about the roles of different missile systems, we'll move on to your 2 slot shield tank being adequate.
Ham Caracal with 1LSE, T2 invul, DCU and 2 Extender rigs (ancillary current router required to fit HAMS) = 18,522 EHP, 1800m/s, 379DPS (factions) and has to fight at -10k due to needing Scram and web to be able to hit anything. 979 sig with MWD, 167 without MWD. Blaster Thorax with 800 T2 plate 2EANM, DCU and 3 trimarks = 22,394k EHP, 1500m/s, 385DPS guns + 124 drones= 509 DPS same range due to scram and web, 720 sig with MWD, 120 without MWD. Has small cap booster to help maintain mobility.
Resists; Thorax - 74 , 67 , 66 , 53 Caracal - 39 , 51 , 64 , 70
These are both ships I have used on tranquility ( with another toon) and are currently in my ship hanger. Both ships have around the same cap time, Thorax has small booster (so can run MWD constantly), caracal is dead in space after 1min 20sec. I think you need to get off EFT, train up for caldari and stop guessing as to "how good" they are, fighting in Web range, Thorax has it all over Caracal.
I have lost 2 caracal's to thorax's but never killed a thorax with a caracal. I'm no ace PVP'r and am the 1st to admit I'm pretty bad at it. I switched the toon in question to Guns after realising I could not compete in 1v1 PVP with missiles. So you tried to brawl a Thorax with a Caracal and lost, and your only conclusion is that missiles are bad ?
First, skills : you can make your Caracal fit without ACR, but indeed you need to downgrade the LSE to meta4 and top at 23kehp, yet you can overload the AIF.
Second, about brawling : trying to outbrawl a blaster ship with anything else than blasters is plain stupid. No exception. Blasters are the ultimate brawling weapon. Though, blasters are good only at brawling. And gallente ships are designed to be the ultimate brawling ships.
Do you know what "playing to your strengths" means ? Here it means that you should never ever go in a straight brawl against a gallente blaster ship without thinking twice about it and how you can do it.
Because, third, you still can do it, because you have range and mobility advantages. You have 30km range : the longer you are out of its reach, the better. Then, avoid point blanc at all cost ; stay at the edge of scram range as much as you can. If you pilot correctly (and people around here seems to be great pilot, judging how good they are at preventing their ennemy to avoid turret fire), you can do all this. It's not easy at all, granted, but why should it be ? But you truly have a chance in a HAM Caracal vs a Thorax, you only have to avoid the full brawl at all cost.
You have the range and speed to kite the Thorax, do it or die. That's the way it is. You can't just go strait in the mouth of a blaster Thorax and hope to survive, but if you manage to keep him at range long enough, you'll definitely kill him.
Now, you don't seem so experimented, so I understand why you feel blasters and gallente ships so good (it's easier to understand and master the basics of brawling), but believe me, they have weaknesses, and when you have experience and skill to exploit these weaknesses, you'll get far more flexibility out of any other weapon than blasters.
But until you master this yes, a kiter cought in the claws of a brawler is dead in the water, but that's how it should be and not a proof that missiles under perform.
What's funny is that 2 years ago kiting was fotm but HML were so OP that HAML were completely useless. Now that things are more in lines, people complain because you don't kite like you brawl ; that needs actual piloting skills and the numbers are not as astonishing than for brawling fit. And mistakes don't forgive when you kite.
About the Caracal : ten interceptors killed one RLML Caracal so they are worseless ? Come on... What do you expect ? |

Arthur Aihaken
The.VOID
902
|
Posted - 2013.12.14 13:42:00 -
[3290] - Quote
Bouth, just stopGǪ Until you actually start flying the ships and missile systems we're talking about, you're just trolling. I am currently away, traveling through time and will be returning last week. |
|

Sgt Ocker
State War Academy Caldari State
102
|
Posted - 2013.12.14 14:18:00 -
[3291] - Quote
Bouh Revetoile wrote:So you tried to brawl a Thorax with a Caracal and lost, and your only conclusion is that missiles are bad ?
First, skills : you can make your Caracal fit without ACR, but indeed you need to downgrade the LSE to meta4 and top at 23kehp, yet you can overload the AIF Skills, This is a toon with 46mil SP, max fitting skills and good to better missile shills. So ok yes you can fit Hams to a caracal without ACR but with Meta 4 LSE Invul and 2 extender rigs, you end up with a massive 17.5k ehp (with SM-705 implant, so you could deduct 5% of the overall shield).
Quote:Second, about brawling : trying to outbrawl a blaster ship with anything else than blasters is plain stupid. No exception. Blasters are the ultimate brawling weapon. Though, blasters are good only at brawling. And gallente ships are designed to be the ultimate brawling ships.
Do you know what "playing to your strengths" means ? Here it means that you should never ever go in a straight brawl against a gallente blaster ship without thinking twice about it and how you can do it So tell me, as it has been clearly shown HAMS are pretty much useless without Scram, Web and damage rigs, how would you suggest using them?
Quote:Because, third, you still can do it, because you have range and mobility advantages. You have 30km range : the longer you are out of its reach, the better. Then, avoid point blanc at all cost ; stay at the edge of scram range as much as you can. If you pilot correctly (and people around here seems to be great pilot, judging how good they are at preventing their ennemy to avoid turret fire), you can do all this. It's not easy at all, granted, but why should it be ? But you truly have a chance in a HAM Caracal vs a Thorax, you only have to avoid the full brawl at all cost.
You have the range and speed to kite the Thorax, do it or die. That's the way it is. You can't just go strait in the mouth of a blaster Thorax and hope to survive, but if you manage to keep him at range long enough, you'll definitely kill him. Curious, do you think I could kill him in under 1 min 20 sec (cap time), without web or scram? If not, that might explain why kiting in a Ham caracal does not work so well
Quote:Now, you don't seem so experimented, so I understand why you feel blasters and gallente ships so good (it's easier to understand and master the basics of brawling), but believe me, they have weaknesses, and when you have experience and skill to exploit these weaknesses, you'll get far more flexibility out of any other weapon than blasters.
But until you master this yes, a kiter cought in the claws of a brawler is dead in the water, but that's how it should be and not a proof that missiles under perform.
What's funny is that 2 years ago kiting was fotm but HML were so OP that HAML were completely useless. Now that things are more in lines, people complain because you don't kite like you brawl ; that needs actual piloting skills and the numbers are not as astonishing than for brawling fit. And mistakes don't forgive when you kite.
About the Caracal : ten interceptors killed one RLML Caracal so RLML are worseless ? Come on... What do you expect ? I'm afraid your so narrow minded, closed minded you can't see just how bad your arguments are. It would not matter what anyone had to say, your convinced your right and everyone else is wrong.
As I said in an earlier post - train up Caldari and missiles, then and only then will you qualify to say how good or bad they are and how they are best used or not.
Respond if you feel the need, I'm out.
|

Sgt Ocker
State War Academy Caldari State
102
|
Posted - 2013.12.14 14:19:00 -
[3292] - Quote
This thread has hit a dead end, CCP are obviously not going to do anything for missile users as long as the person in charge of balancing them relies on metrics which show, the already low missile usage prior to Rubicon has not changed.
5.5 mil SP in medium missiles and support skills and 4 mil + SP in caldari ship skills - pretty much useless. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
85
|
Posted - 2013.12.14 14:50:00 -
[3293] - Quote
Arthur Aihaken wrote:Ransu Asanari wrote:-edit- I don't like having specific solutions really in a petition though, since we can always debate about whether 15 seconds or 20 seconds is sufficient, or if there's a better solution altogether. Would rather the petition just be for getting numbers to show the people who are dissatisfied with the current iteration. What I really want is the old RLMLs back and the first iteration for RHMLs. They weren't "op", and the above example is just one of many we'll be hearing in the coming weeks and months. At this point the only thing keeping me from petitioning for a missile SP refund is the T2/faction fitted Navy Raven in my hangar that I use to grind Lvl4's when I'm feeling anti-social. It's fun to fly and, sadly, it shows the potential of Caldari missile boats. Of course I have 4 CN BCUs on it so it also shows that the potential of Caldari missile boats is just a pipedream. I used to have some hope that CCP would pull it's well-balanced head out of it's well-balanced ass and actually fix missiles, but their inattention to their own screw-ups in RLML's shows that this is not going to happen. They were released too early in the design cycle, no public testing was done with them before CCP and the CSM got together to make political promises and shove them down our throats. Maybe when this cycle of stupid begins to affect turrets there will be enough of an outcry for an exodus from Eve until they fix themselves. Maybe. Until then my sub runs out in a month or so and I'm done. |

Arthur Aihaken
The.VOID
903
|
Posted - 2013.12.14 14:51:00 -
[3294] - Quote
Sgt Ocker wrote:This thread has hit a dead end, CCP are obviously not going to do anything for missile users as long as the person in charge of balancing them relies on metrics which show, the already low missile usage prior to Rubicon has not changed.
5.5 mil SP in medium missiles and support skills and 4 mil + SP in caldari ship skills - pretty much useless. I'd like to see the raw data/stats for RLML usage for three months prior to Rubicon and month following. I suspect there was a huge drop in usage about a week prior to Rubicon, and that it's been in steady decline since. I also wouldn't mind seeing the number of kills from RLMLs prior to Rubicon and after Rubicon. I think both would be extremely insightfulGǪ
Come on CCP, where's this transparency you're always talking aboutGǪ?
scorchlikeshiswhiskey wrote:Maybe when this cycle of stupid begins to affect turrets there will be enough of an outcry for an exodus from Eve until they fix themselves. Maybe. Until then my sub runs out in a month or so and I'm done. I've half-joked that the next release should be called "Exodus"... I am currently away, traveling through time and will be returning last week. |

Maxor Swift
Science and Trade Institute Caldari State
0
|
Posted - 2013.12.14 16:01:00 -
[3295] - Quote
Bouh Revetoile wrote:Zvaarian the Red wrote:Based on my one direct interaction with him I believe the "Rise hates missiles" line of thinking is definitely false. That said, just because he doesn't hate missiles doesn't mean he is actually right about their current state in the game or about what needs to be done with them. I think he honestly thought the new rapid launchers were a good idea that would be "fun" to use. He was wrong. It happens. That's what is fun with being right or wrong in this kind of circumstances : I think He think to be right and you are wrong, and I do the same whereas you think the opposite. Who is right and who is wrong then ? Well, until now the facts seems to be pointing that the weapon is not as hated as people here hates it (numbers Rise and Fozzie talked about), and there haven't been any Jita riot like some here have said would happen. We are only half a dozen talking about them here for some time now, and the "haters" still don't want to look at reality as nobody still provided numbers for more average and regular use cases. There have been some tests, but not without flaws (testing is hard though, as thinking that the weapons are bad before starting the test will affect the results in the desired direction ; you'll be prone to be bad if you think your weapons are bad). PS : and as boring as I can be in your eyes, I'm only trying to help you bring real arguments to Rise here. But focusing on worst cases to say that the results are bad is kind of obvious and won't catch the attention of the dev.
Its half a dozen people against it with excellent stats and feed back and just you for it with nothing to back you up.Also rise has demonstrated by his actions many times he hates PVE,solo PVP and now missiles thats a given.
In the spirit of the rage i feel about these changes choose a mid range platform for each weapon type and increase its reload to 40s then its balanced |

Arthur Aihaken
The.VOID
903
|
Posted - 2013.12.14 16:07:00 -
[3296] - Quote
I'd suggest a RLML/RHML 'Burn Jita' in protest, but it would take us forever to destroy that thing with the 40-second reloadGǪ  I am currently away, traveling through time and will be returning last week. |

General Jack Cosmo
University of Caille Gallente Federation
7
|
Posted - 2013.12.14 16:45:00 -
[3297] - Quote
Quote: scorchlikeshiswhisk wrote: I hope for the sake of any progeny you might have that you were not being serious with that.
my progeny's are safe between my legs! With lord Xanex by my side I can do anything (Atleast with a smile)-á!!!! |

Mournful Conciousness
Embers Children TOHA Conglomerate
410
|
Posted - 2013.12.14 16:59:00 -
[3298] - Quote
Arthur Aihaken wrote:Bouth, just stopGǪ Until you actually start flying the ships and missile systems we're talking about, you're just trolling.
Bouth seems to have angered some people in this thread (it's not that hard to do - emotions run hot in forums).
Neverthless he has made these very valid points:
* Range is extremely important to a tech 1 blaster ship. A great deal of my pvp is brawling. I pay exquisite attention to range and speed, mentally estimating the optimum orbit or kite range to maximise my chances while minimising an opponents. It's second nature.
* When kiting a blaster ship you certainly have to do the same. The game is absolutely about maximising your range and transversal while minimising his speed. The "edge of scram range" comment that Bouth made highlights a critical area. Blaster damage is very low at that point and most blaster ships are MWD-only. So if you can kite just there, particularly while sporting a web and scram, you can cause a great deal of trouble for even a highly skilled blaster ship pilot like myself. No matter what weapons system you are using.
Of course a blaster pilot will do all he can to get either inside or outside the edge of scram range. He wants you at 3km or thereabouts. He will be doubling-back, using ecm drones, maybe a dual prop (in which case he will not have a web) - anything to mess you up and throw you away from that critical range.
His survival depends on doing it so if he's been in blaster ships for a while, he'll be good at it. You will need to be equally as good at preventing him from dictating range, otherwise he will kill you. If you can keep range at say 8.5km, you'll kill him.
That's the game of gallente vs caldari 1:1 pvp.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1003
|
Posted - 2013.12.14 17:12:00 -
[3299] - Quote
Arthur Aihaken wrote:Bouth, just stopGǪ Until you actually start flying the ships and missile systems we're talking about, you're just trolling.
Actually I'd advise you to read his posts carefully. |

Arthur Aihaken
The.VOID
903
|
Posted - 2013.12.14 17:15:00 -
[3300] - Quote
Gypsio III wrote:Actually I'd advise you to read his posts carefully. Until I see some kill mails, it's all B.S. I am currently away, traveling through time and will be returning last week. |
|

Bouh Revetoile
TIPIAKS
444
|
Posted - 2013.12.14 17:26:00 -
[3301] - Quote
Sgt Ocker wrote: Skills, This is a toon with 46mil SP, max fitting skills and good to better missile shills. So ok yes you can fit Hams to a caracal without ACR but with Meta 4 LSE Invul and 2 extender rigs, you end up with a massive 17.5k ehp (with SM-705 implant, so you could deduct 5% of the overall shield). EDIT; Just noticed the 2% PG implant, without it the fit is even tighter. [Caracal, HAM-MWD]
Ballistic Control System II Ballistic Control System II Ballistic Control System II Damage Control II
Experimental 10MN Microwarpdrive I Warp Disruptor II Large F-S9 Regolith Shield Induction X5 Prototype Engine Enervator Adaptive Invulnerability Field II
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Learn to fit, or skill up.
Quote:So tell me, as it has been clearly shown HAMS are pretty much useless without Scram, Web and damage rigs, how would you suggest using them? 250dps at 25km is FAR from what medium SR turrets will gets. If that's not enough for you, well, you can unsub I guess...
Quote:Curious, do you think I could kill him in under 1 min 20 sec (cap time), without web or scram? If not, that might explain why kiting in a Ham caracal does not work so well You don't need to avoid him the whole fight, only enough time to win the final brawl ; which is about 20 seconds. With a web you'll apply full dps, and you can overload the invuln to earn some more ehp.
Quote:I'm afraid your so narrow minded, closed minded you can't see just how bad your arguments are. It would not matter what anyone had to say, your convinced your right and everyone else is wrong.
As I said in an earlier post - train up Caldari and missiles, then and only then will you qualify to say how good or bad they are and how they are best used or not.
Respond if you feel the need, I'm out. "I'm afraid your so narrow minded, closed minded you can't see just how bad your arguments are. It would not matter what anyone had to say, your convinced your right and everyone else is wrong."
This apply for everyone here I'm afraid. Yet we can look at facts : you are asking your Caracal to a brawl with a Thorax at point blanc range. This is not less than stupid. Brawling at point blanc range is the only thing blasters are good for. If they are not the best at that, they are useless, exactly like it was 2 years ago.
Now if you are not good enough to figure out how to use your beloved weapons and too bitter to believe I can give any useful advice to counter blasters, you might as well unsub, because in a few years CCP will nerf the next weapon system you'll have trained for and you'll be back crying here.
Arthur Aihaken wrote:Bouth, just stopGǪ Until you actually start flying the ships and missile systems we're talking about, you're just trolling. Nobody here understand anything about balancing and is only whining for their precious missiles, yet they talk with your blessing. And who does actually know anything about blasters and railguns more than I do after flying them for 3 years ? I was there in the Drake and winmatar era, and I remember how it was. HML of this time were not better than HAML of now, they just had more range. Comparison is simple.
The problem is that you are asking things for missiles by comparing them only in the worst case scenario for missiles vs best case scenarios for turrets ; arguing that a good turret pilot can decrease the transversal work both ways : a good missile pilot should be able to increase transversale, and I'd say a duel gun vs missiles should revolve solely on this point, and it does actually ; but I guess most missile user are used to the glorious days of the mighty Drake and are looking for them to come back ; these days when you could sit somewhere, spam your missiles and not be affraid of anything but keeping your target pointed were certainly enjoyable. |

Centis Adjani
The Scope Gallente Federation
21
|
Posted - 2013.12.14 17:36:00 -
[3302] - Quote
The changes in Rubicon make me guess, CCP just want the Player fall asleep. 
40 seconds reload time. *snore*
Warp Speed nerf for BC and BS (I found my BS to slow at 3 AU, now with 2 AU they threat me to ALT-TAB into Forums). *snore*
In Games I like to see things happen. And don't like to wait long times to see things happen after taken a nap. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
85
|
Posted - 2013.12.14 17:38:00 -
[3303] - Quote
Bouh Revetoile wrote: And who does actually know anything about blasters and railguns more than I do after flying them for 3 years ? I was there in the Drake and winmatar era, and I remember how it was. HML of this time were not better than HAML of now, they just had more range. Comparison is simple.
So let's see... You know more about blasters and railguns than anyone here after 3 years. Ignoring the sheer arrogance of that remark, I will instead ask a question that might be somewhat relevant to a missile thread. Why does your complete mastery of hybrid weapons qualify you to be an expert on weapon balancing in regards to missiles? Can I, a missile pilot for a bit more than 3 years, go into another weapon thread and start slinging my e-peen around like you have done here? Can I, an almost completely PvE pilot for most of my characters life, go into a PvP thread and start telling everyone what they're doing wrong? Since you're only going to pick a snippet from this response to reply to, it doesn't matter what I say here. But I do hope that someone gets a bit of a chuckle from your arrogance and lack of any qualifications to be talking about missiles. You yourself have said that whether you are flying solo in a gang, a simple missile boat will send you running back to safety quivering with fear. Maybe that is why you are here with such arrogance? Does a missile pilot have you pinned in station with his mighty Kestrel? You just admitted that your only qualifications for posting in this thread have nothing to do with the missiles in question. Go home Bouh, and watch out for those OP Heavy Missiles.... |

Mournful Conciousness
Embers Children TOHA Conglomerate
411
|
Posted - 2013.12.14 18:28:00 -
[3304] - Quote
scorchlikeshiswhiskey wrote:Bouh Revetoile wrote: And who does actually know anything about blasters and railguns more than I do after flying them for 3 years ? I was there in the Drake and winmatar era, and I remember how it was. HML of this time were not better than HAML of now, they just had more range. Comparison is simple.
So let's see... You know more about blasters and railguns than anyone here after 3 years. Ignoring the sheer arrogance of that remark, I will instead ask a question that might be somewhat relevant to a missile thread. Why does your complete mastery of hybrid weapons qualify you to be an expert on weapon balancing in regards to missiles? Can I, a missile pilot for a bit more than 3 years, go into another weapon thread and start slinging my e-peen around like you have done here? Can I, an almost completely PvE pilot for most of my characters life, go into a PvP thread and start telling everyone what they're doing wrong? Since you're only going to pick a snippet from this response to reply to, it doesn't matter what I say here. But I do hope that someone gets a bit of a chuckle from your arrogance and lack of any qualifications to be talking about missiles. You yourself have said that whether you are flying solo in a gang, a simple missile boat will send you running back to safety quivering with fear. Maybe that is why you are here with such arrogance? Does a missile pilot have you pinned in station with his mighty Kestrel? You just admitted that your only qualifications for posting in this thread have nothing to do with the missiles in question. Go home Bouh, and watch out for those OP Heavy Missiles....
in order to use blasters well, it is imperative that you know the capabilities of the weapons systems you fight against. Knowledge is power. Bouh is talking sense. if you listen to him you'll get more kills with missiles.
Try these techniques on the test server.
see you all in the great space brawl o/ Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
903
|
Posted - 2013.12.14 18:54:00 -
[3305] - Quote
Bouh Revetoile wrote:Learn to fit, or skill up. Let's see your RLML and HML fits...
Quote:Nobody here understand anything about balancing and is only whining for their precious missiles, yet they talk with your blessing... The problem is that you are asking things for missiles by comparing them only in the worst case scenario for missiles vs best case scenarios for turrets When have I ever made a comparison with missiles to any other weapon? All the arguments I've made for RLMLs, HMLs and RHMLs have been on their own merits (or lack thereof). I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
444
|
Posted - 2013.12.14 19:06:00 -
[3306] - Quote
scorchlikeshiswhiskey wrote:So let's see... You know more about blasters and railguns than anyone here after 3 years. Ignoring the sheer arrogance of that remark, I will instead ask a question that might be somewhat relevant to a missile thread. Why does your complete mastery of hybrid weapons qualify you to be an expert on weapon balancing in regards to missiles? Can I, a missile pilot for a bit more than 3 years, go into another weapon thread and start slinging my e-peen around like you have done here? Can I, an almost completely PvE pilot for most of my characters life, go into a PvP thread and start telling everyone what they're doing wrong? Since you're only going to pick a snippet from this response to reply to, it doesn't matter what I say here. But I do hope that someone gets a bit of a chuckle from your arrogance and lack of any qualifications to be talking about missiles. You yourself have said that whether you are flying solo in a gang, a simple missile boat will send you running back to safety quivering with fear. Maybe that is why you are here with such arrogance? Does a missile pilot have you pinned in station with his mighty Kestrel? You just admitted that your only qualifications for posting in this thread have nothing to do with the missiles in question. Go home Bouh, and watch out for those OP Heavy Missiles.... You must be very very stupid if you only understand what you personaly expiremented.
You'll certainly don't believe me, but try to fly, that would end badly... I personaly not experimented it, but my knowledge of physics and my observations allowed me to discover that humans were not good at flying like birds, we need a parachute or something for that.
Maybe in some years when you'll have experimented on turrets you'll understand how falloff and tracking works in the game, but I'm sceptical because statistics aren't often straitforward... |

Utopia Atheras
Powder and Ball Alchemists Union The Predictables
12
|
Posted - 2013.12.14 19:14:00 -
[3307] - Quote
Gypsio III wrote:Arthur Aihaken wrote:Bouth, just stopGǪ Until you actually start flying the ships and missile systems we're talking about, you're just trolling. Actually I'd advise you to read his posts carefully.
And I would advise you to take a look at his character and killboard:
https://zkillboard.com/character/755604880/top/
How many missile boats on there?
|

Mournful Conciousness
Embers Children TOHA Conglomerate
411
|
Posted - 2013.12.14 19:43:00 -
[3308] - Quote
here's where I might start if I were looking to solo a thorax in a caracal. Happy to test this on sisi with anyone once my daughter is in bed:
At range 8.5km, orbiting. It consistently delivers more dps to the thorax than the thorax can respond with. There is a danger if the thorax is fielding 5 ecm drones. you'd want to deal with the drones first.
It's possible that the shield booster could be replaced with a web or painter. That would need some testing.
Unbonused speed of this ship is 823m/s, easily outpacing the thorax and therefore dictating engagement range.
[Caracal, anti-thorax] Damage Control II Nanofiber Internal Structure II Ballistic Control System II Ballistic Control System II
Warp Scrambler II 10MN Afterburner II Adaptive Invulnerability Field II Large Shield Extender II Medium Ancillary Shield Booster, Navy Cap Booster 50
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Medium Polycarbon Engine Housing I Medium Anti-Thermal Screen Reinforcer I Medium Anti-Kinetic Screen Reinforcer I
Warrior II x2
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
905
|
Posted - 2013.12.14 20:25:00 -
[3309] - Quote
Well, I hate to let this thread lapse - but I think we've more or less said all we can say on the new rapid light and rapid heavy missile launchers (at least I have, anyway). I guess we can further the continuing turrets vs. missiles debate (although to be honest, I'm not sure how we got on that topic), but in the absence of any further dev updates - it looks like the majority are moving on to heavy assault missile launchers. I am currently away, traveling through time and will be returning last week. |

Six Apnea
Powder and Ball Alchemists Union The Predictables
6
|
Posted - 2013.12.14 20:26:00 -
[3310] - Quote
I tackled a Sabre in an Arty/RLL fit Huginn.
All RLL emptied and the Sabre was still there. I had to plink away with the Arty to get him down... REALLY?
Powergrid on the Huginn won't allow you to put Heavy or HAMs in the RLLs place.
CONCLUSION: Increase PG on Huginn? Or adjust the reload speed/launcher load max on RLL... seems to me the RLL is the problem. |
|

Stitch Kaneland
Soldiers of Farscape The East India Co.
5
|
Posted - 2013.12.14 21:59:00 -
[3311] - Quote
Arthur Aihaken wrote:Stitch Kaneland wrote:This isn't a post about how wrong about missiles arthur is, but stating that the fit is what killed him. Not rhml. It's easy to critique things after the fact... However, you can't escape the stark reality that an ideally fit Raven couldn't kill a Thorax. Since heavy missiles are a cruiser-sized weapon, it's not the wrong medium of choice. As for the battle itself, I ran three (yes, 3) x-large ancillary shield boosters with Navy Cap 400 boosters (that's the only thing that kept me alive for 2 reloads against a Malediction, Thorax, Harbinger, Tormentor and Vexer). I actually ran out of cap booster and by the end most of my modules were either burned out or severely damaged from overheating. The only reason the Thorax escaped at the end was because they finally managed to neut/vampire my capacitor to the point that the warp scrambler shut off. So while I'm always open to constructive criticism, I'm not really seeing any killmails with RLMLs and RHMLs from solo (non-gang) engagements. If they don't exist, I think that speaks volumes.
Heres something i was able to wrangle up just now.
http://eve.battleclinic.com/killboard/killmail.php?id=21290751
The kill is interesting for a few reasons. Its a dram, one of the fastest ships in the game. It has an afterburner. I was shooting at his highest resistance, and he was armor tanked.
Guess how many missiles i had left over? 10. It took a wopping 8 missiles to kill him. Seems like minmatar shoot missiles better than caldari. Again, damage bonus is far better than RoF for the Rapid Launchers.
The fit I was in
[Scythe Fleet Issue, RLML] Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II Ballistic Control System II Nanofiber Internal Structure II
Adaptive Invulnerability Field II Experimental 10MN Microwarpdrive I Large Shield Extender II Medium Electrochemical Capacitor Booster I, Cap Booster 800 Warp Disruptor II
Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Medium Unstable Power Fluctuator I
Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I Medium Anti-Thermal Screen Reinforcer I
Warrior II x5
Then you say "but of course he died, you had a neut", and i say "of course he died, i fit a neut". My ships are purpose built for the job at hand. If i want them to kill frigs, they kill frigs. If i want them to kill cruisers, they kill cruisers. Nothing more, nothing less. Its built to be a speedy bastard that has cap sustainability. 4k m/s OH is quick even for a frig. At the minimum it slows the rate the frigate closes distance so you can effectively "kite" longer.
Another thing this brings to light and, in my opinion, is a bigger deal at killing frigs with missiles than the missiles themselves sometimes. Specific anti-frig ships should have a minimum of 20 drone bandwidth/space. This is where the caracal suffers. That would help offset the less than ideal dps of missiles against an a/b target. Drones could still be killed by target, so that speed tanking could still take place to defend missiles. But at least the initial volleys w/ drones could help bring the target down. Not saying thats the solution for missiles, but if they don't want to buff heavies, they could at least add drones.
So, if you wanted the details of the fight, here goes:
I was burning back to LS from NS. Got to NRAEL and encountered a solar fleet gang. 5-6 frigs, including 2-3 intys, a keres and the dram, a VNI, and 2 BC's. Gate bubbled to hell. So i knew that would be suicide, so i jumped a system out, and hung out in a safe, and waited about 2 minutes. 1 guy pops in, i scan and wait, see he's in a dram. Decide eh, he's prob armor tanked with an explo hole. Luckily, i already had nova faction missiles loaded. So i knew they were waiting on the other side of gate, so i jump to 100 off the farthest gate from the NRAEL gate. Dram then lands about 40KM from me 10 seconds later. I burn away from him, and start shooting missiles around 20KM. He closes in with scram/web and then a/b. I neut him and continue firing. And shortly after he gets scram/web, he dies. Then i found out, he was fitting for max explo hole coverage. So, he still died, with an a/b and me shooting at his 2nd strongest resist. Interesting....
Also, my missile skills are not that great. 3-5's. So, there was room for improvement. |

Arthur Aihaken
The.VOID
908
|
Posted - 2013.12.14 22:15:00 -
[3312] - Quote
Stitch Kaneland wrote:Seems like minmatar shoot missiles better than caldari. Again, damage bonus is far better than RoF for the Rapid Launchers. I think you nailed it right there. I was looking at some Scythe fits the other day and man are those things fast. Damage definitely trumps rate-of-fire when using any of the rapid launchers. I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Soldiers of Farscape The East India Co.
6
|
Posted - 2013.12.14 22:22:00 -
[3313] - Quote
Mournful Conciousness wrote:here's where I might start if I were looking to solo a thorax in a caracal. Happy to test this on sisi with anyone once my daughter is in bed:
At range 8.5km, orbiting. It consistently delivers more dps to the thorax than the thorax can respond with. There is a danger if the thorax is fielding 5 ecm drones. you'd want to deal with the drones first.
It's possible that the shield booster could be replaced with a web or painter. That would need some testing.
Unbonused speed of this ship is 823m/s, easily outpacing the thorax and therefore dictating engagement range.
[Caracal, anti-thorax] Damage Control II Nanofiber Internal Structure II Ballistic Control System II Ballistic Control System II
Warp Scrambler II 10MN Afterburner II Adaptive Invulnerability Field II Large Shield Extender II Medium Ancillary Shield Booster, Navy Cap Booster 50
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Medium Polycarbon Engine Housing I Medium Anti-Thermal Screen Reinforcer I Medium Anti-Kinetic Screen Reinforcer I
Warrior II x2
That looks decent, gave me the idea for this fit. This should easily kill frigs, as they'll be immobile and easy to get max damage. Could prob even tank a couple frigs as well.
[Caracal, Anti-frig] Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II Pseudoelectron Containment Field I
10MN Afterburner II Large Ancillary Shield Booster, Cap Booster 150 Large Ancillary Shield Booster, Cap Booster 150 Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I
Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II
Medium Anti-EM Screen Reinforcer I Medium Anti-EM Screen Reinforcer I Medium Anti-Thermal Screen Reinforcer I
Warrior II x2
Has lower sig thanks to no extenders. Can tank 250 dps with each booster, or 400 combined. This could easily nuke frigs. Maybe not a thorax, could be interesting though if you were able to mitigate dps into the 250 range though with a/b.
Just for reference, does 200 dps to an a/b fit dram. 330 dps total with faction missiles. Max 330 dps if dram didn't have a/b, just mwd. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
148
|
Posted - 2013.12.14 22:44:00 -
[3314] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
Reiterating what you said in here
Quote: We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Just to remind people that these changes to rapid launchers were introduced because there was no reason to use other weapons systems with the previous RLML/RHML set up. Whether or not the change was too extreme is a different question.
I personally would rather see the rapid launchers function more Like This (0m47s) & 2m24s Click here for LP store weapon cost rebalancing |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
689
|
Posted - 2013.12.14 23:10:00 -
[3315] - Quote
Utopia Atheras wrote:Gypsio III wrote:Arthur Aihaken wrote:Bouth, just stopGǪ Until you actually start flying the ships and missile systems we're talking about, you're just trolling. Actually I'd advise you to read his posts carefully. And I would advise you to take a look at his character and killboard: https://zkillboard.com/character/755604880/top/How many missile boats on there?
Bouh is a gallente troll, all he cares about are hybrid weapons, facts are not important to him in his quest to manipulate ccp into buffing gallente through his meta gaming. He has infested lots of threads about missiles, ships and ship stats and performance with the same goal of buffing gallente and nerfing others. I recommend that you all ignore or block him as reading his posts are a waste of time that you will never get back. I like people with strong opinions and I like it when people back them up with reasoned argument or facts. This has never happened with Bouh. Dumbing down of Eve Online will result in it's destruction... |

Astroniomix
Cryptic Meta-4
711
|
Posted - 2013.12.15 01:06:00 -
[3316] - Quote
Caleb Seremshur wrote:CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback! Reiterating what you said in here Quote: We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges. Just to remind people that these changes to rapid launchers were introduced because there was no reason to use other weapons systems with the previous RLML/RHML set up. Whether or not the change was too extreme is a different question. I personally would rather see the rapid launchers function more Like This (0m47s) & 2m24s I think that what many people are saying is that this was mostly because all the other missile systems are borderline unusable. RLMLs probably did need their fitting beefed up a bit but I still believe that the 40 second reload is seriously heavy handed. |

Arthur Aihaken
The.VOID
910
|
Posted - 2013.12.15 01:18:00 -
[3317] - Quote
Caleb Seremshur wrote:I personally would rather see the rapid launchers function more Like This (0m47s) & 2m24s 0.5 second rate of fire with a 40-second reload, sure.  I am currently away, traveling through time and will be returning last week. |

Maxor Swift
Science and Trade Institute Caldari State
0
|
Posted - 2013.12.15 02:56:00 -
[3318] - Quote
Arthur Aihaken wrote:Well, I hate to let this thread lapse - but I think we've more or less said all we can say on the new rapid light and rapid heavy missile launchers (at least I have, anyway). I guess we can further the continuing turrets vs. missiles debate (although to be honest, I'm not sure how we got on that topic), but in the absence of any further dev updates - it looks like the majority are moving on to heavy assault missile launchers. Yep they work "ok"on my cerb but then it is 200 mil ship but on the caracal without perfect skills its REALLY tight and i can in no way play the way i was before. But hey on the bright side maybe this is the push i needed to unsub. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
86
|
Posted - 2013.12.15 03:02:00 -
[3319] - Quote
Maxor Swift wrote:Arthur Aihaken wrote:Well, I hate to let this thread lapse - but I think we've more or less said all we can say on the new rapid light and rapid heavy missile launchers (at least I have, anyway). I guess we can further the continuing turrets vs. missiles debate (although to be honest, I'm not sure how we got on that topic), but in the absence of any further dev updates - it looks like the majority are moving on to heavy assault missile launchers. Yep they work "ok"on my cerb but then it is 200 mil ship but on the caracal without perfect skills its REALLY tight and i can in no way play the way i was before. But hey on the bright side maybe this is the push i needed to unsub. Yep, CCP40sec and his latest round of ideas were what it took for me to drop mine. Pretty sure they're saying good riddance... |

Arthur Aihaken
The.VOID
910
|
Posted - 2013.12.15 03:03:00 -
[3320] - Quote
Maxor Swift wrote:But hey on the bright side maybe this is the push i needed to unsub. Speaking of effective launchers and ammunition... I got beaned several times with a volley of snowballs from an unbelievable distance today. Scared the crap out of me on the undock! Why is it that we can ensure the launchers are effective for Christmas - just not the rest of the time.
 I am currently away, traveling through time and will be returning last week. |
|

elitatwo
Congregatio
179
|
Posted - 2013.12.15 08:29:00 -
[3321] - Quote
Bumping up the ladder, just because signature |

Chigurh Friendo
Stay Frosty.
39
|
Posted - 2013.12.15 10:51:00 -
[3322] - Quote
Rise, when are we going to hear more about whatever progress has been made on developing the ammo reload vs. ammo swapping time differential implementation for RLMLs?
I was under the impression that there were technical limitations... but that otherwise it was a "we're for sure doing this" type of change. Any new information that you can shed some light on? |

Zvaarian the Red
Evil Leprechaun Brigade
249
|
Posted - 2013.12.15 10:58:00 -
[3323] - Quote
Chigurh Friendo wrote:Rise, when are we going to hear more about whatever progress has been made on developing the ammo reload vs. ammo swapping time differential implementation for RLMLs?
I was under the impression that there were technical limitations... but that otherwise it was a "we're for sure doing this" type of change. Any new information that you can shed some light on?
Should be in the winter 2014 expansion.  |

Arthur Aihaken
The.VOID
917
|
Posted - 2013.12.15 18:59:00 -
[3324] - Quote
You shall not pass! (I may not have much to contribute, but I'll be damned if I'm going to lead this thread die...)  I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
185
|
Posted - 2013.12.15 19:37:00 -
[3325] - Quote
Bump! |

Lextron Saken
State Protectorate Caldari State
0
|
Posted - 2013.12.15 19:41:00 -
[3326] - Quote
The RLML Cerb and Caracal are now completely useless for PVP and PVE.
16 Rounds you will go through in about 40 seconds, and if you have to reload for 40 seconds that gives the enemy time to reload his ASB if it's a 1v1. And lots of 1v1's involve active tank.
I have not seen an RLML ship in PVP since this nerf.
PVE, it's obvious whats wrong now.
All of the EVE Community asked for a Buffer of the RLML. But what we got was actually a nerf to kill the weapon all together.
Hit and kill is not what the weapon does anymore, it's hit and run 
This must be fixed asap. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1436
|
Posted - 2013.12.15 19:50:00 -
[3327] - Quote
If you want to make your point, you have to hit Fozzie and Rise where it matters: Right in the usage metrics.
Stop using them. Inform your friends, corpmates, alliancemates, enemies and anyone else that if they don't like the way RLMLs and RHMLs work, the only way to do anything about it is to stop using them completely. For anything ever. Right now.
Then, if we're super-lucky, we might get a "rebalancing missiles and launchers" thread after waiting for six months. |

Lextron Saken
State Protectorate Caldari State
0
|
Posted - 2013.12.15 19:54:00 -
[3328] - Quote
Alvatore DiMarco wrote:If you want to make your point, you have to hit Fozzie and Rise where it matters: Right in the usage metrics.
Stop using them. Inform your friends, corpmates, alliancemates, enemies and anyone else that if they don't like the way RLMLs and RHMLs work, the only way to do anything about it is to stop using them completely. For anything ever. Right now.
Then, if we're super-lucky, we might get a "rebalancing missiles and launchers" thread after waiting for six months.
What happened after the rebalancing missiles previously. Nerf the HML so it's unusable and ignore Torpedoes. |

Arthur Aihaken
The.VOID
917
|
Posted - 2013.12.15 20:14:00 -
[3329] - Quote
Torpedoes are fine... That's why everyone uses them.  I am currently away, traveling through time and will be returning last week. |

Sal Landry
School of Applied Knowledge Caldari State
143
|
Posted - 2013.12.15 20:22:00 -
[3330] - Quote
Arthur Aihaken wrote:Torpedoes are fine... That's why everyone uses them.  They do use them.
(on frigates)
(for shooting structures)
If I had to guess I'd say around 5% or less might be on actual battleships shooting other space ships.
Edit: apparently it wasn't obvious enough, I'm talking about bombers |
|

Arthur Aihaken
The.VOID
917
|
Posted - 2013.12.15 20:24:00 -
[3331] - Quote
On frigates you say...?  I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
148
|
Posted - 2013.12.15 22:41:00 -
[3332] - Quote
Sal Landry wrote:Arthur Aihaken wrote:Torpedoes are fine... That's why everyone uses them.  They do use them. (on frigates) (for shooting structures) If I had to guess I'd say around 5% or less might be on actual battleships shooting other space ships. Edit: apparently it wasn't obvious enough, I'm talking about bombers
Torpedo launchers are considered "balanced" as a PVE weapon which structure bashing is a related thing.
As a PVP weapon I can't personally say I've ever seen it in the 4 years I have played. Click here for LP store weapon cost rebalancing |

Mournful Conciousness
Embers Children TOHA Conglomerate
412
|
Posted - 2013.12.16 00:03:00 -
[3333] - Quote
Missiles are great, just not on caldari ships.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
919
|
Posted - 2013.12.16 00:22:00 -
[3334] - Quote
Mournful Conciousness wrote:Missiles are great, just not on caldari ships. I assume I'm not the only one the irony is lost on...? I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
413
|
Posted - 2013.12.16 00:36:00 -
[3335] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:Missiles are great, just not on caldari ships. I assume I'm not the only one the irony is lost on...?
It's a tricky one really. Caldari ships tend to have range bonuses rather than brawling bonuses. Of course ranged combat implies fleet combat. So Caldari ships lend themselves more towards fleet combat... except no-one is using them in fleets.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
919
|
Posted - 2013.12.16 00:41:00 -
[3336] - Quote
Mournful Conciousness wrote:It's a tricky one really. Caldari ships tend to have range bonuses rather than brawling bonuses. Of course ranged combat implies fleet combat. So Caldari ships lend themselves more towards fleet combat... except no-one is using them in fleets. I guess that makes the Caldari the token PvE race then... I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
413
|
Posted - 2013.12.16 01:03:00 -
[3337] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:It's a tricky one really. Caldari ships tend to have range bonuses rather than brawling bonuses. Of course ranged combat implies fleet combat. So Caldari ships lend themselves more towards fleet combat... except no-one is using them in fleets. I guess that makes the Caldari the token PvE race then...
It's certainly the ideal PVE race, or at least it was until the new dominix was born.
It's been interesting for me to see my chosen race going from the worst at pvp and pve to arguably the best (or at least the easiest).
I guess the only constant in life is change...
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.12.16 01:39:00 -
[3338] - Quote
Current precision and javelin ammo comparison all skills level 5 on ubonused hull for range, ER or EV.
Scourge Javelin Torpedo: ER = 338, EV = 107, Range 30.4 km. Scourge precision cruise missile: ER = 223, EV = 125, Range 74 km.
Scourge Javelin Heavy assault missile: ER = 93.8, EV = 152, Range 30.4 km. Scourge Precision Heavy missile: ER = 93.8, EV = 146, Range 31.4 km.
For the heavy missiles keep in mind that it has way lower DPS then Hams and no range advantage for its Precision ammo considering its long range platform.
Torp javelin values should be closer to Cruise precision values since its range isnGÇÖt greater then 30.4 km.
Six Torp launcher T2 on a N Scorpion hull with 4 BCS does 722 DPS. Six Cruise Launchers on same hull with 4 BCS does 599 DPS but have extreme range advantage.
I think the javelin torps should have similar ER and EV as the Precision Cruise since it doesnGÇÖt have a range advantage this would make torps a bit more flexible against smaller stuff in close range. And Heavy precision ammo should get some range advantage over ham javelins since it has lower DPS.
DonGÇÖt adjust tracking values of torps around Stealth Bombers, adjust Stealth Bombers around torps. Give stealth bombers individual decrease in tracking for torps so they can keep their current tracking for torps then torps will bee free . |

Arthur Aihaken
The.VOID
921
|
Posted - 2013.12.16 01:45:00 -
[3339] - Quote
Chrom Shakiel wrote:Give stealth bombers individual decrease in tracking for torps so they can keep their current tracking for torps then torps will bee free  . I'll go you one better... Stealth bombers should get the new Rapid Heavy Missile Launchers instead, and then they can finally address torpedoes for battleships. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
249
|
Posted - 2013.12.16 02:01:00 -
[3340] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:Missiles are great, just not on caldari ships. I assume I'm not the only one the irony is lost on...? It's a tricky one really. Caldari ships tend to have range bonuses rather than brawling bonuses. Of course ranged combat implies fleet combat. So Caldari ships lend themselves more towards fleet combat... except no-one is using them in fleets.
Well it has a lot to do with the crappiness of Caldari hybrid hulls in general. They are gimped pretty much across the board. |
|

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.12.16 02:08:00 -
[3341] - Quote
Arthur Aihaken wrote:Chrom Shakiel wrote:Give stealth bombers individual decrease in tracking for torps so they can keep their current tracking for torps then torps will bee free  . I'll go you one better... Stealth bombers should get the new Rapid Heavy Missile Launchers instead, and then they can finally address torpedoes for battleships.
Haha Even better, let the Stelth Bomers fell the love of 40 seconds reloads  |

Arthur Aihaken
The.VOID
923
|
Posted - 2013.12.16 02:14:00 -
[3342] - Quote
Thinking there might have been a hidden use for the new rapid heavy missile launchers, I ran a few L4s this weekend.
FML... These can't even be used as a tertiary weapon - let alone a secondary one. The rate of fire is even faster than the rapid light missile launchers, which means you deplete the magazine in no-time flat. A MJD should come standard with your purchase of RHMLs to enable you to jump to safety while you reload. These aren't even a good fit for brawling, since at least with torpedoes you're putting our excessive damage to compensate for the increased NPC weapons fire. And you're not attempting to vainly orbit for nearly a minute while your minions fumble and generally f**k around trying to figure out how to reload these things. I got more excitement pulling out the toy from the Cracker Jack box while I waited.
This shouldn't necessarily come as any great surprise, though...
Anyone @ CCP paying attention? If so, follow this link. (Hint: Rise and Fozzie, that's the two of you in the middle frame) I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
923
|
Posted - 2013.12.16 02:16:00 -
[3343] - Quote
Chrom Shakiel wrote:Haha Even better, let the Stelth Bomers fell the love of 40 seconds reloads  It'll be fun, amiright?!
"This would provide new strategic gameplay for < insert weapon to be f**cked over here > users as well as their opponents." -CCP Rise I am currently away, traveling through time and will be returning last week. |

Streya Jormagdnir
Alexylva Paradox
230
|
Posted - 2013.12.16 03:20:00 -
[3344] - Quote
Chrom Shakiel wrote:Arthur Aihaken wrote:Chrom Shakiel wrote:Give stealth bombers individual decrease in tracking for torps so they can keep their current tracking for torps then torps will bee free  . I'll go you one better... Stealth bombers should get the new Rapid Heavy Missile Launchers instead, and then they can finally address torpedoes for battleships. Haha Even better, let the Stelth Bomers fell the love of 40 seconds reloads 
You mean doing things like warping from one perch to a next after runs so you can reload? How very revolutionary a concept for bomber pilots to envision. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |

Arthur Aihaken
The.VOID
923
|
Posted - 2013.12.16 03:34:00 -
[3345] - Quote
Streya Jormagdnir wrote:You mean doing things like warping from one perch to a next after runs so you can reload? How very revolutionary a concept for bomber pilots to envision. Why not? I think we should all share the rapid launcher love with null-sec...  I am currently away, traveling through time and will be returning last week. |

Lady Areola Fappington
New Order Logistics CODE.
951
|
Posted - 2013.12.16 03:51:00 -
[3346] - Quote
Arthur Aihaken wrote:Streya Jormagdnir wrote:You mean doing things like warping from one perch to a next after runs so you can reload? How very revolutionary a concept for bomber pilots to envision. Why not? I think we should all share the rapid launcher love with null-sec... 
You do know that bomb launchers have, IIRC, 60+ second reload times, right?
And before you scream "Butbut we were talking bout torps!", the vast, vast majority of bombers will not sit on-grid for an entire launcher dump. If you haven't killed the target in 2-3 salvos, you GTFO grid.
So yeah, 40 second reload, no biggy. It'll be done by the time the bomber pilot off-grids, then resettles and reorients on a new perch. The risk of having your day ruined by other people is the cornerstone with which EVE was built and we want to keep that (infact, this is much more representative of the consensus opinion within CCP). |

Mr Gojira
Overview Dynamics Inc
0
|
Posted - 2013.12.16 03:53:00 -
[3347] - Quote
Arthur Aihaken wrote:Streya Jormagdnir wrote:You mean doing things like warping from one perch to a next after runs so you can reload? How very revolutionary a concept for bomber pilots to envision. Why not? I think we should all share the rapid launcher love with null-sec... 
So can we make the assumption that you have never used a bomber? Or are you just being funny? |

Arthur Aihaken
The.VOID
923
|
Posted - 2013.12.16 03:54:00 -
[3348] - Quote
Lady Areola Fappington wrote:You do know that bomb launchers have, IIRC, 60+ second reload times, right?
And before you scream "Butbut we were talking bout torps!", the vast, vast majority of bombers will not sit on-grid for an entire launcher dump. If you haven't killed the target in 2-3 salvos, you GTFO grid.
So yeah, 40 second reload, no biggy. It'll be done by the time the bomber pilot off-grids, then resettles and reorients on a new perch. But... but... I was talking about torpedoes! Rapid heavy missile launchers to Stealth Bombers. It's the Christmas gift that keeps on giving!!
Mr Gojira wrote:So can we make the assumption that you have never used a bomber? Or are you just being funny? You'd have to ask the devs (they've obviously never flown a Drake, Tengu or Caracal, either). So I'd say there's a better than even chance Stealth Bombers get hit with the nerf bat aka "Office Space" style. I am currently away, traveling through time and will be returning last week. |

Mr Gojira
Overview Dynamics Inc
0
|
Posted - 2013.12.16 04:13:00 -
[3349] - Quote
Arthur Aihaken wrote:Lady Areola Fappington wrote:You do know that bomb launchers have, IIRC, 60+ second reload times, right?
And before you scream "Butbut we were talking bout torps!", the vast, vast majority of bombers will not sit on-grid for an entire launcher dump. If you haven't killed the target in 2-3 salvos, you GTFO grid.
So yeah, 40 second reload, no biggy. It'll be done by the time the bomber pilot off-grids, then resettles and reorients on a new perch. But... but... I was talking about torpedoes! Rapid heavy missile launchers to Stealth Bombers. It's the Christmas gift that keeps on giving!! Mr Gojira wrote:So can we make the assumption that you have never used a bomber? Or are you just being funny? You'd have to ask the devs (they've obviously never flown a Drake, Tengu or Caracal, either). So I'd say there's a better than even chance Stealth Bombers get hit with the nerf bat aka "Office Space" style.
I was referring to the comment sounding like you were oblivious to the way bombs reloaded.
It's great that you have a 168 page thread of you explaining why your mad something changed. The game obviously isn't what you want it to be anymore so just unsub. That's the greatest way you can express your anger towards CCP. trolling every forum post like Danika all day doesn't make you more relevant. |

Arthur Aihaken
The.VOID
924
|
Posted - 2013.12.16 04:54:00 -
[3350] - Quote
Mr Gojira wrote:It's great that you have a 168 page thread of you explaining why your mad something changed. The game obviously isn't what you want it to be anymore so just unsub. That's the greatest way you can express your anger towards CCP. trolling every forum post like Danika all day doesn't make you more relevant. It's not just that it was a bad change, but one that was literally dumped on us less than a week prior to Rubicon being released. It wasn't like we had a 3-month 'Marauder' thread in which to express any concerns, reservations or misgivings.
If we don't express our dissatisfaction, nothing will change. Unsub'ing is just an easy way to let CCP off the hook. I am currently away, traveling through time and will be returning last week. |
|

Coyote Laughing
2
|
Posted - 2013.12.16 08:10:00 -
[3351] - Quote
I'd like to register of my disapproval of the pathetic ammunition capacity and reload times for the rapid fire light launcher.
This goes beyond nerf, into making them completely useless - I'm pulling them out of all my fits and having to retrain for heavy missiles - or are you going to mess with them next? l8r \o/ |

Arthur Aihaken
The.VOID
924
|
Posted - 2013.12.16 08:53:00 -
[3352] - Quote
Coyote Laughing wrote:I'd like to register of my disapproval of the pathetic ammunition capacity and reload times for the rapid fire light launcher.
This goes beyond nerf, into making them completely useless - I'm pulling them out of all my fits and having to retrain for heavy missiles - or are you going to mess with them next? Expect to be severely, severely disappointed with heavy missile launchers.. You're probably better off going heavy assault missiles. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
249
|
Posted - 2013.12.16 10:04:00 -
[3353] - Quote
Coyote Laughing wrote:I'd like to register of my disapproval of the pathetic ammunition capacity and reload times for the rapid fire light launcher.
This goes beyond nerf, into making them completely useless - I'm pulling them out of all my fits and having to retrain for heavy missiles - or are you going to mess with them next?
Javelin HAMs are your best bet for a decent replacement. |

Mournful Conciousness
Embers Children TOHA Conglomerate
415
|
Posted - 2013.12.16 10:15:00 -
[3354] - Quote
Arthur Aihaken wrote: ...obviously never flown a Drake...
Point of order Mr Chairman, one doesn't so much "fly" a Drake as loll about in it.
100% of a Drake's combat functions can be achieved by gluing some food to the F1 key and placing a pigeon in front of the keyboard.
 Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Bouh Revetoile
TIPIAKS
444
|
Posted - 2013.12.16 10:20:00 -
[3355] - Quote
Thinking about all these complaints, it looks like most complaints for missiles are their lack of versatility for interclass engagements : missiles are bad to engage smaller classes of ships that the ones they are intended to hit.
There is no solution in the current mecanic for this problem (because if a cruiser missile start to hit a frigate for too much damage, it becomes OP), yet a good solution IMO would be to allow missile launchers to load and fire smaller missiles.
For example, if HAML could load and fire rockets with appropriate penalties (like no ship bonus for the missiles if they are not the regular missile for the launcher), we could balance HAM against cruiser without caring for frigates.
SR launcher would fire SR missiles, and LR launchers LR missiles.
That would fix all complaints about missiles ; that would make them closer from turrets and drones regarding engagement enveloppe and interclass dps could be tuned finely to make the weapons not OP.
This solution though could need a rework for all launchers. |

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.16 12:41:00 -
[3356] - Quote
Bouh Revetoile wrote:Thinking about all these complaints, it looks like most complaints for missiles are their lack of versatility for interclass engagements : missiles are bad to engage smaller classes of ships that the ones they are intended to hit.
There is no solution in the current mecanic for this problem (because if a cruiser missile start to hit a frigate for too much damage, it becomes OP), yet a good solution IMO would be to allow missile launchers to load and fire smaller missiles.
For example, if HAML could load and fire rockets with appropriate penalties (like no ship bonus for the missiles if they are not the regular missile for the launcher), we could balance HAM against cruiser without caring for frigates.
SR launcher would fire SR missiles, and LR launchers LR missiles.
That would fix all complaints about missiles ; that would make them closer from turrets and drones regarding engagement enveloppe and interclass dps could be tuned finely to make the weapons not OP.
This solution though could need a rework for all launchers.
turret pilots fit undersized turrets on cruisers in order to kill frigates. out of interest, why don't missile pilots do the same? Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Wolf Aideron
The Madawaska Syndicate
2
|
Posted - 2013.12.16 12:42:00 -
[3357] - Quote
Honestly, I don't know what all the fuss is about. Seriously over half of the posts in this thread are ******** comments quoting something a post or few before them. People, please, if you don't have something relevant to say on the subject, then go post on the Blizzard forums where no-one cares.
Personally, I don't think there is anything really wrong with the RLML's. They do exactly what they are intended to do, they launch large missiles... Rapidly. I'm getting the feeling that people are simply bummed they aren't ridiculously over-powered as per their expectations. Think about it, if a large missile did X, then MORE large missiles is only going to do X time X. It's not exponential.
Train up Target Navigation Prediction and get over it.
They are pretty nice for what we've used them for. Slap one on in place of a cruise launcher on your Raven(depending on the site) and use them for the cruiser Sleeper drones. Takes a little DPS away from taking out the BS's, but the cruisers pop quicker. Depending on the site, it works out great. Drones take on the frigs and bank is had by all. Then again, we don't expect miracles out of them.
Of course, wormhole operations get their fair share of **** on, so I guess maybe we're just used to it by now. Adapt and overcome, that's what it's all about in negative sec. |

Bouh Revetoile
TIPIAKS
446
|
Posted - 2013.12.16 12:54:00 -
[3358] - Quote
Mournful Conciousness wrote:Bouh Revetoile wrote:Thinking about all these complaints, it looks like most complaints for missiles are their lack of versatility for interclass engagements : missiles are bad to engage smaller classes of ships that the ones they are intended to hit.
There is no solution in the current mecanic for this problem (because if a cruiser missile start to hit a frigate for too much damage, it becomes OP), yet a good solution IMO would be to allow missile launchers to load and fire smaller missiles.
For example, if HAML could load and fire rockets with appropriate penalties (like no ship bonus for the missiles if they are not the regular missile for the launcher), we could balance HAM against cruiser without caring for frigates.
SR launcher would fire SR missiles, and LR launchers LR missiles.
That would fix all complaints about missiles ; that would make them closer from turrets and drones regarding engagement enveloppe and interclass dps could be tuned finely to make the weapons not OP.
This solution though could need a rework for all launchers. turret pilots fit undersized turrets on cruisers in order to kill frigates. out of interest, why don't missile pilots do the same? Well I actually realize now that damage bonused hull can fit smaller launchers and have bonuses to them, something turrets can't do and which would be exactly what people here want their RLML to do.
This and my solution might be OP in fact, because cruiser and above would be immune to lower class ships without any drawback. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
192
|
Posted - 2013.12.16 13:24:00 -
[3359] - Quote
Wolf Aideron wrote: Personally, I don't think there is anything really wrong with the RLML's. They do exactly what they are intended to do, they launch large missiles... Rapidly. I'm getting the feeling that people are simply bummed they aren't ridiculously over-powered as per their expectations. Think about it, if a large missile did X, then MORE large missiles is only going to do X time X. It's not exponential.
Train up Target Navigation Prediction and get over it.
So according to Mr. Aideron Rapid Light Missiles are actually Rapid LARGE Missiles and to use them properly you need better PRECISION skills.
Quote: People, please, if you don't have something relevant to say on the subject, then go post on the Blizzard forums where no-one cares.
 |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
192
|
Posted - 2013.12.16 14:11:00 -
[3360] - Quote
Bouh Revetoile wrote:Well I actually realize now that damage bonused hull can fit smaller launchers and have bonuses to them, something turrets can't do and which would be exactly what people here want their RLML to do. That would be Scythe Fleet Issue and Osprey Navy Issue I suppose, where Scythe is faster, has way lower signature and deals much more damage. Yay Caldari \o/ |
|

Bouh Revetoile
TIPIAKS
446
|
Posted - 2013.12.16 14:13:00 -
[3361] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote:Well I actually realize now that damage bonused hull can fit smaller launchers and have bonuses to them, something turrets can't do and which would be exactly what people here want their RLML to do. That would be Scythe Fleet Issue and Osprey Navy Issue I suppose, where Scythe is faster, has way lower signature and deals much more damage. Yay Caldari \o/ The grass is always greener on the other side of the fence...
You look like you basicaly hate caldari ships in all but graphics. You should fly other ships in fact if you can't see the strength of caldari ships. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
192
|
Posted - 2013.12.16 15:28:00 -
[3362] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:Bouh Revetoile wrote:Well I actually realize now that damage bonused hull can fit smaller launchers and have bonuses to them, something turrets can't do and which would be exactly what people here want their RLML to do. That would be Scythe Fleet Issue and Osprey Navy Issue I suppose, where Scythe is faster, has way lower signature and deals much more damage. Yay Caldari \o/ The grass is always greener on the other side of the fence... Let's see about that..
Scythe Fleet Issue Drone Bandwidth: ...25 Mbit/sec Signature Radius: ...90 m Max Velocity: .........280 m/sec Traits: ....................10% bonus to Missile damage
Osprey Navy Issue Drone Bandwidth: ...10 Mbit/sec Signature Radius: ...115 m Max Velocity: .........260 m/sec Traits: ....................10% bonus to Kinetic Missile damage
Quote:You look like you basicaly hate caldari ships in all but graphics. You should fly other ships in fact if you can't see the strength of caldari ships. You are right, as always. Being able to fly both missile and turret ships with near perfect skills, I'm the one biased towards different races and their weapon systems, having "secret" FW agenda, not you. |

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.16 15:52:00 -
[3363] - Quote
Mournful Conciousness wrote:Point of order Mr Chairman, one doesn't so much "fly" a Drake as loll about in it. 100% of a Drake's combat functions can be achieved by gluing some food to the F1 key and placing a pigeon in front of the keyboard.  I took one of the "flying pancakes" out last night and couldn't get over how unbelievably bad the flight mechanics on those are. When running a 100MN microwarpdrive the speed actually *dropped* when I went to overheat it. It seems to have a really tough time figuring out what an "orbit" is, too.
Wolf Aideron wrote:Personally, I don't think there is anything really wrong with the RLML's. They do exactly what they are intended to do, they launch large missiles... Rapidly. I'm getting the feeling that people are simply bummed they aren't ridiculously over-powered as per their expectations. Think about it, if a large missile did X, then MORE large missiles is only going to do X time X. It's not exponential. You would be in the minorityGǪ They launch small (light) missiles that are great for frigates (but not much else). And entirely useless even in PvE with the 40-second reload. I took my Tengu out with two Caracals to run an L4 and the Caracal pilots spent most of the time orbiting and reloading their RLMLs. So while each Caracal can take out about 2-3 frigates, it's then purely defensive while it reloads. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
88
|
Posted - 2013.12.16 16:45:00 -
[3364] - Quote
Ya know what would be interesting? If missiles were a little bit smarter and would change targets if the primary is destroyed. I launch 8 cruise missiles, only 1 is needed to destroy the target, so instead of the other 7 self-destructing in space and me having to wait for the next salvo to change targets, they automatically retarget to one of the targets I have locked. They don't receive the benefit of any target painters that haven't been targeted to the new target though, so there is a drawback. Also, they would only impact if they have the fuel and flight time to make the direction change and reach the new target. Maybe a setting selection window to set the default target switch? i.e. They move to the next target that was locked, or the nearest, or the largest/smallest sig. Combine this with better damage application for the missiles we have already noted as needing better damage application, and I think this would provide a satisfyingly "different" missile mechanic. This helps to alleviate wasted salvoes, makes PvE with missiles a slight bit faster, and might make missiles a little more accepted in incursions. Flight time still applies, but the new mechanic would help make missiles more different from turrets. Thoughts, feedback, and constructive criticism are welcome from everyone except Bouh who will just whine, complain, and otherwise make us all a little slower for reading his post.
Edit: Initially I envision the target switch only applying to targets already locked. After further testing this might need to be changed, but I think that the missile pilot should be responsible for ensuring that backup targets are locked and in range. RoF and flight time rigs, mods, skills, and bonuses just gained a new way they can be useful without changing gameplay in a serious way. Unfrotunately, it's not a niche weapon so CCP probably won't pick up the idea but I thought I would put it out here. Edit 2: Yes, missile boats would have even less to do that "just hitting F1", but anybody taking fire from a missile boat in this manner would recognize the hazard and adjust fire accordingly. To think otherwise would imply that turret pilots are complete idiots who can't recognize a threat. A new Defender system would also most likely be warranted. Possibly one, with massive fitting requirements and maybe a hull bonus on an existing line of ships, could be used in an AoE defense role. 15km from the ship or somesuch, a tight fleet would have some missile protection but would also be closer together making it easier for missiles to change targets. So there would be a give and take and FCs would need to make some leadership choices and fly accordingly. |

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.16 16:58:00 -
[3365] - Quote
scorchlikeshiswhiskey wrote:If missiles were a little bit smarter and would change targets if the primary is destroyed. That's an interesting idea, but I wonder if it wouldn't be better-suited to the FoF variants? Here's another twist on rapid launchers: return the ammunition capacity to the pre-Odyssey levels, leave the 40-second reload time and add a big activation cost (GJ). So fire until your heart's content (or your capacitor drains). I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
88
|
Posted - 2013.12.16 17:03:00 -
[3366] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:If missiles were a little bit smarter and would change targets if the primary is destroyed. That's an interesting idea, but I wonder if it wouldn't be better-suited to the FoF variants? Here's another twist on rapid launchers: return the ammunition capacity to the pre-Odyssey levels, leave the 40-second reload time and add a big activation cost (GJ). So fire until your heart's content (or your capacitor drains). I did a couple edits there, so make sure you caught those too. Basically, in my mind at least, the appeal would be that salvoes aren't wasted as much and missiles have a new mechanic to set them apart. But you do bring up a valid point, so maybe a penalty could be incorporated for non-FoF missiles in regards to switching targets? Something along the lines of a lag while the targeting system processes new information and blah blah blah... While FoF missiles computer systems are already processing Primary, Secondary and Tertiary target data? |

elitatwo
Congregatio
180
|
Posted - 2013.12.16 17:31:00 -
[3367] - Quote
Arthur Aihaken wrote: -
return the ammunition capacity to the pre-Odyssey levels
YES
Arthur Aihaken wrote: ...leave the 40-second reload time and add a big activation cost (GJ). So fire until your heart's content (or your capacitor drains)...
No! signature |

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.16 17:48:00 -
[3368] - Quote
Hehe, touched a nerve - did I?  I can't help but think that the only change we really needed for the original RLMLs and first iteration of RHMLs was to simply reduce the ammunition capacity by 1/3. I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1458
|
Posted - 2013.12.16 17:57:00 -
[3369] - Quote
Reducing clip size does induce an overall DPS nerf. I admit I was impressed that my T2 RLMLs could hold 80 missiles. Maybe only holding 60 would have been better than this 16-and-slowload business we now have instead. |

Bouh Revetoile
TIPIAKS
446
|
Posted - 2013.12.16 18:09:00 -
[3370] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote:Niena Nuamzzar wrote:Bouh Revetoile wrote:Well I actually realize now that damage bonused hull can fit smaller launchers and have bonuses to them, something turrets can't do and which would be exactly what people here want their RLML to do. That would be Scythe Fleet Issue and Osprey Navy Issue I suppose, where Scythe is faster, has way lower signature and deals much more damage. Yay Caldari \o/ The grass is always greener on the other side of the fence... Let's see about that.. Scythe Fleet IssueDrone Bandwidth: ...25 Mbit/sec Signature Radius: ...90 m Max Velocity: .........280 m/sec Traits: ....................10% bonus to Missile damage Osprey Navy IssueDrone Bandwidth: ...10 Mbit/sec Signature Radius: ...115 m Max Velocity: .........260 m/sec Traits: ....................10% bonus to Kinetic Missile damage Quote:You look like you basicaly hate caldari ships in all but graphics. You should fly other ships in fact if you can't see the strength of caldari ships. You are right, as always. Being able to fly both missile and turret ships with near perfect skills, I'm the one biased towards different races and their weapon systems, having "secret" FW agenda, not you. You see ? That's exactly what I'm saying : you underlined each thing the ScytheNI had better than the ONI and forgot everything else.
ONI have more hp, 6 ******* mid slots, far better sensors, better capacitor and a second bonus useful to missiles, but what are these useful for ? Do I really need to explain how good is a 6th mid slot ? No other cruiser in game have as many of them...
And just to remind you : caldari focus on range, tough shield and fleet warfare. Minmatar focus on guerilla warfare, speed and versatility.
And here you just clearly showed that you don't care about resilience or range but speed and versatility (because the ONI is already a very fast ship, but the ScytheFI is just even more, because minmatar).
Hence, caldari are clearly not a race for you, you should flee them and never look back. It's just an advice of course, but continuing to bother with caldari with only makes you cry on the forum to make them more minmatarish. |
|

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.16 18:28:00 -
[3371] - Quote
Alvatore DiMarco wrote:Reducing clip size does induce an overall DPS nerf. I admit I was impressed that my T2 RLMLs could hold 80 missiles. Maybe only holding 60 would have been better than this 16-and-slowload business we now have instead. Anything would be better at this point... I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
192
|
Posted - 2013.12.16 21:03:00 -
[3372] - Quote
Bouh Revetoile wrote:You see ? That's exactly what I'm saying : you underlined each thing the ScytheNI had better than the ONI and forgot everything else.
ONI have more hp, 6 ******* mid slots, far better sensors, better capacitor and a second bonus useful to missiles, but what are these useful for ? Do I really need to explain how good is a 6th mid slot ? No other cruiser in game have as many of them...
And just to remind you : caldari focus on range, tough shield and fleet warfare. Minmatar focus on guerilla warfare, speed and versatility.
And here you just clearly showed that you don't care about resilience or range but speed and versatility (because the ONI is already a very fast ship, but the ScytheFI is just even more, because minmatar).
Hence, caldari are clearly not a race for you, you should flee them and never look back. It's just an advice of course, but continuing to bother with caldari with only makes you cry on the forum to make them more minmatarish. What's wrong with you? What capacitor? ScytheFI can fit medium booster and OspreyNI only a small one. Sensors are worse but when dealing with frigs wouldn't you rather have a bit faster locking time? With similar fittings HP will be similar too. My EFT is showing only 1.5k difference, which is IMO not worth mentioning. 6 mids would allow you to fit web easily, that is true, but your applied dps will still be lower, even with kinetic! What will happen when you switch to other damage types? What second bonus useful to light missiles? There is none.
Please, stop being dishonest. OspreyNI is a wannabe frigate killer if compared with far better ship. It's way slower, bigger and less agile, has lower scan resolution, can fit only small cap booster and, worse of all - it's out dps'ed by the ScytheFI. So yeah, don't cry whenever you are unhappy with numbers. After all, finding a hull with damage bonuses was your idea, not mine. |

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.16 21:59:00 -
[3373] - Quote
Can everyone please stop quoting B---? I have block on for a reason... I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
192
|
Posted - 2013.12.16 22:12:00 -
[3374] - Quote
Arthur Aihaken wrote:Can everyone please stop quoting B---? I have block on for a reason... You want him to talk unchallenged so he can twist the truth and the meaning of things as he pleases, spreading his lies undisturbed until they become the truth for all those lazy minded? |

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.16 22:24:00 -
[3375] - Quote
Niena Nuamzzar wrote:Arthur Aihaken wrote:Can everyone please stop quoting B---? I have block on for a reason... You want him to talk unchallenged so he can twist the truth and the meaning of things as he pleases, spreading his lies undisturbed until they become the truth for all those lazy minded? Ignore him and he'll eventually leave. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
446
|
Posted - 2013.12.16 22:59:00 -
[3376] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote:Can everyone please stop quoting B---? I have block on for a reason... You want him to talk unchallenged so he can twist the truth and the meaning of things as he pleases, spreading his lies undisturbed until they become the truth for all those lazy minded? Ignore him and he'll eventually leave. Haha, you are so naive... :-)
Niena Nuamzzar wrote:What's wrong with you? What capacitor? ScytheFI can fit medium booster and OspreyNI only a small one. Sensors are worse but when dealing with frigs wouldn't you rather have a bit faster locking time? With similar fittings HP will be similar too. My EFT is showing only 1.5k difference, which is IMO not worth mentioning. 6 mids would allow you to fit web easily, that is true, but your applied dps will still be lower, even with kinetic! What will happen when you switch to other damage types? What second bonus useful to light missiles? There is none. That's exactly what I'm saying. You don't have any use for everything the ONI have to offer. Does that mean you are wrong or stupid ? Not at all ! But there's not only your way of playing in the game, and what I'm saying is that all those things you look with disdain can be very useful and even far more useful than everything the Scythe FI can bring on the table.
That is a problem of viewpoint : what is useful in some situations is useless in others and vice versa. The ONI is useless to you, but in some situations you obviously don't imagin, it's far better than the Scythe FI. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
88
|
Posted - 2013.12.16 23:43:00 -
[3377] - Quote
Bouh Revetoile wrote:Arthur Aihaken wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote:Can everyone please stop quoting B---? I have block on for a reason... You want him to talk unchallenged so he can twist the truth and the meaning of things as he pleases, spreading his lies undisturbed until they become the truth for all those lazy minded? Ignore him and he'll eventually leave. Haha, you are so naive... :-) Niena Nuamzzar wrote:What's wrong with you? What capacitor? ScytheFI can fit medium booster and OspreyNI only a small one. Sensors are worse but when dealing with frigs wouldn't you rather have a bit faster locking time? With similar fittings HP will be similar too. My EFT is showing only 1.5k difference, which is IMO not worth mentioning. 6 mids would allow you to fit web easily, that is true, but your applied dps will still be lower, even with kinetic! What will happen when you switch to other damage types? What second bonus useful to light missiles? There is none. That's exactly what I'm saying. You don't have any use for everything the ONI have to offer. Does that mean you are wrong or stupid ? Not at all ! But there's not only your way of playing in the game, and what I'm saying is that all those things you look with disdain can be very useful and even far more useful than everything the Scythe FI can bring on the table. That is a problem of viewpoint : what is useful in some situations is useless in others and vice versa. The ONI is useless to you, but in some situations you obviously don't imagin, it's far better than the Scythe FI. See, it's not that you're wrong, it's just that you don't have the same level of game experience or knowledge as Bouh. Clearly if you were as experienced as he is in flying Caldari ships you would understand the points that he is trying to make. I'm not sure what points he is trying to make either, sadly my feeble mind cannot comprehend all that which Bouh knows about the greatness of the Caldari ships and missile weapon system. 
In other news, I'm wondering if I can bastardize a Navy Raven with a high level faction armor mod to run with an armor incursion fleet. Or would an armor tanked cruise Fleet Phoon be better?
As far as on topic..... I got nothing. Mostly because it doesn't matter what I type because we are in a forgotten corner at the top of the forum list. |

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.17 00:31:00 -
[3378] - Quote
scorchlikeshiswhiskey wrote:As far as on topic..... I got nothing. Mostly because it doesn't matter what I type because we are in a forgotten corner at the top of the forum list. Oh I got one... I just came up with the most twisted RHML/RLML fit you could possibly imagine. When I'm done it'll be pushing 800 DPS (out-DPS'ing a HML Tengu by about 25%). Even managed to fit a MWD, medium shield booster/amplifier and remote shield assist. Plus it's got salvage drones, room for 2x mobile tractor units and a whack of storage for salvaging. Going to be an awesome L4 mission runner! Can you guess what I am?
 I am currently away, traveling through time and will be returning last week. |

Proddy Scun
Renfield Inc
34
|
Posted - 2013.12.17 00:31:00 -
[3379] - Quote
Hey doesn't anyone remember Fozzie's open statement upon gaining control? Eliminate missiles usage from the game. He said something about how he thought missiles were a primitive idea for a SciFi setting as well as sucking up an unwarranted amount of server time in an MMO. So from Fozzie's view point goal achievement without an actual Jita protest riot is FUN.
From profit standpoint any weapons with persistent independent movement are expensive in CPU and code. Weapons other than drones and missiles (include bombs and warp probes as close cousins) are simple damage calcuation and data exchange with target then all graphics are offloaded to client machines. Missiles on the other hand require position handling by the server very like ships. Drones are simplified ships without modules.
All that said and possibly true...most players missed Fozzie open hints about trying to introduce hit and run tactics to EVE on a wider scale than just SBs. RLML ships are not supposed to stick around to kill every target available They are supposed to get what kills one load can and be gone as that ammo load runs out ...ideally before enemies can inflict kills in return. Destroyers still own high sec ganks of course but what about elsewhere when everyone can open up the second you drop out of warp?
I do think Foozie may have left some bits out for this idea because he is torn between his original goal of killing missiles out of EVE and making missiles a useful special weapon of their own at least for a while. Range is one of those things if you aren't using Caracal. Missiles speed rigs aren't up to it last I looked.
Otherwise RLML missiles are perfect for dumping a small load of ammo as soon as you drop out of warp - while you are already aligning to warp out. A Caracal without damage modules can only deliver 14K damage on skill alone before running out -- so you need at least a small gang to do anything useful. Theoretically hit and run allows fits ordinarily considered sacrificial in toe to toe slugfests to survive to strike again. So I am guesssing fits should be set to lock quick and tank for about 50 seconds (fueled reps or big buffer) and 3-4 ballistic control modules.
Keep in mind part of a Caracal fleet can shoot down interceptors and other tackler frigates before most other typical mining fleet guard ships can get into range. Meaning 6-8 Caracals hit and run fleets are a potential nightmare for non-high sec mining fleets, striking from beyond normal PVP/gank range 56km and disappearing with dead barges and frigate defenders in their wake. Low sec mining gank - not high sec. (If the guard fleet has BS ...heh heh the target may have changed and thus the strike force. Plus of course some BS have fire rates that limit the number to targets they can destroy in a 45-55 second scenario.) |

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.17 01:17:00 -
[3380] - Quote
^ We're not going away quietly... I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.17 01:54:00 -
[3381] - Quote
Ultimate L4 RHML/RLML Mission Fit You'll need the following for this fit: CPU Management V, Power Grid Management V, Weapon Upgrades V and preferably Advanced Weapon Upgrades IV or V (you may also need a +5 power grid or +5 CPU implant in slot 6).
Gnosis Mauler 3x Dread Guristas Rapid Heavy Missile Launcher 2x Dread Guristas Rapid Light Missile Launcher Gistii A-Type Remote Shield Booster (or Drone Link Augmentor II)
Gistum C-Type Microwarpdrive (or Gistum C-Type Afterburner) Gistum C-Type Medium Shield Booster Gistum C-Type Shield Booster Amplifier 3x Gistum C-Type Passive Amplifiers (mission-specific)
3x True Sansha Reactor Control 3x Dread Guristas Ballistic Control System
2x Medium Ancillary Current Router II 1x Medium Ancillary Current Router I
2x Caldari Navy Warden Sentry Drones 5x Salvage Drones 1-2x Mobile Tractor Unit
If your CPU/power grid allow, substitute where you deem fit. These are great to run in a pair, as you can use the remote shield boosters to augment the other's shields if need be. A Damage Control can also be beneficial, but you'll probably be trading off some DPS in the form of a Ballistics Control. The Gnosis is *insanely* cheap to repair for some reason, so if you take any armor or hull hits it's simple to just dock-up at a nearby station (and quickly reload, too).
Expensive? Somewhat. Cheaper than a fully-blinged Tengu or Navy Drake. The Dread Guristas stuff is all fairly reasonable (way cheaper than Caldari Navy), and it's mainly Faction to get the fitting. With my III-IV skills it's pushing 600 DPS (more overheated). The best part about this is the massive 900m3 cargo hold, so with a pair of these you can basically salvage as you go! Comments welcome!
Addendum: Just watch... the power grid requirements will get "conveniently" increased without so much as a peep... I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1458
|
Posted - 2013.12.17 03:17:00 -
[3382] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote:Can everyone please stop quoting B---? I have block on for a reason... You want him to talk unchallenged so he can twist the truth and the meaning of things as he pleases, spreading his lies undisturbed until they become the truth for all those lazy minded? Ignore him and he'll eventually leave.
People used to (and still do) say that about the New Order, and ... well ... now look at it. |

stoicfaux
3464
|
Posted - 2013.12.17 04:29:00 -
[3383] - Quote
Arthur Aihaken wrote:Ultimate L4 RHML/RLML Mission Fit Gnosis Mauler
Expensive? Somewhat. Cheaper than a fully-blinged Tengu or Navy Drake. The Dread Guristas stuff is all fairly reasonable (way cheaper than Caldari Navy), and it's mainly Faction to get the fitting. With my III-IV skills it's pushing 600 DPS (more overheated). The best part about this is the massive 900m3 cargo hold, so with a pair of these you can basically salvage as you go! Comments welcome!
Addendum: Just watch... the power grid requirements will get "conveniently" increased without so much as a peep... 1. 687 DPS with all 5s and 5% dmg/rof implants.
2. File -> Preferences -> Include reload time in DPS. DPS drops to 469.

|

Sgt Ocker
State War Academy Caldari State
102
|
Posted - 2013.12.17 04:30:00 -
[3384] - Quote
Both fit the same; Using all level 5 skills. 3 X BCS (Nano on Scythe) DCU
2 X LSE Invul T2 10mn AB T2 Disruptor
4 X RLML
EM Extender Warhead Rigor
Quote:Scythe Fleet Issue Drone Bandwidth: ...25 Mbit/sec Signature Radius: ...90 m Max Velocity: .........280 m/sec Traits: ....................10% bonus to Missile damage 36k EHP sig radius 153 992m/s - (907m/s without nano) 302 DPS @ 42k Caldari Navy Scourge 302 DPS @ 42k with all navy variants
368 DPS @ 31.6k with Furies
263 DPS @ 21.1k With Precisions
Quote:Osprey Navy Issue Drone Bandwidth: ...10 Mbit/sec Signature Radius: ...115 m Max Velocity: .........260 m/sec Traits: ....................10% bonus to Kinetic Missile damage 38k EHP sig radius 181 815m/s 302 DPS @ 42k Caldari Navy Scourge 251 DPS @ 42k with 5% bonused Navies
368 DPS @ 31.6k Scourge Furies 307 DPS @ 31.6k with 5% bonused Furies
263 DPS @ 21.1k with Scourge Precisions 220 DPS @ 21.1k with 5% bonused Precisions
Both are quite close in DPS, until it comes to using different damage types, where the Navy Scythe is miles ahead. Navy Osprey has slightly higher EHP but larger sig radius to match. Fitting a 2nd Invul bumps EHP to a respectable 46,7k. Navy Scythe is faster with or without Nano, without Nano and extra BCS fitted Scythe, jumps way ahead in DPS.
IMO; Solo, use a Scythe for hit and run Small Gang, Osprey comes into its own (across the board 10% damage bonus, Osprey would be far more versatile and the go to for frigate hunting)
Now if we could only get the 40 second reload reduced to a more practical 20 or 25 seconds (with a visible timer) |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
6
|
Posted - 2013.12.17 04:35:00 -
[3385] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote:You see ? That's exactly what I'm saying : you underlined each thing the ScytheNI had better than the ONI and forgot everything else.
ONI have more hp, 6 ******* mid slots, far better sensors, better capacitor and a second bonus useful to missiles, but what are these useful for ? Do I really need to explain how good is a 6th mid slot ? No other cruiser in game have as many of them...
And just to remind you : caldari focus on range, tough shield and fleet warfare. Minmatar focus on guerilla warfare, speed and versatility.
And here you just clearly showed that you don't care about resilience or range but speed and versatility (because the ONI is already a very fast ship, but the ScytheFI is just even more, because minmatar).
Hence, caldari are clearly not a race for you, you should flee them and never look back. It's just an advice of course, but continuing to bother with caldari with only makes you cry on the forum to make them more minmatarish. What's wrong with you? What capacitor? ScytheFI can fit medium booster and OspreyNI only a small one. Sensors are worse but when dealing with frigs wouldn't you rather have a bit faster locking time? With similar fittings HP will be similar too. My EFT is showing only 1.5k difference, which is IMO not worth mentioning. 6 mids would allow you to fit web easily, that is true, but your applied dps will still be lower, even with kinetic! What will happen when you switch to other damage types? What second bonus useful to light missiles? There is none. Please, stop being dishonest. OspreyNI is a wannabe frigate killer if compared with far better ship. It's way slower, bigger and less agile, has lower scan resolution, can fit only small cap booster and, worse of all - it's out dps'ed by the ScytheFI. So yeah, don't cry whenever you are unhappy with numbers. After all, finding a hull with damage bonuses was your idea, not mine.
I actually know what bouh was referencing in the ONI vs ScyFI. The ScyFI is meant to be fast, but isn't very tanky. The ONI is slower, but can be a lot tankier. Not a hard concept. Almost the same bonuses, but the good news is, they both provide damage bonuses which actually makes RLML relevant to the hull. If you say "but its only kinetic, i say BS, you're still getting a 5% bonus to dmg, which is better than the caracal for RLML. The other nice thing about the ONI is velocity bonus. Makes precisions hit out to 32 KM. The ScyFI i have to get upclose and personal at 18KM.
I'll just leave this here for people that think the ONI is useless
[Osprey Navy Issue, RLML] Ballistic Control System II Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II
Adaptive Invulnerability Field II Warp Disruptor II Large Shield Extender II Large Shield Extender II Experimental 10MN Microwarpdrive I Fleeting Propulsion Inhibitor I
Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Medium Unstable Power Fluctuator I
Medium Ancillary Current Router I Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I
Warrior II x2
You show me a frig that could survive that (or frigs if you can neut out a weapon system). You have range control/ab counter with the web. Medium neut to ruin their cap, and 28-30k EHP w/ 11K pure shield hitpoints. 36k EHP if you drop a BCU for DC (which is what my old DUAL LSE vaga got).
DPS with kinetic: 334 w/ 991 volley DPS w/ any other dmg type: 283 w/ 825 volley Still decently fast at 1800/2800OH (OH is what matters, as you're bursting your modules to grab/hold frig)
If a frigates MWD is off, webbed and neuted. you will be doing max 283-334 dps against a frig. With potential volleys at 1k. That would alpha shield/armor on most frigs. If a cruiser wants to take pot shots at you while you burn a frig, you have plenty of buffer to finish the frig off, and then warp away, reload and come back.
My ScyFI is about 18-20K EHP, same dps, but for all missile types. Goes 2800/4000(OH), but thats also with 2 nano's. See the sacrifice? It could easily be forced off field by a rail thorax.
The ONI is slower, because it has a range bonus and can be tankier. So it doesn't have to go as fast for its missiles to hit out farther.
Quote:What's wrong with you? What capacitor? ScytheFI can fit medium booster and OspreyNI only a small one
what? He meant cap amount/recharge. He is right, the ONI has better cap life than ScyFI, meaning the scyfi needs a cap booster to continue speeding around, meanwhile ONI, not as dependent on it. ONI has about 20seconds more cap, which is pretty useful considering you shouldn't be MWD constantly in a 30kEHP cruiser. Besides, a frig WILL catch you, turn off your MWD, at which point you have 2.5m to neut him out until you cap out.
So consider the fits before you dismiss a cruiser that is actually decent at shooting missiles and much bigger improvement than a caracal or even CNI when using RLML. It actually would probably be pretty good with hams too, dare say better than caracal? Its like an extra mid-slot caracal. |

Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.17 05:07:00 -
[3386] - Quote
stoicfaux wrote:1. 687 DPS with all 5s and 5% dmg/rof implants. 2. File -> Preferences -> Include reload time in DPS. DPS drops to 469.  Sounds about right, yep. A RHML Raven setup just breaks 800 DPS (more with implants), and you're looking at a lot more ISK. Plus the maneuverability and warp speed pale in comparison to the Gnosis. The thing I can't get over about the Gnosis is how cheap it is to repair the armor and hull. Like 20k ISK for 50% armor or hull damage!
I like to think of this Gnosis fit as an "armed Noctis", but with better survivability and the ability to participate in combat.  I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
102
|
Posted - 2013.12.17 05:54:00 -
[3387] - Quote
Stitch Kaneland wrote: I actually know what bouh was referencing in the ONI vs ScyFI. The ScyFI is meant to be fast, but isn't very tanky. The ONI is slower, but can be a lot tankier. Not a hard concept. Almost the same bonuses, but the good news is, they both provide damage bonuses which actually makes RLML relevant to the hull. If you say "but its only kinetic, i say BS, you're still getting a 5% bonus to dmg, which is better than the caracal for RLML. The other nice thing about the ONI is velocity bonus. Makes precisions hit out to 32 KM. The ScyFI i have to get upclose and personal at 18KM.
I'll just leave this here for people that think the ONI is useless
[Osprey Navy Issue, RLML] Ballistic Control System II Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II
Adaptive Invulnerability Field II Warp Disruptor II Large Shield Extender II Large Shield Extender II Experimental 10MN Microwarpdrive I Fleeting Propulsion Inhibitor I
Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Medium Unstable Power Fluctuator I
Medium Ancillary Current Router I Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I
Warrior II x2
You show me a frig that could survive that (or frigs if you can neut out a weapon system). You have range control/ab counter with the web. Medium neut to ruin their cap, and 28-30k EHP w/ 11K pure shield hitpoints. 36k EHP if you drop a BCU for DC (which is what my old DUAL LSE vaga got).
DPS with kinetic: 334 w/ 991 volley DPS w/ any other dmg type: 283 w/ 825 volley Still decently fast at 1800/2800OH (OH is what matters, as you're bursting your modules to grab/hold frig)
The ONI is slower, because it has a range bonus and can be tankier. So it doesn't have to go as fast for its missiles to hit out farther.
With all 5's you have 29.7kEHP (EM & Thermal below 50% resist) Run Neut and web, you have 1min 3 sec of cap, if your target doesn't die or has friends arrive you aren't going to be able to warp out and will die horribly.
Sadly Navy Osprey doesn't get the velocity bonus to RLML so; Scourge Precisions 263 DPS @21.1k 892 volley Other damage type 220 DPS @ 21.1k 721 volley
Not saying the fit would not work, just that it is very very situational.
You can put that same fit minus web on the Navy Scythe. 29.3k EHP, 2,639m/s (w/o o/h) and around 12% better DPS for everything except Kinetic with nano and 4 BCS. Or 36k EHP with 3 X BCS, Nano, DCU and 5% more DPS for everything except Kinetic (which is the same for both)
|

Bouh Revetoile
TIPIAKS
446
|
Posted - 2013.12.17 09:50:00 -
[3388] - Quote
Sgt Ocker wrote:You can put that same fit minus web on the Navy Scythe. And obviously the web is not a big deal...
I don't know how to write it for you all to understand : for pages it have been point out that the Caracal hadn't enough slots to fit a huge tank and web+scram+prop, and now the ONI can fit all this, but the Scythe FI which have less tank than a Caracal and no more mid slot is far better than the ONI.
That just doesn't make sense unless you are traped in a specific point of view where minmatar ships are always better than caldari ones because you give more value to speed, versatility and guerilla warfare than any quality caldari have (robustness, mid slots, range, sensors). You feel any drawback to minmatar ship as acceptable or not even noticeable but any drawback to caldari ship makes it useless : just don't fly caldari ships.
Also, when you fit a minmatar ship and a caldari one in exactly the same way, you will always find one better than the other for a specific purpose. That is because the fit and role you intend for your ship is better suited for one ship or another. As you are here talking about solo frigate hunting with guerilla warfare tactic, minmatar ship, because of their sheer speed, will always be better, because that's what they do. Yet caldari navy ships will still be pretty good to mimic these strategies, because that's how they are designed, but will still retain their caldari identity and really shine if you think caldari and not minmatar.
This is open-mindedness : the ability to think with different mindset than those you are used to. |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
259
|
Posted - 2013.12.17 11:07:00 -
[3389] - Quote
So anybody still PvP'ing with these? |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
340
|
Posted - 2013.12.17 11:51:00 -
[3390] - Quote
I support you Bouh!
You're one of the only people in this thread who doesn't have blinkers on |
|

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
6
|
Posted - 2013.12.17 14:26:00 -
[3391] - Quote
Kaeda Maxwell wrote:So anybody still PvP'ing with these?
I am, with scyFI at the moment. Killed a dram and avoided his gang. |

Sgt Ocker
State War Academy Caldari State
102
|
Posted - 2013.12.17 15:02:00 -
[3392] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:You can put that same fit minus web on the Navy Scythe. And obviously the web is not a big deal... I don't know how to write it for you all to understand : for pages it have been point out that the Caracal hadn't enough slots to fit a huge tank and web+scram+prop, and now the ONI can fit all this, but the Scythe FI which have less tank than a Caracal and no more mid slot is far better than the ONI. That just doesn't make sense unless you are traped in a specific point of view where minmatar ships are always better than caldari ones because you give more value to speed, versatility and guerilla warfare than any quality caldari have (robustness, mid slots, range, sensors). You feel any drawback to minmatar ship as acceptable or not even noticeable but any drawback to caldari ship makes it useless : just don't fly caldari ships. Also, when you fit a minmatar ship and a caldari one in exactly the same way, you will always find one better than the other for a specific purpose. That is because the fit and role you intend for your ship is better suited for one ship or another. As you are here talking about solo frigate hunting with guerilla warfare tactic, minmatar ship, because of their sheer speed, will always be better, because that's what they do. Yet caldari navy ships will still be pretty good to mimic these strategies, because that's how they are designed, but will still retain their caldari identity and really shine if you think caldari and not minmatar. This is open-mindedness : the ability to think with different mindset than those you are used to. Well according to you a few pages back NO a web is not the way to go with these as they are not brawlers but kiters.
Please explain to me. How does the ONI get more tank over it's minmatar counterpart? With Web fit, the ONI has LESS tank than the Scythe (29.7k ONI VS 36.3k N/Scythe), is 300m/s slower has 1062 sig radius compared to 902, has lower DPS with all damage types bar kinetic And please, Try remembering what you have previously written about Caldari not being brawlers and web on them was not recommended.
Yes I do believe more DPS, more speed, lower sig radius, more tank, more cap, are all important choices when fitting out ships for pvp. Now if you want to kite / snipe and sit out at 40k with a decent tank the Osprey would work quite nicely as long as you only want to shoot kinetic missiles, if you want the ability to deal the same damage with all missile types, go Navy Scythe. Tank is a little less but it is smaller, faster, more agile, so has no trouble keeping range.
Could you give me ( A Caldari pilot) 1 good reason to use the Osprey Navy over the Navy Scythe?
Why you continue to try and sell the benefits of Caldari Ships and Missiles is beyond me, you don't fly them so how is it you think you can have a valid opinion.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
192
|
Posted - 2013.12.17 15:54:00 -
[3393] - Quote
Bouh Revetoile wrote:That's exactly what I'm saying. You don't have any use for everything the ONI have to offer. Does that mean you are wrong or stupid ? Not at all ! But there's not only your way of playing in the game, and what I'm saying is that all those things you look with disdain can be very useful and even far more useful than everything the Scythe FI can bring on the table.
That is a problem of viewpoint : what is useful in some situations is useless in others and vice versa. The ONI is useless to you, but in some situations you obviously don't imagin, it's far better than the Scythe FI. Bouh, what ship I will choose and why is not what matters here. Caldari mid-sized ships are in bad shape at the moment cause their pilots are left with only one usable weapon system and that one is underperforming. It doesn't mean they are completely useless no, but it means Caldari cruisers and battlecruisers are the worst of all races and Caldari pilots aren't too happy about it. |

Bouh Revetoile
TIPIAKS
448
|
Posted - 2013.12.17 16:15:00 -
[3394] - Quote
Sgt Ocker wrote:Well according to you a few pages back NO a web is not the way to go with these as they are not brawlers but kiters.
Please explain to me. How does the ONI get more tank over it's minmatar counterpart? With Web fit, the ONI has LESS tank than the Scythe (29.7k ONI VS 36.3k N/Scythe), is 300m/s slower has 1062 sig radius compared to 902, has lower DPS with all damage types bar kinetic And please, Try remembering what you have previously written about Caldari not being brawlers and web on them was not recommended.
Yes I do believe more DPS, more speed, lower sig radius, more tank, more cap, are all important choices when fitting out ships for pvp. Now if you want to kite / snipe and sit out at 40k with a decent tank the Osprey would work quite nicely as long as you only want to shoot kinetic missiles, if you want the ability to deal the same damage with all missile types, go Navy Scythe. Tank is a little less but it is smaller, faster, more agile, so has no trouble keeping range.
Could you give me ( A Caldari pilot) 1 good reason to use the Osprey Navy over the Navy Scythe?
Why you continue to try and sell the benefits of Caldari Ships and Missiles is beyond me, you don't fly them so how is it you think you can have a valid opinion. I never said a web wasn't useful, and I said you shouldn't brawl a blaster ship, not that you shouldn't brawl under any circumstances. With missiles you are indeed better as a kiter as nobody will outdamage you at longer range ; but the advantage of missiles is that if something with long range and poor tracking come to you, you can dive and brawl with success.
For a kiter, the web is very helpful to avoid being tackled by a brawler. For missiles, it will also help you apply a lot of dps to your target if you need it.
You can replace the web by a TP by the way, or more tank, or whatever can come to a mid slot. That's the strength of the 6th mid slot, you can do whatever you want with it, but it sure is very useful.
And why don't you put a DCU on the ONI but on the Scythe FI ? As I said, if you try to mimic a Scythe FI with the ONI, you'll obviously be worse. Stop thinking minmatar if you want to use caldari ships.
Now, these are only general advices, and nothing will go as expected during a fight. The thing is to identify your strengths and play with them ; and identify your ennemy weaknesses and play with them too.
So, if you want reasons to fly the ONI over the Scythe FI, here they are : - tanky shield fit ; - shield fleet ; - long range (from kiting with HAM to sniping, including frigate interdiction and whatever) ; - brawling ; - EWAR support ; - ...
And if I'm selling caldari ships, it's because people like you try to present them as flying garbage whereas they are clearly not that bad. Oh, and I don't like when people spread wrong ideas about things.
And if I don't fly them, it's because I chose to fly gallente when everyone was telling me to fly minmatar or caldari (and as opposed to caldari now, that was a good advice when people gave it to me). |

Bouh Revetoile
TIPIAKS
448
|
Posted - 2013.12.17 16:17:00 -
[3395] - Quote
Niena Nuamzzar wrote:Bouh, what ship I will choose and why is not what matters here. Caldari mid-sized ships are in bad shape at the moment cause their pilots are left with only one usable weapon system and that one is underperforming. It doesn't mean they are completely useless no, but it means Caldari cruisers and battlecruisers are the worst of all races and Caldari pilots aren't too happy about it. That's wrong.
Only HML might need some love. |

Arthur Aihaken
The.VOID
935
|
Posted - 2013.12.17 16:23:00 -
[3396] - Quote
It means they're completely useless. Raw damage bonuses simply trump rate of fire ones, and there's no getting around that no matter how much we want or wish it so. This is what happens when you introduce a sweeping change less than a week prior to a release simply on a whim, with no testing or consideration as to how this will effect gameplay other than 'it sounds cool'.
We've gone from a weapon that applied consistent DPS to one who's performance can vary significantly simply based on which race of hull you place it on. If you look at missiles as a whole, they receive a rate of fire specialization bonus as opposed to a damage one. Since RLMLs and RHMLs are lumped in with light and heavy missiles respectively, you can't change this without potentially unbalancing other weapons (although arguably HMLs are so screwed up at this point it probably wouldn't matter).
I know the devs are hard at work at addressing this problem, so take heart. Oh wait... I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
192
|
Posted - 2013.12.17 16:23:00 -
[3397] - Quote
Stitch Kaneland wrote: I actually know what bouh was referencing in the ONI vs ScyFI. The ScyFI is meant to be fast, but isn't very tanky. The ONI is slower, but can be a lot tankier. Not a hard concept.
You actually know all that? So basically frigate hunting ship is supposed to be slow and tanky rather than fast and deadly? Wow, I'll try to remember that.
Quote:Almost the same bonuses, but the good news is, they both provide damage bonuses which actually makes RLML relevant to the hull. If you say "but its only kinetic, i say BS, you're still getting a 5% bonus to dmg, which is better than the caracal for RLML. It is better than Caracal but we are not comparing it with Caracal. It is worse than ScythFI and that is why people are choosing it ten times more than the other one, especially for solo pvp. zKillboard is your friend.
Quote:The other nice thing about the ONI is velocity bonus. Makes precisions hit out to 32 KM. The ScyFI i have to get upclose and personal at 18KM. Nope, I think you and Bouh are both wrong here. Velocity bonus is only for heavy assault and heavy missiles, not lights. When you hover with your mouse in ISIS it will mention lights though but afaik that is wrong.
Quote: I'll just leave this here for people that think the ONI is useless...
Not useless, it's just not as useful.
|

Arthur Aihaken
The.VOID
935
|
Posted - 2013.12.17 16:57:00 -
[3398] - Quote
CaracalGǪ +25% ROF, +50% range; nope Caracal NavyGǪ +25% ROF; nope Osprey NavyGǪ +25-50% damage bonus; so-so Scythe FleetGǪ +50% damage bonus; rocks
TenguGǪ +25% kinetic damage bonus, +37.5% ROF; expensive so-so LokiGǪ +37.5% ROF; nope
Let me know if I missed anything, but we're basically relegated to one hull that can maximize on the limited potential of RLMLs. The Scythe Fleet Issue also has speed and signature radius going for it over all the other hulls. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.17 18:41:00 -
[3399] - Quote
guys, join my fleet. let's go blow something up. bring whatever works for you. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Bouh Revetoile
TIPIAKS
449
|
Posted - 2013.12.17 19:17:00 -
[3400] - Quote
Niena Nuamzzar wrote:Stitch Kaneland wrote: I actually know what bouh was referencing in the ONI vs ScyFI. The ScyFI is meant to be fast, but isn't very tanky. The ONI is slower, but can be a lot tankier. Not a hard concept.
You actually know all that? So basically frigate hunting ship is supposed to be slow and tanky rather than fast and deadly? Wow, I'll try to remember that. Vexor is a pretty good frigate killer and is far slower than the ONI.
In fact, the ONI is FAR from slow. It is among the fastest cruisers in game.
Also, pyfa says velocity bonus apply to light missiles in RLML. |
|

Arthur Aihaken
The.VOID
940
|
Posted - 2013.12.17 19:18:00 -
[3401] - Quote
Post hidden, post hidden, post hiddenGǪ I'm really enjoying this.  I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
197
|
Posted - 2013.12.17 19:24:00 -
[3402] - Quote
Bouh Revetoile wrote: Also, pyfa says velocity bonus apply to light missiles in RLML.
Yeh, tell that to CCP! When you right click your ONI (if you have one) - show info, what you get is this: 10% bonus to Heavy Assault and Heavy Missile velocity
|

Arthur Aihaken
The.VOID
941
|
Posted - 2013.12.17 19:29:00 -
[3403] - Quote
Niena Nuamzzar wrote:Yeh, tell that to CCP! When you right click your ONI (if you have one) - show info, what you get is this: 10% bonus to Heavy Assault and Heavy Missile velocity pyfa does not say that, neither does EVE - and the actual ship does not reflect any change - so I'm not sure why this is being discussed. None of this changes the practical applications for RLMLs... I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
197
|
Posted - 2013.12.17 19:53:00 -
[3404] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:Yeh, tell that to CCP! When you right click your ONI (if you have one) - show info, what you get is this: 10% bonus to Heavy Assault and Heavy Missile velocity pyfa does not say that, neither does EVE - and the actual ship does not reflect any change - so I'm not sure why this is being discussed. None of this changes the practical applications for RLMLs... What do you mean? EFT and EVE both are saying the same - 10% bonus to Heavy Assault and Heavy Missile velocity.
I don't see anything about Light Missiles and my EFT is completely ignoring that velocity bonus. I have version 2.21 tho so it's not the last one... |

Bouh Revetoile
TIPIAKS
449
|
Posted - 2013.12.17 19:57:00 -
[3405] - Quote
Niena Nuamzzar wrote:33 km with precison is nice, adds some damage and web is always handy but that would be all. Regarding everything else ScytheFi is by far superior ship. Back to what I was saying : you don't care about anything caldari have to offer. Everything else is speed and that's all. I think you'd like the Vagabond too. And the Stabber if you like heavy destroyers.
Arthur Aihaken wrote:None of this changes the practical applications for RLMLs... We already told you many times that yes, RLML are now not ideal for solo vs blob ; you'll have to find another OP weapon. I heard about sentries a lot these days.
Though because you don't like them in one specific utilisation don't mean they are bad. RLML require you to actually think about what you are engaging and about target prioritization. You indeed can't just shoot the first thing in range until he leave and switch to the next target until there is no more ennemies. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
197
|
Posted - 2013.12.17 20:38:00 -
[3406] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:33 km with precison is nice, adds some damage and web is always handy but that would be all. Regarding everything else ScytheFi is by far superior ship. Back to what I was saying : you don't care about anything caldari have to offer. Bouh, this thread is not about me - it's about nerfing Caldari more than is acceptable. If you must know, I like Caldari ships and unlike you I have many of them fitted; Tengu, SNI, RNI, Raven, Drake, ONI, CNI, Cerberus, Caracal, Crow, Hawk... you name it, I think it's more than 10b, perhaps close to 15b altogether so please, please stop insinuating.
What's important is this - medium missile systems are not good enough (HAM) or they are completely ruined (HM and RLM), which is putting Caldari pilots at a disadvantage. From the beginning of this thread you're defending that what is clearly broken and because you're a Gallente in FW corp, your attitude only confirms how biased and dishonest you are. Your disagreement should be considered irrelevant to this topic really.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
197
|
Posted - 2013.12.17 21:13:00 -
[3407] - Quote
To bypass that 40sec crap, here is what I would suggest...
If you want dps & tanky (292dps... 243 other damage types, 1730 m/s, 24k EHP, 669dps omni tank):
Cerberus Damage Control II Ballistic Control System II x3
Experimental 10MN Microwarpdrive I Warp Disruptor II Fleeting Propulsion Inhibitor I X-Large Ancillary Shield Booster, Navy Cap Booster 400 Large Shield Extender II
Light Missile Launcher II, Scourge Precision Light Missile x6
Medium Bay Loading Accelerator II Medium Anti-EM Screen Reinforcer II
Warrior II x3
If you prefer all in one (207dps, 2855 m/s with same sig as Cerb, 16k EHP, 634dps omni tank)
Scythe Fleet Issue Internal Force Field Array I Nanofiber Internal Structure II x2 Ballistic Control System II x2
Experimental 10MN Microwarpdrive I Dread Guristas Warp Disruptor Small Capacitor Booster II, Navy Cap Booster 400 Adaptive Invulnerability Field II X-Large Ancillary Shield Booster, Navy Cap Booster 400
Light Missile Launcher II, Inferno Precision Light Missile x4 Medium Unstable Power Fluctuator I
Medium Anti-EM Screen Reinforcer II Medium Anti-Thermal Screen Reinforcer I Medium Processor Overclocking Unit I
Warrior II x5
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1464
|
Posted - 2013.12.17 21:14:00 -
[3408] - Quote
This isn't a thread about missiles vs turrets, it's a thread about missiles. Bouh has no place in this thread to begin with. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
7
|
Posted - 2013.12.17 21:32:00 -
[3409] - Quote
Quote:With all 5's you have 29.7kEHP (EM & Thermal below 50% resist) Run Neut and web, you have 1min 3 sec of cap, if your target doesn't die or has friends arrive you aren't going to be able to warp out and will die horribly.
Sadly Navy Osprey doesn't get the velocity bonus to RLML so; Scourge Precisions 263 DPS @21.1k 892 volley Other damage type 220 DPS @ 21.1k 721 volley
Not saying the fit would not work, just that it is very very situational.
You can put that same fit minus web on the Navy Scythe. 29.3k EHP, 2,639m/s (w/o o/h) and around 12% better DPS for everything except Kinetic with nano and 4 BCS. Or 36k EHP with 3 X BCS, Nano, DCU and 5% more DPS for everything except Kinetic (which is the same for both)
Yes, so again, you proved my point, you sacrifice minor dps and speed, but gain more tank. Also cap life with MWD on and neut running is kinda pointless, as both won't be on at the same time. If mwd is off, neut is on since i'm probably being tackled. MWD running, there shouldn't be a need to use neut.
You are correct, i had overlooked the velocity bonus, my mistake.
My point is, the ONI and ScyFI are both good ships, when using RLML you just have to fit for max gank (3 bcus is pretty much a requirement). They both have a DAMAGE bonus which far exceeds a RoF bonus with rapid launchers. As i've mentioned numerous times already, damage bonus will allow you to have more wiggle room to kill frigs than RoF bonus since your effective total damage done in 1 click is better. Even if you were using any other missile type, you would still be doing better than a caracal/CNI when using RLML.
A "good" scyfi is going to do 2 things. Be very fast, with mild sig bump. Or dual prop/armor rep and no sig increase and still be speedy. With a huge tanky ScyFI you have there, your sig will be much larger and easier to hit at distance or close range. Its about 6-10k EHP less than the ONI, and that much quicker at dying. Its not meant to brawl without dualprop.
Take a look at this ONI for you HAM guys out there
[Osprey Navy Issue, HAMs] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large Shield Extender II Large Shield Extender II Adaptive Invulnerability Field II Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Small Unstable Power Fluctuator I
Medium Ancillary Current Router I Medium Anti-EM Screen Reinforcer II Medium Core Defense Field Extender I
x2 Warrior II
39K EHP, 41K EHP (OH), 11.2K Shield buffer (with 75 dps passive tank, lol), scythe doesn't have cap for invuln field, this does 50%+ resists across the board (55%+ if you OH) Speed: 2141/3049OH (my previous fit was wrong, i had a crash booster on then, making it slower) Hits out to 30KM while still being fairly speedy 388/451 OH DPS with faction scourge (1200 volley) 329/381OH DPS w/ faction except scourge (999 volley) 450/524 OH DPS w/ scourge rage 380/442 OH DPS w/ any other flavor
Damage application w/ web/scram, meanwhile still having the speed to kite them until they catch you and realize you're a shield brick, all the while they're being pelted by missiles. Then you land scram/web on a weakened target and start applying close to full damage. To a shield blaster thorax (a common, speedy t1 cruiser), you'll deal max DPS with faction when he's scrammed/webbed. To a MWD stabber, once he's scrammed/webbed, you're doing 311 DPS (which lets admit, will end a stabber quickly). If he's a/b, then 151 DPS. But again, if you know how to fly/kite, as he was burning towards you, you should have wittled a good chunk of shield off of him and just finish him off once he lands.
You ask, what could kill frigates and cruisers? An ONI. Scythe is more specialized at de-frigging i'll admit, but has more difficulty killing cruisers when using missiles in general. This is why the ONI is just as good as the Scythe with missiles. Using hams or RLML are both viable on either hull, they each have their pro's and con's. Just as it should be. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
7
|
Posted - 2013.12.17 21:43:00 -
[3410] - Quote
Oh, and forgot to mention, that fit has 2m 21s of cap life without neut. Plenty for kiting around in. |
|

Bouh Revetoile
TIPIAKS
449
|
Posted - 2013.12.17 21:48:00 -
[3411] - Quote
Niena Nuamzzar wrote:What's important is this - medium missile systems are not good enough (HAM) or they are completely ruined (HM and RLM), which is putting Caldari pilots at a disadvantage. From the beginning of this thread you're defending that what is clearly broken and because you're a Gallente in FW corp, your attitude only confirms how biased and dishonest you are. Your disagreement should be considered irrelevant to this topic really. Not commenting about "my attitude" because that's stupid, but no, "caldari" are not at a disadvantage because of missiles for two reasons : - half caldari ships are hybrid ships ; - missiles are not not good enough, you only have too high expectations for them.
|

Elusive Panda
Gendry's Leech Eternal Pretorian Alliance
3
|
Posted - 2013.12.17 22:23:00 -
[3412] - Quote
"Bouh Revetoile" wrote: And just to remind you : caldari focus on range, tough shield and fleet warfare. Minmatar focus on guerilla warfare, speed and versatility.
I've seen some convincing argument on both side, but can people please stop saying missiles are good in a fleet environnement? No current doctrine uses missiles. |

Arthur Aihaken
The.VOID
944
|
Posted - 2013.12.18 00:14:00 -
[3413] - Quote
Niena Nuamzzar wrote:What do you mean? EFT and EVE both are saying the same - 10% bonus to Heavy Assault and Heavy Missile velocity. Yes, I'm in agreement - there's no velocity or range bonus for light missiles on the ONI.
Niena Nuamzzar wrote:To bypass that 40sec crap, here is what I would suggestGǪ I'm not sure that switching to a frigate-class weapon system is an improvement. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
103
|
Posted - 2013.12.18 02:26:00 -
[3414] - Quote
Bouh Revetoile wrote:I never said a web wasn't useful, and I said you shouldn't brawl a blaster ship, not that you shouldn't brawl under any circumstances. With missiles you are indeed better as a kiter as nobody will outdamage you at longer range ; but the advantage of missiles is that if something with long range and poor tracking come to you, you can dive and brawl with success.
For a kiter, the web is very helpful to avoid being tackled by a brawler. For missiles, it will also help you apply a lot of dps to your target if you need it.
You can replace the web by a TP by the way, or more tank, or whatever can come to a mid slot. That's the strength of the 6th mid slot, you can do whatever you want with it, but it sure is very useful.
And why don't you put a DCU on the ONI but on the Scythe FI ? As I said, if you try to mimic a Scythe FI with the ONI, you'll obviously be worse. Stop thinking minmatar if you want to use caldari ships.
Now, these are only general advices, and nothing will go as expected during a fight. The thing is to identify your strengths and play with them ; and identify your ennemy weaknesses and play with them too.
So, if you want reasons to fly the ONI over the Scythe FI, here they are : - tanky shield fit ; - shield fleet ; - long range (from kiting with HAM to sniping, including frigate interdiction and whatever) ; - brawling ; - EWAR support ; - ...
And if I'm selling caldari ships, it's because people like you try to present them as flying garbage whereas they are clearly not that bad. Oh, and I don't like when people spread wrong ideas about things.
And if I don't fly them, it's because I chose to fly gallente when everyone was telling me to fly minmatar or caldari (and as opposed to caldari now, that was a good advice when people gave it to me). You don't fly them but are more than happy to sit there and try to tell others (who have or do fly them) how good they are??
Of course you again missed the point I was trying to make, concerning RLML fit ships by adding Hams to the mix for your comparison.
BLOCKED, I'm tired of wasting my time as you simply twist what is said to suit your own agenda.
|

Sgt Ocker
State War Academy Caldari State
103
|
Posted - 2013.12.18 02:46:00 -
[3415] - Quote
Stitch Kaneland wrote:Oh, and forgot to mention, that fit has 2m 21s of cap life without neut. Plenty for kiting around in. I think you need to look at your DPS for the Hams again. Without implants; Navy Scourge 341 - other 284 Scourge Rage 400 - other 333 Scourge Javelin 267 - other 222
|

Arthur Aihaken
The.VOID
945
|
Posted - 2013.12.18 03:20:00 -
[3416] - Quote
Sgt Ocker wrote:BLOCKED, I'm tired of wasting my time as you simply twist what is said to suit your own agenda. Welcome to the "enlightened" side of the discussion. I think it's time to get back on-track and discuss the best ways that we can utilize the new RLMLs and RHMLs. All this turret vs. launcher or drone vs. laser vs. hybrid vs. missile is just a distraction. Since the devs don't seem to have any genuine interest (or perhaps time) to respond to any of our concerns, we're on our own. Since we can't get reimbursed for the SP we put into training, and because I suspect some of us still run missions and actually like missiles and Caldari ships - let's turn this on its head and figure out how we can exploit it to our advantage. Donning my "thinking cap"... I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
7
|
Posted - 2013.12.18 04:36:00 -
[3417] - Quote
Sgt Ocker wrote:Stitch Kaneland wrote:Oh, and forgot to mention, that fit has 2m 21s of cap life without neut. Plenty for kiting around in. I think you need to look at your DPS for the Hams again. Without implants; Navy Scourge 341 - other 284 Scourge Rage 400 - other 333 Scourge Javelin 267 - other 222
Thats the DPS of the fit, so that includes the 2 warriors (hence the x2 warriors at bottom of fit description). Even removing my warriors my numbers aren't as low as yours. I think you need to recheck your numbers. I have no implants/boosters on that fit.
|

Zvaarian the Red
Evil Leprechaun Brigade
252
|
Posted - 2013.12.18 04:48:00 -
[3418] - Quote
People keep quoting Bouh thereby bypassing that I blocked his posts. People need to stop doing that. My brain cells are precious. |

Arthur Aihaken
The.VOID
945
|
Posted - 2013.12.18 06:05:00 -
[3419] - Quote
Just a brief PvE blurb on RHMLs... If you can fit a few of these to a cruiser or battlecruiser that gives damage bonuses, these are worthwhile considering. Faction launchers hold 26 rounds, and without a ROF bonus to more rapidly diminish these do come in handy for an initial mission "burst". I was able to comfortably fit 2 of these on a pair of Gnosis with only a single Medium Ancillary rig, and still have room for another pair of HMLs. I like the Gnosis because you can fit 5 launchers and you get a +25% heavy missile bonus without having to train anything. Any damage to hull or armor is super cheap (<50k ISK!), so it's great for mission running. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
253
|
Posted - 2013.12.18 06:39:00 -
[3420] - Quote
Arthur Aihaken wrote:Just a brief PvE blurb on RHMLs... If you can fit a few of these to a cruiser or battlecruiser that gives damage bonuses, these are worthwhile considering. Faction launchers hold 26 rounds, and without a ROF bonus to more rapidly diminish these do come in handy for an initial mission "burst". I was able to comfortably fit 2 of these on a pair of Gnosis with only a single Medium Ancillary rig, and still have room for another pair of HMLs. I like the Gnosis because you can fit 5 launchers and you get a +25% heavy missile bonus without having to train anything. Any damage to hull or armor is super cheap (<50k ISK!), so it's great for mission running.
Clearly working as intended.  |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
197
|
Posted - 2013.12.18 07:04:00 -
[3421] - Quote
Arthur Aihaken wrote:I'm not sure that switching to a frigate-class weapon system is an improvement. No, it's called protest and your sustained dps is actually higher than with rapid launchers. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
197
|
Posted - 2013.12.18 07:18:00 -
[3422] - Quote
Arthur Aihaken wrote:Just a brief PvE blurb on RHMLs... If you can fit a few of these to a cruiser or battlecruiser that gives damage bonuses, these are worthwhile considering. Faction launchers hold 26 rounds, and without a ROF bonus to more rapidly diminish these do come in handy for an initial mission "burst". Mission "burst" LOL. You can try whatever but 40 seconds reload will never be good for missioning. Unless you can clear the room and reload while hitting the gate and warping to a next pocket, you are losing time and in any serious mission running business time is everything. If you want cheap and effective fit Rigors and TP on a Cruise missile Raven and you are good to go. 40 seconds with small clip will never work, no matter what you do. |

Arthur Aihaken
The.VOID
945
|
Posted - 2013.12.18 07:33:00 -
[3423] - Quote
Niena Nuamzzar wrote:Mission "burst" LOL. You can try whatever but 40 seconds reload will never be good for missioning. Unless you can clear the room and reload while hitting the gate and warping to a next pocket, you are losing time and in any serious mission running business time is everything. If you want cheap and effective fit Rigors and TP on a Cruise missile Raven and you are good to go. 40 seconds with small clip will never work, no matter what you do. On the Gnosis it's an improvement. But yes, generally-speaking - 100% rapid launchers of any kind just doesn't work. You need to augment these with another weapon system so you have some sustained DPS while reloading. Hey, I tried... I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
449
|
Posted - 2013.12.18 09:02:00 -
[3424] - Quote
Elusive Panda wrote:I've seen some convincing argument on both side, but can people please stop saying missiles are good in a fleet environnement? No current doctrine uses missiles. Some small gang doctrines do use missiles.
Niena Nuamzzar wrote:Mission "burst" LOL. You can try whatever but 40 seconds reload will never be good for missioning. Unless you can clear the room and reload while hitting the gate and warping to a next pocket, you are losing time and in any serious mission running business time is everything. If you want cheap and effective fit Rigors and TP on a Cruise missile Raven and you are good to go. 40 seconds with small clip will never work, no matter what you do. For once we agree, globaly. The problem for mission runing is not the burst mode mecanic (because as Rise said you can make two groups and fire while the second group is reloading to mimic a sustain dps), but in the poor sustain dps in itself. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
936
|
Posted - 2013.12.18 11:11:00 -
[3425] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:33 km with precison is nice, adds some damage and web is always handy but that would be all. Regarding everything else ScytheFi is by far superior ship. Back to what I was saying : you don't care about anything caldari have to offer. Everything else is speed and that's all. I think you'd like the Vagabond too. And the Stabber if you like heavy destroyers. Arthur Aihaken wrote:None of this changes the practical applications for RLMLs... We already told you many times that yes, RLML are now not ideal for solo vs blob ; you'll have to find another OP weapon. I heard about sentries a lot these days. Though because you don't like them in one specific utilisation don't mean they are bad. RLML require you to actually think about what you are engaging and about target prioritization. You indeed can't just shoot the first thing in range until he leave and switch to the next target until there is no more ennemies.
They are not good solo vs solo as well. They are not good at anything other than 3:1 (or multiples of it) where you need to kill one guy fast and gtfo before their friends arrive.
In other words.... they are good at a situation that you were already going to win anyway... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Sgt Ocker
State War Academy Caldari State
104
|
Posted - 2013.12.18 11:29:00 -
[3426] - Quote
Stitch Kaneland wrote:Sgt Ocker wrote:Stitch Kaneland wrote:Oh, and forgot to mention, that fit has 2m 21s of cap life without neut. Plenty for kiting around in. I think you need to look at your DPS for the Hams again. Without implants; Navy Scourge 341 - other 284 Scourge Rage 400 - other 333 Scourge Javelin 267 - other 222 Thats the DPS of the fit, so that includes the 2 warriors (hence the x2 warriors at bottom of fit description). Even removing my warriors my numbers aren't as low as yours. I think you need to recheck your numbers. I have no implants/boosters on that fit. I found the difference.. you have reload time excluded in your calculations.. To get a full picture of how any weapon is going to perform it does help to include reload. Or at least include reload as part of the equation, like overheating.
If you fo further and take into account many don't have specialization trained to 5, most people I know (myself included) have specialization 4 , then your optimal DPS is less again. This is something CCP don't seem to recognise when balancing either. RLML deal good damage, until you take into account non level 5 skills. When you only have 18 volleys dealing 2% less than optimal damage, makes a big difference between success or failure. Then you need to decide, is another 17 days for 2% damage really worth it or will I just train another weapon system in that time that works well at lvl 4 specialization. If you have ( like quite a few) over 100 mil SP, then the choice is not so hard but when your at 20 mil SP and training up support skills at the same time - is 17 days for 2% damage really worth it?
|

Sgt Ocker
State War Academy Caldari State
104
|
Posted - 2013.12.18 11:37:00 -
[3427] - Quote
Arthur Aihaken wrote:I am currently away, traveling through time and will be returning last week.... Instead of returning last week, can you make it last month and tell CCP Rise and friends NOT TO RELEASE RLML & RHML with a 40 second reload, as it is a really really bad idea.
Hindsight is a wonderful tool. If only I could find a way to use it NOW. 
|

Bouh Revetoile
TIPIAKS
449
|
Posted - 2013.12.18 12:39:00 -
[3428] - Quote
Kagura Nikon wrote:They are not good solo vs solo as well. They are not good at anything other than 3:1 (or multiples of it) where you need to kill one guy fast and gtfo before their friends arrive.
In other words.... they are good at a situation that you were already going to win anyway... RLML are better than before to go through an active tank. And if you don't focus on AB frigates that are unable to catch you, you can kill most MWD frigates faster than before too.
And anyway a nerf is not gonna make the weapon overall better, because RLML have indeed been nerfed.
@Sgt Ocker : skills almost always get higher as time goes on (like entropy), and some people do have all skills at 5, so if you don't balance everything for allV skills, you can have something not OP without allV, but OP with allV. Just be patient, your skillpoint will only increase. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
197
|
Posted - 2013.12.18 12:59:00 -
[3429] - Quote
Sgt Ocker wrote: Then you need to decide, is another 17 days for 2% damage really worth it or will I just train another weapon system in that time that works well at lvl 4 specialization.
The only thing working at lvl 4 spec for missile pilots are drones. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
7
|
Posted - 2013.12.18 13:31:00 -
[3430] - Quote
Sgt Ocker wrote:Stitch Kaneland wrote:Sgt Ocker wrote:Stitch Kaneland wrote:Oh, and forgot to mention, that fit has 2m 21s of cap life without neut. Plenty for kiting around in. I think you need to look at your DPS for the Hams again. Without implants; Navy Scourge 341 - other 284 Scourge Rage 400 - other 333 Scourge Javelin 267 - other 222 Thats the DPS of the fit, so that includes the 2 warriors (hence the x2 warriors at bottom of fit description). Even removing my warriors my numbers aren't as low as yours. I think you need to recheck your numbers. I have no implants/boosters on that fit. I found the difference.. you have reload time excluded in your calculations.. To get a full picture of how any weapon is going to perform it does help to include reload. Or at least include reload as part of the equation, like overheating. If you fo further and take into account many don't have specialization trained to 5, most people I know (myself included) have specialization 4 , then your optimal DPS is less again. This is something CCP don't seem to recognise when balancing either. RLML deal good damage, until you take into account non level 5 skills. When you only have 18 volleys dealing 2% less than optimal damage, makes a big difference between success or failure. Then you need to decide, is another 17 days for 2% damage really worth it or will I just train another weapon system in that time that works well at lvl 4 specialization. If you have ( like quite a few) over 100 mil SP, then the choice is not so hard but when your at 20 mil SP and training up support skills at the same time - is 17 days for 2% damage really worth it?
And? If you can't kill something before the reload on HAMs, either your're fighting something you shouldn't, or they're a beastly active tank. As for RLML, i don't focus on the reload. I focus on what i can kill before the reload, as reloading indicates me warping off to a safe, reloading to the next appropriate ammo and coming back.
When fits are made/posted, its ALWAYS been with stats at lvl5. Its for comparison reasons only, to show the potential of the fit. I'm not going to spend the time to breakdown every potential combination of skills/stats. Fits are always posted at lvl5 stats, just how it is.
17 days for 2%, is it worth it? Probably not, but when you get to higher SP, those too, will eventually be trained. Gunnery has a couple skills like this too. For increasing fall-off 5%, its a 17d train for lvl5. My missile skills really aren't that great since i started out as a turret user. I'm slowly training into them now. However, somehow, unlike other people, i'm able to kill frigs with RLML(my most recent kill with a RoF bonus hull, http://eve.battleclinic.com/killboard/killmail.php?id=21316480). So, that tells me its not so much about your skills, but how you're piloting the ship and how you've fit it.
The RLML are actually hilariously overpowered when fitted/flown right. Still not sure how missile users haven't been able to kill frigs with, i'm assuming much higher missile SP than me, using RLML. Then downtalk them like they're uselss. In PVE, yes. PVP, no.
And the whole PVE debate.. really? HM/HAM/Cruise make way more sense than RLML. You can actually get away with having a dual/triple TP setup with rigors and still have enough to tank most missions. So why put yourself through the reload, just change how you fit if you insist on using missiles for missions. You're dealing with mostly static targets, that MWD very rarely, and can easily be killed with drones. |
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
197
|
Posted - 2013.12.18 13:47:00 -
[3431] - Quote
Stitch Kaneland wrote: The RLML are actually hilariously overpowered when fitted/flown right. Still not sure how missile users haven't been able to kill frigs with, i'm assuming much higher missile SP than me, using RLML. Then downtalk them like they're uselss..
RLML are indeed OP for your first easy frig and then useless for everything else. Try to understand, hit & run tactics is not the most preferred one for everyone like it is for you. |

Bouh Revetoile
TIPIAKS
449
|
Posted - 2013.12.18 14:31:00 -
[3432] - Quote
Niena Nuamzzar wrote:Stitch Kaneland wrote: The RLML are actually hilariously overpowered when fitted/flown right. Still not sure how missile users haven't been able to kill frigs with, i'm assuming much higher missile SP than me, using RLML. Then downtalk them like they're uselss..
RLML are indeed OP for your first easy frig and then useless for everything else. Try to understand, hit & run tactics is not the most preferred one for everyone like it is for you. The game is not made for your convenience. You do with the tools you have. It's never convenient for example to see our drones killed, yet that happen and we deal with it.
Michael Harari wrote:This is a terrible idea.
1) Having a lot of downtime is just bad gameplay design. In a gang, you might stay on the field to provide point and webs, but if you are solo, you basically are going to kill 1-2 targets and warp out. And then nobody gets to do anything for the next 40s while you reload. It promotes non-interactive gameplay. This completely ignore the fact that for the first 50s you were on field you did two times better job than if you had a weapon without long reload.
You do in 50s the job you would be doing in 110s. Please tell me you see the value of such a thing or I'll need to demonstrate you how not being on field is safer than being on field and that'll make me look condescending. :-(
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
201
|
Posted - 2013.12.18 15:26:00 -
[3433] - Quote
Bouh Revetoile wrote:The game is not made for your convenience. You do with the tools you have. It's never convenient for example to see our drones killed, yet that happen and we deal with it. Lets add 40sec timer to all drone-bonused hulls and see how good your logic is.
Quote:This completely ignore the fact that for the first 50s you were on field you did two times better job than if you had a weapon without long reload. And you know that how? Merely reading about anything will make you an expert, right? Whatever you can imagine magically makes it real and hands-on experience is for the less intelligent, isn't it?
Quote:You do in 50s the job you would be doing in 110s. LOL, far from it.
Quote:Please tell me you see the value of such a thing or I'll need to demonstrate you how not being on field is safer than being on field and that'll make me look condescending. :-( So if Caldari weapons are nerfed to the ground you will feel safer on the field, is that what you are saying? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
458
|
Posted - 2013.12.18 15:52:00 -
[3434] - Quote
Are people seriously implying that all missiles are bad, or just the new terrible rapid launchers? |

Bouh Revetoile
TIPIAKS
449
|
Posted - 2013.12.18 15:53:00 -
[3435] - Quote
Niena Nuamzzar wrote:Lets add 40sec timer to all drone-bonused hulls and see how good your logic is. I'm curious as to how you intend to do that. Really. And don't forget your main weapons are still there. Did you test HAML at least, as you like first hand experience ?
Quote:And you know that how? Merely reading about anything will make you an expert, right? Whatever you can imagine magically makes it real and hands-on experience is for the less intelligent, isn't it? Basicaly, yes : your experiments are not well thought out, flawed, so they are worthless to prove anything. Read about the scientific method if you want more insights about this. And you would be amazed if you knew all the things you can learn by reading. :-)
Quote:Quote:You do in 50s the job you would be doing in 110s. LOL, far from it. Do the maths and keep in mind Rise would have nerfed RLML for about as much sustain dps with or without burst mechanic. You earned ~50% rate of fire on RLML for the price of the long reload.
Quote:So if Caldari weapons are nerfed to the ground you will feel safer on the field, is that what you are saying? No that's not what I'm saying. Please read again and ask with more specific questions if you don't understand. :-) |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
203
|
Posted - 2013.12.18 16:14:00 -
[3436] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:Lets add 40sec timer to all drone-bonused hulls and see how good your logic is. I'm curious as to how you intend to do that. Really. And don't forget your main weapons are still there. Did you test HAML at least, as you like first hand experience ? Whenever you use return to drone bay command you get 40sec timer, preventing you to launch new drones, basically to play with them back and forth as you please. What HAML, you not done with insinuations? Come to SiSi if you think I'm just empty talking the way you do.
Quote:Quote:And you know that how? Merely reading about anything will make you an expert, right? Whatever you can imagine magically makes it real and hands-on experience is for the less intelligent, isn't it? Basicaly, yes.. WOW so it is confirmed. |

Arthur Aihaken
The.VOID
946
|
Posted - 2013.12.18 16:18:00 -
[3437] - Quote
TrouserDeagle wrote:Are people seriously implying that all missiles are bad, or just the new terrible rapid launchers? Heavy missiles need improved damage application and torpedoes could stand to see a bit of a damage buff. The new rapid launchers are just junk, contrary to the one or two dissenting opinions. Otherwise, they're fine. A passive low-slot Ballistic Enhancer would go a long way towards addressing any minor shortcomings.
Niena Nuamzzar wrote:Whenever you use return to drone bay command you get 40sec timer, preventing you to launch new drones, basically to play with them back and forth as you please. What HAML, you not done with insinuations? Come to SiSi if you think I'm just empty talking the way you do. You don't even need a 40-second reload to make drone users cryGǪ Just remove Drone Assist.  I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
203
|
Posted - 2013.12.18 16:19:00 -
[3438] - Quote
TrouserDeagle wrote:Are people seriously implying that all missiles are bad, or just the new terrible rapid launchers? No, only rapid launchers and heavy missiles. Heavy assault missiles could be good with damage application buff and torpedos could use some extra range. |

Notorious Fellon
Republic University Minmatar Republic
59
|
Posted - 2013.12.18 16:19:00 -
[3439] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:Are people seriously implying that all missiles are bad, or just the new terrible rapid launchers? Heavy missiles need improved damage application and torpedoes could stand to see a bit of a damage buff. The new rapid launchers are just junk, contrary to the one or two dissenting opinions. Otherwise, they're fine. A passive low-slot Ballistic Enhancer would go a long way towards addressing any minor shortcomings.
This is it in a nutshell. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
458
|
Posted - 2013.12.18 16:24:00 -
[3440] - Quote
Niena Nuamzzar wrote:TrouserDeagle wrote:Are people seriously implying that all missiles are bad, or just the new terrible rapid launchers? No, only rapid launchers and heavy missiles. Heavy assault missiles could be good with damage application buff and torpedos could use some extra range.
I feel torpedoes could use reduced charge size. It's not possible to actually kill anything with them before reloading, and you can't carry any at all in cargo because they're so huge. Also expensive, for some reason.
I'd be down for an all-around buff on heavy missiles, basically undoing the nerf, but I'd like to see it at the same time as CCP de-sillying the fitting requirements - heavies and cruises should probably use lots of fitting like light missiles and all the other LR weapons in the game. It's all backwards right now, and I don't get why. |
|

Arthur Aihaken
The.VOID
946
|
Posted - 2013.12.18 16:40:00 -
[3441] - Quote
Ballistic Enhancer Let's see if we can get some interest goingGǪ This would actually address all the issues for heavy missiles and torpedoes (namely, damage application for heavy missiles and slightly extended range for torpedoes). Rapid launchers are still a lost cause at this point, but maybe we could get this module implemented to salvage the rest. https://forums.eveonline.com/default.aspx?g=posts&m=4016368#post4016368 I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
203
|
Posted - 2013.12.18 16:42:00 -
[3442] - Quote
TrouserDeagle wrote: I feel torpedoes could use reduced charge size. It's not possible to actually kill anything with them before reloading, and you can't carry any at all in cargo because they're so huge. Also expensive, for some reason.
I'd be down for an all-around buff on heavy missiles, basically undoing the nerf, but I'd like to see it at the same time as CCP de-sillying the fitting requirements - heavies and cruises should probably use lots of fitting like light missiles and all the other LR weapons in the game. It's all backwards right now, and I don't get why.
Well, here is why:
http://www.youtube.com/watch?v=OIolD0UaCAk
Any resemblance to actual persons or events is purely coincidental. |

Elusive Panda
Gendry's Leech Eternal Pretorian Alliance
3
|
Posted - 2013.12.18 16:54:00 -
[3443] - Quote
Bouh Revetoile wrote:Elusive Panda wrote:I've seen some convincing argument on both side, but can people please stop saying missiles are good in a fleet environnement? No current doctrine uses missiles. Some small gang doctrines do use missiles..
I bolded and underlined the relevant part, I'm pretty sure it's self-explanatory.
You cannot say missiles are good at fleet warfare when there is no missiles fleet in existance. A small-gang isn't a fleet, it's a ... small gang. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
459
|
Posted - 2013.12.18 16:58:00 -
[3444] - Quote
Why are you guys so mad about missiles being bad at fleets? So are combat drones, so are blasters, so are entire classes of ships. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
8
|
Posted - 2013.12.18 17:06:00 -
[3445] - Quote
Niena Nuamzzar wrote:[quote=Stitch Kaneland] The RLML are actually hilariously overpowered when fitted/flown right. Still not sure how missile users haven't been able to kill frigs with, i'm assuming much higher missile SP than me, using RLML. Then downtalk them like they're uselss.. RLML are indeed OP for your first easy frig and then useless for everything else. Try to understand, hit & run tactics is not the most preferred one for everyone like it is for you.
I like how you mention "easy" frig. Like somehow, the only frigates that die to RLML are the ones that suck. Nice try on attempting to downplay my point though. I kill most frigs within 5-8 missiles. With a full clip, that means i could get 2-3 frigs total before warping off, which is pretty decent. Are you wanting to kill an entire frig roam with one clip?
So because my play style is not "preferred", it makes the weapon system useless? So.. i'm killing frigates, using a weapon system designed to kill frigates, but thats not how i should be using it.. because someone wants their constant stream of missiles that frigates have no defense over? At least the RLML, they have a chance to overpower and kill the target through the reload. Yes, i did mention that RLML are hilariously overpowered, until the reload, which then gives frigate pilots a chance to kill RLML boats. That means, your tactics must change (by being fast, and warping off if things get hectic) so you can continue killing frigates, but avoid being taken out yourself. |

Arthur Aihaken
The.VOID
947
|
Posted - 2013.12.18 17:14:00 -
[3446] - Quote
TrouserDeagle wrote:Why are you guys so mad about missiles being bad at fleets? So are combat drones, so are blasters, so are entire classes of ships. Missiles are bad at fleets because of time to impact (it's simply too long). While you're correct about combat drones, this is not the same for sentry drones and drone assist. That's instant damage and massive alpha on a huge scale.
Stitch Kaneland wrote:So because my play style is not "preferred", it makes the weapon system useless? So.. i'm killing frigates, using a weapon system designed to kill frigates, but thats not how i should be using it.. because someone wants their constant stream of missiles that frigates have no defense over? At least the RLML, they have a chance to overpower and kill the target through the reload. Yes, i did mention that RLML are hilariously overpowered, until the reload, which then gives frigate pilots a chance to kill RLML boats. That means, your tactics must change (by being fast, and warping off if things get hectic) so you can continue killing frigates, but avoid being taken out yourself. It's useless outside of a very limited scope on very specific hulls. Let's see these killmails you're talking about... I am currently away, traveling through time and will be returning last week. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
459
|
Posted - 2013.12.18 17:27:00 -
[3447] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:Why are you guys so mad about missiles being bad at fleets? So are combat drones, so are blasters, so are entire classes of ships. Missiles are bad at fleets because of time to impact (it's simply too long). While you're correct about combat drones, this is not the same for sentry drones and drone assist. That's instant damage and massive alpha on a huge scale.
We're all well aware that sentry drones are broken with omnidirectionals and drone assist. I was just saying that it's not like there's an entire race who only uses missiles. The only people who are only trained to use missiles are very bad people.
A nice suggestion I saw once was to make turrets do damage at the end of their cycle, rather than at the start, which would be cool in many ways, both to balance high-alpha weapons and to make missiles and combat drones less bad relatively. Obviously, logistics would need some of the nerfs they've needed for years if this was to happen. |

Arthur Aihaken
The.VOID
947
|
Posted - 2013.12.18 17:49:00 -
[3448] - Quote
TrouserDeagle wrote:We're all well aware that sentry drones are broken with omnidirectionals and drone assist. I was just saying that it's not like there's an entire race who only uses missiles. The only people who are only trained to use missiles are very bad people.
A nice suggestion I saw once was to make turrets do damage at the end of their cycle, rather than at the start, which would be cool in many ways, both to balance high-alpha weapons and to make missiles and combat drones less bad relatively. Obviously, logistics would need some of the nerfs they've needed for years if this was to happen. Not entirely, but the Caldari are largely missile-based. If you made a short-list of the top 3 missile ships and the top 3 hybrid ships, Caldari would dominate the former but probably be large absent from the latter. I think if we addressed sentry drones and drone assist you might see fleet doctrines change a bit. I'm not entirely optimistic this will happen at the rate CCP seems to be pumping out drone-based ships, thoughGǪ
That is an interesting suggestion, to be sure. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
449
|
Posted - 2013.12.18 18:04:00 -
[3449] - Quote
Elusive Panda wrote:You cannot say missiles are good at fleet warfare when there is no missiles fleet in existance. A small-gang isn't a fleet, it's a ... small gang. Small gang to me means up to 30 and that is a fleet.
In fact, a fleet start with two ships if you look in a dictionary.
And there was many many nullsec blob fleets with missiles : Drake, Tengu, Caracal, Talwar ; I heard even Crow fleets are thing now.
Arthur Aihaken wrote:Missiles are bad at fleets because of time to impact (it's simply too long). That is plain wrong. All the doctrines I cited just before wouldn't have existed if that were true. The truth is that 6000m/s is more than enough for missiles to be effective up to 100km. That is a proven fact as history showed it.
Arthur Aihaken wrote:Not entirely, but the Caldari are largely missile-based. If you made a short-list of the top 3 missile ships and the top 3 hybrid ships, Caldari would dominate the former but probably be large absent from the latter. Rokh and Naga. I don't need to say more I think. |

Arthur Aihaken
The.VOID
948
|
Posted - 2013.12.18 18:08:00 -
[3450] - Quote
I love block. I am currently away, traveling through time and will be returning last week. |
|

Zircon Dasher
315
|
Posted - 2013.12.18 18:18:00 -
[3451] - Quote
Bouh Revetoile wrote:Elusive Panda wrote:You cannot say missiles are good at fleet warfare when there is no missiles fleet in existance. A small-gang isn't a fleet, it's a ... small gang. Small gang to me means up to 30 and that is a fleet. In fact, a fleet start with two ships if you look in a dictionary. And there was many many nullsec blob fleets with missiles : Drake, Tengu, Caracal, Talwar ; I heard even Crow fleets are thing now.
Bouh it is not polite to call people out for using weasel words. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Arthur Aihaken
The.VOID
949
|
Posted - 2013.12.18 18:33:00 -
[3452] - Quote
^ Please stop quoting the troll, thank-you. I am currently away, traveling through time and will be returning last week. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
459
|
Posted - 2013.12.18 18:34:00 -
[3453] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:We're all well aware that sentry drones are broken with omnidirectionals and drone assist. I was just saying that it's not like there's an entire race who only uses missiles. The only people who are only trained to use missiles are very bad people.
A nice suggestion I saw once was to make turrets do damage at the end of their cycle, rather than at the start, which would be cool in many ways, both to balance high-alpha weapons and to make missiles and combat drones less bad relatively. Obviously, logistics would need some of the nerfs they've needed for years if this was to happen. Not entirely, but the Caldari are largely missile-based. If you made a short-list of the top 3 missile ships and the top 3 hybrid ships, Caldari would dominate the former but probably be large absent from the latter. I think if we addressed sentry drones and drone assist you might see fleet doctrines change a bit. I'm not entirely optimistic this will happen at the rate CCP seems to be pumping out drone-based ships, thoughGǪ That is an interesting suggestion, to be sure.
It's mostly even at T1 and T2, but they need some hybrid navy ships. Minmatar are due for some missile ships as well. |

Notorious Fellon
Republic University Minmatar Republic
60
|
Posted - 2013.12.18 19:06:00 -
[3454] - Quote
TrouserDeagle wrote:Why are you guys so mad about missiles being bad at fleets? So are combat drones, so are blasters, so are entire classes of ships.
Maybe because players new to the game trained them for months, then ended up unable to get involved in the fun of null due to being unable to fly anything as dictated by the nullbear overlord trash?
Isn't it rather obvious why people would object?
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
460
|
Posted - 2013.12.18 19:46:00 -
[3455] - Quote
Notorious Fellon wrote: the fun of null
funny guy |

Turk MacRumien
The Scope Gallente Federation
5
|
Posted - 2013.12.18 20:54:00 -
[3456] - Quote
Arthur, he wasn't really trolling, so long as you don't include valid responses as trolling. Those were all acceptable fleets at one point or another in recent times, and tengus still are. Talwars still would in use if BNI had gained some sp and moved up to cruisers
Besides, you guys should stop looking at caldari ships to put this on as a main weapon system. Rapid launchers now seem a fundamentally minmatar weapon system. It's warp in, blap some small ships and then bang out while the gettings good. It's a pure, specialized anti-frig weapon now, meant for support actions rather than prolonged pvp. Either that, or throw them on ships with extra launcher slots for a bunch of extra dps at the start of a fight. Combined weapons actually make a little sense in that way.
Sure it's a weird, niche system now, but rapid launchers are in a weird, niche place anyway. Every other system has 2 versions, while missiles now have 3. That's not to say that it's perfect , just that its no longer "do this or you're dumb". |

Arthur Aihaken
The.VOID
950
|
Posted - 2013.12.18 21:39:00 -
[3457] - Quote
Turk MacRumien wrote:Besides, you guys should stop looking at caldari ships to put this on as a main weapon system. That's easy to say when you haven't trained the requisite Caldari cruiser and light missile skills to V. What options are left? A hybrid MOA or train up to a Tengu. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
950
|
Posted - 2013.12.18 21:41:00 -
[3458] - Quote
Turk MacRumien wrote:Besides, you guys should stop looking at caldari ships to put this on as a main weapon system. That's easy to say when you haven't trained the requisite Caldari cruiser and light missile skills to V. What options are left? A hybrid MOA or train up to a Tengu.
Turk MacRumien wrote:Sure it's a weird, niche system now, but rapid launchers are in a weird, niche place anyway. Every other system has 2 versions, while missiles now have 3. That's not to say that it's perfect , just that its no longer "do this or you're dumb". Every other weapon system has 2-3 variants; 4-6 when you consider short and long-range versions. Light missiles have 2, medium missiles have 3 and large missiles have 3 (including short, long and bastardized rapids). I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
203
|
Posted - 2013.12.18 21:54:00 -
[3459] - Quote
Stitch Kaneland wrote:I like how you mention "easy" frig. Like somehow, the only frigates that die to RLML are the ones that suck. Mostly, yes.
Quote: Nice try on attempting to downplay my point though. I kill most frigs within 5-8 missiles.
Most frigs you say... tell us about those frigs you couldn't kill?
Quote: So because my play style is not "preferred", it makes the weapon system useless?
First, it will be even more niche then before and second, it will be useful more on Minmatar ships than Caldari one's which means Caldari pilots have every right to protest. |

Arthur Aihaken
The.VOID
951
|
Posted - 2013.12.18 22:01:00 -
[3460] - Quote
Niena Nuamzzar wrote:First, it will be even more niche then before and second, it will be useful more on Minmatar ships than Caldari one's which means Caldari pilots have every right to protest. Damn right! Enjoy your Tengu until Rise f**ks it up too...!  I am currently away, traveling through time and will be returning last week. |
|

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
10
|
Posted - 2013.12.18 22:17:00 -
[3461] - Quote
Stitch Kaneland wrote:So because my play style is not "preferred", it makes the weapon system useless? So.. i'm killing frigates, using a weapon system designed to kill frigates, but thats not how i should be using it.. because someone wants their constant stream of missiles that frigates have no defense over? At least the RLML, they have a chance to overpower and kill the target through the reload. Yes, i did mention that RLML are hilariously overpowered, until the reload, which then gives frigate pilots a chance to kill RLML boats. That means, your tactics must change (by being fast, and warping off if things get hectic) so you can continue killing frigates, but avoid being taken out yourself. It's useless outside of a very limited scope on very specific hulls. Let's see these killmails you're talking about...[/quote]
A frigate classed weapon system on a cruiser, made to specifically kill frigates because HM and HAMS have difficulty doing it (as they should), and then you say that its a very limited scope.. thats the point. No other weapon class has this option. If you look at autocannons, their sig resolution is 120 with 180's up to 425's. This would be like having 180's have a sig resolution of 50 and better tracking, making them niche` for anti-frigate fits. So, if they were to use that as an example, would it be fair to have a clip of 200 rounds, effectively capable of wiping a whole frigate gang, or should they.. i don't know.. put in a long reload and limiting clip size to help prevent them from overpowering any frig gang? That's what you have with RLML. It is meant to be niche`, because its meant to kill frigates, because its an anti-frigate weapon. Not sure how much clearer I can make that.
Killmails you say?
http://eve.battleclinic.com/killboard/killmail.php?id=21316480 Hitting him in his highest resist, still died in about 6-7 missiles i believe
http://eve.battleclinic.com/killboard/killmail.php?id=21290751 Again, hitting in his highest resist, but wait, he's a/b fit! surely i couldn't kill one of the fastest frigates in the game, with an a/b within 1 clip! But i did, and then guess what, his 5 other buddies were in warp while he tackled me. Then just as they landed, i left, with a 65m isk kill.
Yes, its the same guy in both kills (he didn't learn the first time i guess). I was harassing a solar gate camp. I'll keep adding to the KM's, don't worry. RLML are nice change of pace from brawling. Fun to separate people from their gang and obliterate them away from their friends. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
10
|
Posted - 2013.12.18 22:26:00 -
[3462] - Quote
Niena Nuamzzar wrote:Stitch Kaneland wrote:I like how you mention "easy" frig. Like somehow, the only frigates that die to RLML are the ones that suck. Mostly, yes. Quote: Nice try on attempting to downplay my point though. I kill most frigs within 5-8 missiles.
Most frigs you say... tell us about those frigs you couldn't kill? Quote: So because my play style is not "preferred", it makes the weapon system useless?
First, it will be even more niche then before and second, it will be useful more on Minmatar ships than Caldari one's which means Caldari pilots have every right to protest.
1. uh huh? Suppose you should check my KM post.. i see a dram there, from what every missile user is stating here, an a/b fit frigate is impossible to kill with RLML within 1 clip.. think my experience begs to differ.
2. I've yet to have a frigate live through my RLML unless i miss point, or he jumps through a gate
3. Yet, you still forget about the ONI for RLML, when i've clearly shown its still more than capable. If a Bellicose can kill a frig, an ONI, and for that matter a caracal, can as well with RLML. So, ScyFI = ONI, and Caracal = Bellicose. Those are your equivalents. Minmatar do have a better ship for RHML, but for anti-frigate, they're about the same. If i had caldari cruiser trained, i would gladly get kills to prove my point. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
203
|
Posted - 2013.12.18 22:51:00 -
[3463] - Quote
Stitch Kaneland wrote: 1. uh huh? Suppose you should check my KM post.. i see a dram there, from what every missile user is stating here, an a/b fit frigate is impossible to kill with RLML within 1 clip.. think my experience begs to differ.
2. I've yet to have a frigate live through my RLML unless i miss point, or he jumps through a gate
3. Yet, you still forget about the ONI for RLML, when i've clearly shown its still more than capable. If a Bellicose can kill a frig, an ONI, and for that matter a caracal, can as well with RLML. So, ScyFI = ONI, and Caracal = Bellicose. Those are your equivalents. Minmatar do have a better ship for RHML, but for anti-frigate, they're about the same. If i had caldari cruiser trained, i would gladly get kills to prove my point.
So you can kill one frig and that makes RLML change valid? Because hey it's usable to your play style, which means everyone could do it the way you do. Completely not broken - kill one Dram and run. Wow, guess I should fit every 200+ million Cerb I have with RLML and go hunt 5 to 50 times cheaper ships. One at a time ofc, sounds like fun. |

Arthur Aihaken
The.VOID
951
|
Posted - 2013.12.18 23:06:00 -
[3464] - Quote
Stitch Kaneland wrote:Killmails you say? Yes, and I wasn't trying to imply anything - just curiosity.
Quote:Yes, its the same guy in both kills (he didn't learn the first time i guess). I was harassing a solar gate camp. I'll keep adding to the KM's, don't worry. RLML are nice change of pace from brawling. Fun to separate people from their gang and obliterate them away from their friends. Let us know when you kill someone other than the same idiot twice (preferably in an engagement with at least 2 frigates). I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
449
|
Posted - 2013.12.18 23:41:00 -
[3465] - Quote
Haha ! That becomes hilarious ! Now that someone manage to use RLML correctly, it's just not enough !
So that's what I said at the begining in fact : whiners here are just looking for an OP weapon system able to blap whole fleets of frigates without even piloting or thinking. |

Arthur Aihaken
The.VOID
951
|
Posted - 2013.12.18 23:52:00 -
[3466] - Quote
^ Not welcome here. Shoe troll, shoe. I am currently away, traveling through time and will be returning last week. |

Astroniomix
Cryptic Meta-4
724
|
Posted - 2013.12.19 00:11:00 -
[3467] - Quote
Bouh Revetoile wrote:Haha ! That becomes hilarious ! Now that someone manage to use RLML correctly, it's just not enough !
So that's what I said at the begining in fact : whiners here are just looking for an OP weapon system able to blap whole fleets of frigates without even piloting or thinking. Smacking some moron in a firetail twice doesn't suddenly make the weapon worth taking. It actually proves what everyone has been saying about them, they are good for killing a lone, lightly tanked frigate, and NOTHING ELSE. If there are two of them, you die, if it's heavily tanked, you die, if it's not a frigate, you die. (or have to burn off the field) You're better off skilling drones and flying a vexor. Better at killing frigates, and better at killing everything else too. |

Arthur Aihaken
The.VOID
951
|
Posted - 2013.12.19 00:38:00 -
[3468] - Quote
Kills were from a Scythe Fleet Issue (+50% missile damage) and Bellicose (+37.5% target painter), so I'm not really sure what bearing this has on the sad fate that has befallen Caldari cruisers such as the Caracal. How about some kill mails from Caldari cruisers? I know I got one or two in a Tengu... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
105
|
Posted - 2013.12.19 00:46:00 -
[3469] - Quote
TrouserDeagle wrote:Are people seriously implying that all missiles are bad, or just the new terrible rapid launchers? Personally, HM need a small buff to damage application, Torps need a little tweaking, Caldari ships need relevant bonuses. Hams and Cruise are in a good place although the massive range on cruise could be looked at.
RLML, RHML, need to be looked at. If we are to be stuck with the ridiculous 40 second reload for the new launchers, switch ROF bonuses for an application bonus, increase missile capacity, remove Kinetic bonuses. Then they may become more than a niche weapon used to kill low EHP frigates
|

Arthur Aihaken
The.VOID
951
|
Posted - 2013.12.19 01:03:00 -
[3470] - Quote
I'm not holding my breath on heavy missiles or torpedoes. And if the RLML becomes the new gank weapon of choice for the Scythe Fleet Issue, that's all the justification Fall and Fizzle will need to say the new rapid launcher mechanic is working as advertised. Oh how I'm so looking forward to the T3 rebalance next year... I really feel for all the Caracal owners out there, because this has put a serious crimp in PvE and PvP. I am currently away, traveling through time and will be returning last week. |
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
89
|
Posted - 2013.12.19 01:24:00 -
[3471] - Quote
Hi guys, I'm back with another psuedo-on topic post. :) I know, you all love me right? My problem with missiles is that they are different from turrets, obviously, but they aren't different enough. What use is a range bonus, or an effective range bonus, if you can't hold your target on the field? The delay in hitting balances out the near surety of some kind of hit, but without assistance missile pilots are pushed (not forced necessarily) into fighting like turret pilots. I'm sure there are plenty of situations that those on the other side of the discussion table will be happy to point to in which long range missiles blah blah blah.... My point is that missiles should be more different from turrets, maybe even going so far as to step beyond just selectable damage type and having selectable payloads i.e. something resembling a cruise missile, with limited capacity and RoF that fires out of a cruise launcher and inhibits warp for the duration of it's flight... or something like that. Reload would be the same as cruise missiles, or maybe another 5 seconds, but a Meta 1 launcher might only hold 4 or 5 such charges. I'm sure there are plenty of holes in this idea, and I ask you not to focus on the flaws in 1 idea that I just thought up but instead focus and discuss ways in which missiles can be different from turrets as a weapon and increase the viability of their range advantages. This makes me want to be able, with a penalty, to load missiles like these into a standard mix. Decreased overall magazine capacity of 50% and mix 4 regular missiles to 1 warp disruptor. Another possible, albeit hair-brained, idea would be an ECM missile. It reaches the target, explodes for no damage while releasing enough of a directed energy pulse to break target locks. Allows for instant reacquiring, not the lasting effects of ECM, but can change things up a bit. Make 4 of this type, 1 for each type of sensor, so you have to recognize what you are fighting and adapt the same as flying ECM. ECCM would be effective against these as well as defenders. I would like to see the effectiveness of the individual ECM types boosted by the sensor skills to prevent missile pilots from having yet another skill added for effective missile piloting, or maybe 1 combined skill. Effective missile pilots have a longer training queue than similar turret pilots and I would not like to see this gap increased unreasonably.
The point of this post was to suggest some brainstorming in the ways that missiles could be made different from turrets, capitalize on Caldari range bonuses, strengthen the idea of the Caldari as guerrilla fighters, and increase the depth of flying a missile boat. Those are my thoughts right now, and if they were accompanied to the drawing board by a rework of damage application of missiles I would be very pleased. Balance would be key, but would be very workable if a strong and open-minded (not 40sec or Fizzle) team sat down to has out the details. |

Arthur Aihaken
The.VOID
952
|
Posted - 2013.12.19 02:05:00 -
[3472] - Quote
scorchlikeshiswhiskey wrote:Back to the discussion. Indeed. I've grudgingly given up trying to make either of the rapids work and switch back to heavies. Three rigors and a target painter should put them close to on par with the old lights, especially if I utilize Precision ammunition. I think the Caracal Navy has some interesting unrealized potential in that it has a built-in 25% explosion radius, so with three rigors you can probably dispense with the target painter altogether. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
89
|
Posted - 2013.12.19 02:06:00 -
[3473] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:Back to the discussion. Indeed. I've grudgingly given up trying to make either of the rapids work and switch back to heavies. Three rigors and a target painter should put them close to on par with the old lights, especially if I utilize Precision ammunition. I think the Caracal Navy has some interesting unrealized potential in that it has a built-in 25% explosion radius, so with three rigors you can probably dispense with the target painter altogether. This was the original post that was there before I realized it doesn't really belong here. You might be interested in the basic idea though. https://forums.eveonline.com/default.aspx?g=posts&m=4018399#post4018399 |

Arthur Aihaken
The.VOID
953
|
Posted - 2013.12.19 03:21:00 -
[3474] - Quote
scorchlikeshiswhiskey wrote: You wouldn't believe (then again, you probably would) the flak I got for simply proposing a Ballistic Enhancer. "Sure, if tracking disruptors will effect missiles." Yeah, because a Corax has so many low slots to play with anyway... I'm really starting to harbour some serious animosity towards turret players. They know missiles are fundamentally broken, and they know damage application from the "always hit" mechanic is near-zero. They also know that FoF missiles are extremely easy to counter. Yet they're still on the anti-missile pilgrimage to completely wreck this system if they can. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
89
|
Posted - 2013.12.19 04:19:00 -
[3475] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote: You wouldn't believe (then again, you probably would) the flak I got for simply proposing a Ballistic Enhancer. "Sure, if tracking disruptors will effect missiles." Yeah, because a Corax has so many low slots to play with anyway... I'm really starting to harbour some serious animosity towards turret players. They know missiles are fundamentally broken, and they know damage application from the "always hit" mechanic is near-zero. They also know that FoF missiles are extremely easy to counter. Yet they're still on the anti-missile pilgrimage to completely wreck this system if they can.
Oh I definitely believe it. Turret pilots want all the advantages over missiles and none of the vulnerabilities. We would gain a module, which requires us to change our fits to accommodate it and sacrifice other things while they would receive an added bonus to a module that they are already accustomed to fitting. Sounds balanced to me when I use my bigoted turret pilot goggles. :) |

Zvaarian the Red
Evil Leprechaun Brigade
253
|
Posted - 2013.12.19 05:17:00 -
[3476] - Quote
I have no problem with TDs working against missiles once base damage application on half the missiles in the game isn't totally putrid. Until then I think it would probably be one step forward and one step back. |

Arthur Aihaken
The.VOID
954
|
Posted - 2013.12.19 05:20:00 -
[3477] - Quote
Zvaarian the Red wrote:I have no problem with TDs working against missiles once base damage application on half the missiles in the game isn't totally putrid. Until then I think it would probably be one step forward and one step back. Therein lies the problem, which turret players don't seem to be able to fathom. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
89
|
Posted - 2013.12.19 05:46:00 -
[3478] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:I have no problem with TDs working against missiles once base damage application on half the missiles in the game isn't totally putrid. Until then I think it would probably be one step forward and one step back. Therein lies the problem, which turret players don't seem to be able to fathom. Maybe we should feel bad about saying mean things about them when they're not here to insult us for being stupid missile pilots who just want our OP missiles to be even more OP and woe is them for that one time a Drake/Corax/Kestrel/Raven/Tengu blew them up. Wait... was that mean to turret pilots? Oops. If anything TDs should be an active countermeasure that acts as a factor in the application of missile damage instead of acting against the ship. But somehow missiles would be OP with that... |

Zvaarian the Red
Evil Leprechaun Brigade
253
|
Posted - 2013.12.19 06:08:00 -
[3479] - Quote
scorchlikeshiswhiskey wrote:Arthur Aihaken wrote:Zvaarian the Red wrote:I have no problem with TDs working against missiles once base damage application on half the missiles in the game isn't totally putrid. Until then I think it would probably be one step forward and one step back. Therein lies the problem, which turret players don't seem to be able to fathom. Maybe we should feel bad about saying mean things about them when they're not here to insult us for being stupid missile pilots who just want our OP missiles to be even more OP and woe is them for that one time a Drake/Corax/Kestrel/Raven/Tengu blew them up. Wait... was that mean to turret pilots? Oops. If anything TDs should be an active countermeasure that acts as a factor in the application of missile damage instead of acting against the ship. But somehow missiles would be OP with that...
The animosity and misunderstanding between the two groups really could've been avoided if they had simply designed every hull to use turrets and/or missiles (with bonuses to both), and had made missiles the cross-race weapon they seem to have originally intended them to be. Then everyone would understand how bad most missiles are and there would much less resistance to them being halfway decent.
But alas that was a mistake that was made by CCP long ago, and now we live under the tyranny of turret users who quite simply outnumber us. |

Arthur Aihaken
The.VOID
955
|
Posted - 2013.12.19 06:30:00 -
[3480] - Quote
Zvaarian the Red wrote:The animosity and misunderstanding between the two groups really could've been avoided if they had simply designed every hull to use turrets and/or missiles (with bonuses to both), and had made missiles the cross-race weapon they seem to have originally intended them to be. Then everyone would understand how bad most missiles are and there would much less resistance to them being halfway decent.
But alas that was a mistake that was made by CCP long ago, and now we live under the tyranny of turret users who quite simply outnumber us. I don't have any animosity towards turret players; my resentment is reserved for the jackasses that insist on continually stirring the pot by trolling threads such as these. I use missiles and turrets, I just happen to prefer Caldari ships. These tend to have a predisposition towards missile setups, so there's not a lot I can do about that. I expect most Caldari players are in a similar situation. I am currently away, traveling through time and will be returning last week. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
941
|
Posted - 2013.12.19 09:25:00 -
[3481] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:I have no problem with TDs working against missiles once base damage application on half the missiles in the game isn't totally putrid. Until then I think it would probably be one step forward and one step back. Therein lies the problem, which turret players don't seem to be able to fathom.
Although is much easier to campaign for a better damage applicaiton profile if the TD affect missiles than it is now. Because the TD becomes the scape route against any overpowered status achivment. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Bouh Revetoile
TIPIAKS
451
|
Posted - 2013.12.19 11:28:00 -
[3482] - Quote
Kagura Nikon wrote:Arthur Aihaken wrote:Zvaarian the Red wrote:I have no problem with TDs working against missiles once base damage application on half the missiles in the game isn't totally putrid. Until then I think it would probably be one step forward and one step back. Therein lies the problem, which turret players don't seem to be able to fathom. Although is much easier to campaign for a better damage applicaiton profile if the TD affect missiles than it is now. Because the TD becomes the scape route against any overpowered status achivment. The problem if TD affect missiles is that they will become OP or drones will. I think we need a specific counter to missiles, even if it is comparable to TD. Something like working defenders would be great IMO.
Astroniomix wrote:Smacking some moron in a firetail twice doesn't suddenly make the weapon worth taking. It actually proves what everyone has been saying about them, they are good for killing a lone, lightly tanked frigate, and NOTHING ELSE. If there are two of them, you die, if it's heavily tanked, you die, if it's not a frigate, you die. (or have to burn off the field) You're better off skilling drones and flying a vexor. Better at killing frigates, and better at killing everything else too. So here is the never answered question : what would be acceptable performances and what could prove it ? The stories of Stitch Kaneland have the exact same values as the stories of Arthur Aihaken. The difference is that Stitch showed scenarios where it works when Arthur showed scenarios where nothing would have worked.
What would convince any of you that RLML are not as bad as you say ? |

Hasikan Miallok
Republic University Minmatar Republic
55
|
Posted - 2013.12.19 13:19:00 -
[3483] - Quote
Bouh Revetoile wrote:
What would convince any of you that RLML are not as bad as you say ?
That is easy.
A useful scenario OTHER THAN the two obvious ones where the reload time is irrelevant (suicide ganking and 1v1 PvP against frigate sized targets).
|

Bouh Revetoile
TIPIAKS
451
|
Posted - 2013.12.19 13:27:00 -
[3484] - Quote
Hasikan Miallok wrote:Bouh Revetoile wrote:What would convince any of you that RLML are not as bad as you say ? That is easy. A useful scenario OTHER THAN the two obvious ones where the reload time is irrelevant (suicide ganking and 1v1 PvP against frigate sized targets). Could you explicit some of these scenarios please, so we clearly see what you are talking about ? |

Notorious Fellon
Republic University Minmatar Republic
61
|
Posted - 2013.12.19 16:15:00 -
[3485] - Quote
Bouh Revetoile wrote:Hasikan Miallok wrote:Bouh Revetoile wrote:What would convince any of you that RLML are not as bad as you say ? That is easy. A useful scenario OTHER THAN the two obvious ones where the reload time is irrelevant (suicide ganking and 1v1 PvP against frigate sized targets). Could you explicit some of these scenarios please, so we clearly see what you are talking about ?
Bouh,
You know there is more to the game than suicide ganking and 1v1. Don't pretend like you don't. |

Arthur Aihaken
The.VOID
962
|
Posted - 2013.12.19 17:34:00 -
[3486] - Quote
I'm fairly certain a RLML-fit cruiser will fall well short of the 600+ DPS a Catalyst can put out, not to mention being substantially more expensive. I can't see this being cost-effective for suicide ganking, but someone feel free to prove otherwise... I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
11
|
Posted - 2013.12.19 18:12:00 -
[3487] - Quote
Arthur Aihaken wrote:So while I'm always open to constructive criticism, I'm not really seeing any killmails with RLMLs and RHMLs from solo (non-gang) engagements. If they don't exist, I think that speaks volumes.
Hm.. so i provide solo KM's like you mentioned, but now suddenly, they aren't good enough. You never specified exactly what these should be achieving. Just that you're not really seeing any KM's.
Arthur Aihaken wrote:I think you nailed it right there. I was looking at some Scythe fits the other day and man are those things fast. Damage definitely trumps rate-of-fire when using any of the rapid launchers.
Interesting... so you agree with me that damage trumps RoF bonus. You have an ONI that provides 25%-50% damage bonus to missiles, but now you're not interested because the ScyFI gets 50% bonus for all missile types. True, but like i previously pointed out, the ONI has much better tank/utility than ScyFI. There is always a trade-off. But, i mean, a 10% kinetic bonus is nice.. i mean there just aren't wolfs/claws/stilletos/drams/daredevils or any other variation of frigate that doesn't have a massive kinetic hole. Except for gallente frigs.. which oh no, guess you should just pack up now, i mean its not like you're getting a 25% dmg bonus regardless to your other missiles.
Everyone's implied insults about turret users is pretty funny though, such poor thought put into some of the responses. I started as a turret user, but i'm training into missiles.. yet it seems people think that i somehow want missiles nerfed into the ground. Just to be clear, that is not the case. Why would i want a weapon system that i'm training into be nerfed? However, once people started mouthing off about RLML/RHML, i started doing my own testing, and found them to be useable, as long as you build your fit around them. So did my doing my own research and building up fits that actually work strike a nerve?
Let me ask everyone here something. Lets just use my vagabond as an example, or hell a stabber. Stabber is a lightly tanked ship a majority of the time. You jump a gate, to find a 10-15man frigate gang. You know you're faster than most of them. What would you do?
A. burn off gate and make them chase you, picking off what you can before the rest of the gang gets to you?
B. warp off, get them to chase you, and kill them individually so as to avoid the blob?
C. burn straight into them and try and brawl them down?
Now, when you're solo, you are almost always outnumbered. So, for the case of RLML, how does this differ from the same tactics used when i'm in a turret ship? I get 1-2 kills and them i'm out, due to incoming blob. But, no, for some reason, people don't see that, just that i'm "ganking" someone in 1v1. When its not a real 1v1, its a fight i setup to get them away from their blob and kill them before the rest lands. Thats called divide and conquer, something RLML boats do very well.
Why would i put myself in a situation where i could be killed during the reload? That's just stupid and not using your brain. I am working with the mechanics provided, why would i knowingly put myself into a situation that i know i would die from? |

Arthur Aihaken
The.VOID
962
|
Posted - 2013.12.19 18:21:00 -
[3488] - Quote
Stitch Kaneland wrote:Hm.. so i provide solo KM's like you mentioned, but now suddenly, they aren't good enough. You never specified exactly what these should be achieving. Just that you're not really seeing any KM's. Where did I say that exactly? (I think you're quoting me out-of-sequence)
Quote:Interesting... so you agree with me that damage trumps RoF bonus. You have an ONI that provides 25%-50% damage bonus to missiles, but now you're not interested because the ScyFI gets 50% bonus for all missile types. True, but like i previously pointed out, the ONI has much better tank/utility than ScyFI. There is always a trade-off. But, i mean, a 10% kinetic bonus is nice.. i mean there just aren't wolfs/claws/stilletos/drams/daredevils or any other variation of frigate that doesn't have a massive kinetic hole. Except for gallente frigs.. which oh no, guess you should just pack up now, i mean its not like you're getting a 25% dmg bonus regardless to your other missiles. When did I not agree that with respect to the rapid launchers damage trumps rate of fire? Feel free to scroll back through a few pages and you'll see that I'm in complete agreement. The ONI might have a better tank, but the ScyFI has more speed and a smaller signature radius. So in a dual between the two, my money's on the ScyFI.
Quote:Everyone's implied insults about turret users is pretty funny though, such poor thought put into some of the responses. I started as a turret user, but i'm training into missiles.. yet it seems people think that i somehow want missiles nerfed into the ground. Just to be clear, that is not the case. Why would i want a weapon system that i'm training into be nerfed? However, once people started mouthing off about RLML/RHML, i started doing my own testing, and found them to be useable, as long as you build your fit around them. So did my doing my own research and building up fits that actually work strike a nerve? It's only an implied insult if you're easily offended and overly sensitive. Glad you're enjoying the rapid launchers. I would say you're in the minority, however.
Quote:Let me ask everyone here something. Lets just use my vagabond as an example, or hell a stabber. Stabber is a lightly tanked ship a majority of the time. You jump a gate, to find a 10-15man frigate gang. You know you're faster than most of them. What would you do? Start spamming "D"... I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
91
|
Posted - 2013.12.19 18:28:00 -
[3489] - Quote
Stitch, as a culprit of the insults against turret pilots I would like to mention that I am not including all turret pilots in that. Just the ones that like to invade a missile forum pointing fingers at missile pilots and raising the OP flag when we ask for certain missile buffs. You have agreed with most of our points, although not all of the fixes, in regards to damage application so I do not include you in this category. You have a difference of opinion that is welcome and necessary to have any reasonable form of discourse. Other people however are not so reasonable and shift their arguments from page to page with no visible point other than to raise the ire of missile pilots and creating a bed for such insults to grow. The thread "the great missile debate" is where I have migrated to in an effort to discuss missiles in general and to keep my off-topic ideas out of this more specialized forum. On topic, you have raised the point that the Rapid series can be usable in the right situation, which is the same for just about every weapon system, but I still believe that it was rolled out much to quickly by CCP. FOr whatever reason our opinions were sought out, disregarded, and they were shoved down our throats with the message to deal with it. A few weeks of testing would have quickly shown that the reload time could use with a little shaving, and that ammunition switching should be much faster, and these changes could have been discussed and incorporated in a much less heated way prior to the rollout of the system. I also believe that the new Rapid series should not have automatically replaced the existing Rapid system, which would provide the different choices that CCP, allegedly, wanted to create for missile pilots. This duality of systems could have been evaluated on SiSi and Tranquility, discussed in a forum, and an agreement could be reached had CCP not used brute force to put a broken mechanic in place to make the deadline and then switch to something else. Possibly CCP needs to reevaluate their time table for the balancing they want to do. |

Bouh Revetoile
TIPIAKS
451
|
Posted - 2013.12.19 19:14:00 -
[3490] - Quote
Notorious Fellon wrote:Bouh Revetoile wrote:Hasikan Miallok wrote:That is easy.
A useful scenario OTHER THAN the two obvious ones where the reload time is irrelevant (suicide ganking and 1v1 PvP against frigate sized targets). Could you explicit some of these scenarios please, so we clearly see what you are talking about ? Bouh, You know there is more to the game than suicide ganking and 1v1. Don't pretend like you don't. I do know it, but I wonder what some people here understand with that because I see a lot more than two scenarios where RLML can be useful and I already listed some of them, but they've been ignored like everything I write past 3 pages.
The only scenario where RLML don't work is 1vtoo much in a brawl ; but in these scenarios nothing work except some hero active tanked brawler ships with implants, drugs and fleet booster, and they still die one time out of two. RLML are NOT a brawling weapon so don't expect them to do that.
And the question is still pending : what should RLML be able to do in which scenario to be considered good ?
I think there is no answer to that except stupidly overpowered things like taking down a dozen of frigates alone in a brawl. But I'd like to be proven wrong, so what should RLML be able to do and in which circumstances to be considered good ? |
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1484
|
Posted - 2013.12.19 19:21:00 -
[3491] - Quote
Arthur Aihaken wrote:I'm fairly certain a RLML-fit cruiser will fall well short of the 600+ DPS a Catalyst can put out, not to mention being substantially more expensive. I can't see this being cost-effective for suicide ganking, but someone feel free to prove otherwise...
What if it's a RoF-bonused (maybe damage bonus would be better) cruiser with 3x BCU I and you set your RLMLs on overheat before you begin firing?
I mean, I could probably answer that myself in EFT, but I wanted to publicly suggest the notion as well. |

Arthur Aihaken
The.VOID
962
|
Posted - 2013.12.19 20:02:00 -
[3492] - Quote
Alvatore DiMarco wrote:What if it's a RoF-bonused (maybe damage bonus would be better) cruiser with 3x BCU I and you set your RLMLs on overheat before you begin firing? I mean, I could probably answer that myself in EFT, but I wanted to publicly suggest the notion as well. Well, suicide ganking is profitable using Catalysts - because I think you can do the complete fit for under $2m (just going off memory from one of Gevlon's articles). Since they also revised the fitting requirements for RLMLs, this effectively eliminates any possibility of utilizing anything smaller than a cruiser. However, provided cost wasn't an issue - you could gank fit a Caracal for ~$17.5m that when overheated would do 462 DPS (891 per volley) with Faction ammunition; 564 DPS (1088 per volley) if you use Fury ammunition. This requires V skills and the two +5 missile implants, but no rigs.
Or you could have 8-10 Catalysts, because I'm not sure that the Caracal will survive significantly longer than the Catalyst to justify the price. I am currently away, traveling through time and will be returning last week. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1494
|
Posted - 2013.12.20 02:08:00 -
[3493] - Quote
So basically the point is that RLMLs might be good for more than just a few specific situations, but if they are then none of those situations have been found yet and therefore probably don't occur often enough for serious consideration.
Right? |

Astroniomix
Cryptic Meta-4
733
|
Posted - 2013.12.20 02:21:00 -
[3494] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:What if it's a RoF-bonused (maybe damage bonus would be better) cruiser with 3x BCU I and you set your RLMLs on overheat before you begin firing? I mean, I could probably answer that myself in EFT, but I wanted to publicly suggest the notion as well. Well, suicide ganking is profitable using Catalysts - because I think you can do the complete fit for under $2m (just going off memory from one of Gevlon's articles). Since they also revised the fitting requirements for RLMLs, this effectively eliminates any possibility of utilizing anything smaller than a cruiser. However, provided cost wasn't an issue - you could gank fit a Caracal for ~$17.5m that when overheated would do 462 DPS (891 per volley) with Faction ammunition; 564 DPS (1088 per volley) if you use Fury ammunition. This requires V skills and the two +5 missile implants, but no rigs. Or you could have 8-10 Catalysts, because I'm not sure that the Caracal will survive significantly longer than the Catalyst to justify the price. The survival bit is irrelevant, both ships are going to have the same amount of time to blow up whatever they are trying to kill (once CONCORD targets you, you get permajamed also the battleships can oneshot anything)
But the point remains that as far as I can tell there is no RLML using setup that can beat a catalyst for ganking things, The only thing the missiles have going for them is their range. |

Arthur Aihaken
The.VOID
968
|
Posted - 2013.12.20 02:46:00 -
[3495] - Quote
Alvatore DiMarco wrote:So basically the point is that RLMLs might be good for more than just a few specific situations, but if they are then none of those situations have been found yet and therefore probably don't occur often enough for serious consideration.
Right? PvE is out, suicide ganking is probably a losing proposition - and we've only seen very limited success in PvP. I can't imagine these would fare any better in wormholes, and since missiles aren't used in fleet actions anywayGǪ
Astroniomix wrote:The survival bit is irrelevant, both ships are going to have the same amount of time to blow up whatever they are trying to kill (once CONCORD targets you, you get permajamed also the battleships can oneshot anything)
But the point remains that as far as I can tell there is no RLML using setup that can beat a catalyst for ganking things, The only thing the missiles have going for them is their range. The whole concept of ganking with cruisers is irrelevant, because you're either going to use Catalysts (cheap) or Tornados if it's a really expensive target. In ganking you either lock them down or alpha them, so neither the lead time or range work for you. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
105
|
Posted - 2013.12.20 03:38:00 -
[3496] - Quote
Stitch Kaneland wrote:Niena Nuamzzar wrote:Stitch Kaneland wrote: The RLML are actually hilariously overpowered when fitted/flown right. Still not sure how missile users haven't been able to kill frigs with, i'm assuming much higher missile SP than me, using RLML. Then downtalk them like they're uselss..
RLML are indeed OP for your first easy frig and then useless for everything else. Try to understand, hit & run tactics is not the most preferred one for everyone like it is for you. I like how you mention "easy" frig. Like somehow, the only frigates that die to RLML are the ones that suck. Nice try on attempting to downplay my point though. I kill most frigs within 5-8 missiles. With a full clip, that means i could get 2-3 frigs total before warping off, which is pretty decent. Are you wanting to kill an entire frig roam with one clip? So because my play style is not "preferred", it makes the weapon system useless? So.. i'm killing frigates, using a weapon system designed to kill frigates, but thats not how i should be using it.. because someone wants their constant stream of missiles that frigates have no defense over? At least the RLML, they have a chance to overpower and kill the target through the reload. Yes, i did mention that RLML are hilariously overpowered, until the reload, which then gives frigate pilots a chance to kill RLML boats. That means, your tactics must change (by being fast, and warping off if things get hectic) so you can continue killing frigates, but avoid being taken out yourself. I'd be interested as to which of the 3 kills with RLML you are basing your results on. Your killboard shows 6 kills since the RLML changes came into effect, 3 of those indeed using, RLML Navy Scythe, each of them had less than 8k EHP. Out of interest how many volleys did it take you to down the Iteron 5, although slow as a brick he did have the most EHP of your RLML kills.
You may well indeed kill 3 frigates with no tank in 1 clip but come up against 2 or 3 tanky frigates I think you would find it a different story altogether.
The whole idea of spending as much time having to warp off to reload as you do fighting is just totally dumb. I would much rather have less instant DPS and the ability to switch ammo as required and stay on the field than "guess" as to which ammo to load then have to warp off every 50 seconds.
RLML is now a ganking tool only for anything else it is just not viable. If picking the weakest target you can find and killing it is your style, go for rlml, if you want to go looking for a "fight" use another weapon system
|

Hasikan Miallok
Republic University Minmatar Republic
59
|
Posted - 2013.12.20 04:06:00 -
[3497] - Quote
A couple of comments on earlier stuff further up the thread.
- people with these things already fitted to a ship are likely to keep using them for a fair bit, its a bit early to judge the effect of the changes
- the assumption that the reload delay can/should be the same as RHML is unfounded, they are two different weapon systems and what is acceptable in a battleship fight with RHML may not be acceptable for RLML. Intuitively you would have expected if RHML were balanced with a 40 second reload then RLML should be set to 20 or 30 seconds to get the same effect in game. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
203
|
Posted - 2013.12.20 07:03:00 -
[3498] - Quote
Stitch Kaneland wrote: I like how you mention "easy" frig. Like somehow, the only frigates that die to RLML are the ones that suck. Nice try on attempting to downplay my point though. I kill most frigs within 5-8 missiles. With a full clip, that means i could get 2-3 frigs total before warping off, which is pretty decent.
So after you kill your first frig, do you stay on the field with 10 to 13 missiles, attempting to split another one from the group or do you reload? |

Arthur Aihaken
The.VOID
973
|
Posted - 2013.12.20 07:04:00 -
[3499] - Quote
Sgt Ocker wrote:RLML is now a ganking tool only for anything else it is just not viable. I'm still not convinced that RLMLs are viable for banking.
Hasikan Miallok wrote:- people with these things already fitted to a ship are likely to keep using them for a fair bit, its a bit early to judge the effect of the changes With all due respect, most of us have been using and continually testing them for the past month. They are simply not feasible as a primary weapon system, nor will they work for PvE (missions will take an order of magnitude longer). PvP applications are extremely limited as well. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
451
|
Posted - 2013.12.20 09:02:00 -
[3500] - Quote
Sgt Ocker wrote:You may well indeed kill 3 frigates with no tank in 1 clip but come up against 2 or 3 tanky frigates I think you would find it a different story altogether. I'd like to know of ANY ship able to reliably kill 3 tanky frigates alone in a brawl without smartbombs. Name one please.
|
|

chrisss0r
The Lowbirds
9
|
Posted - 2013.12.20 12:28:00 -
[3501] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:You may well indeed kill 3 frigates with no tank in 1 clip but come up against 2 or 3 tanky frigates I think you would find it a different story altogether. I'd like to know of ANY ship able to reliably kill 3 tanky frigates alone in a brawl without smartbombs. Name one please.
Ishtar Stabber Fleet Issue AC Harbinger ... |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
12
|
Posted - 2013.12.20 13:03:00 -
[3502] - Quote
Sgt Ocker wrote:Stitch Kaneland wrote:Niena Nuamzzar wrote:Stitch Kaneland wrote: The RLML are actually hilariously overpowered when fitted/flown right. Still not sure how missile users haven't been able to kill frigs with, i'm assuming much higher missile SP than me, using RLML. Then downtalk them like they're uselss..
RLML are indeed OP for your first easy frig and then useless for everything else. Try to understand, hit & run tactics is not the most preferred one for everyone like it is for you. I like how you mention "easy" frig. Like somehow, the only frigates that die to RLML are the ones that suck. Nice try on attempting to downplay my point though. I kill most frigs within 5-8 missiles. With a full clip, that means i could get 2-3 frigs total before warping off, which is pretty decent. Are you wanting to kill an entire frig roam with one clip? So because my play style is not "preferred", it makes the weapon system useless? So.. i'm killing frigates, using a weapon system designed to kill frigates, but thats not how i should be using it.. because someone wants their constant stream of missiles that frigates have no defense over? At least the RLML, they have a chance to overpower and kill the target through the reload. Yes, i did mention that RLML are hilariously overpowered, until the reload, which then gives frigate pilots a chance to kill RLML boats. That means, your tactics must change (by being fast, and warping off if things get hectic) so you can continue killing frigates, but avoid being taken out yourself. I'd be interested as to which of the 3 kills with RLML you are basing your results on. Your killboard shows 6 kills since the RLML changes came into effect, 3 of those indeed using, RLML Navy Scythe, each of them had less than 8k EHP. Out of interest how many volleys did it take you to down the Iteron 5, although slow as a brick he did have the most EHP of your RLML kills. You may well indeed kill 3 frigates with no tank in 1 clip but come up against 2 or 3 tanky frigates I think you would find it a different story altogether. The whole idea of spending as much time having to warp off to reload as you do fighting is just totally dumb. I would much rather have less instant DPS and the ability to switch ammo as required and stay on the field than "guess" as to which ammo to load then have to warp off every 50 seconds. RLML is now a lowsec ganking tool only for anything else it is just not viable. If picking the weakest target you can find and killing it is your style, go for rlml, if you want to go looking for a "fight" use another weapon system
I think the itty took about 4 or 5 volleys. It was easier than frigs. Define tanky frig. That dram could be considered tanky since it had an aar and high explo resist and an a/b. He still died in 8 shots. Using the belli on the firetail took 8 or 9 volleys as well. He was buffer fit and I was also hitting in his highest resist. So.. if you're talking about a tanky frig, those are fairly common frig tanks. I tried to kill a plated navy slicer with the belli, then he jumped though. he was in half armor after a few volleys.You will later see that kill on my vaga since he attacked me when I was fighting a thorax.
I will stay on field for however long its safe. Otherwise I warp off and reload. Also dealing with many drag bubbles, so having to be careful on way back. |

Bouh Revetoile
TIPIAKS
451
|
Posted - 2013.12.20 13:10:00 -
[3503] - Quote
chrisss0r wrote:Ishtar Stabber Fleet Issue AC Harbinger ... You are way underestimating the frigates, or you'll use a very specific fit, like with no prop but 3 webs. AB frigates have no trouble orbiting anything with medium guns and larger and usually have enough tank to kill drones. Not to mention none of these is a T1 cruiser. |

Alvatore DiMarco
Capricious Endeavours Ltd
1499
|
Posted - 2013.12.20 13:10:00 -
[3504] - Quote
Arthur Aihaken wrote:Sgt Ocker wrote:RLML is now a ganking tool only for anything else it is just not viable. I'm still not convinced that RLMLs are viable for banking.
If you walk into a bank with a RLML, I suspect they're going to comply with your demands.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
203
|
Posted - 2013.12.20 13:17:00 -
[3505] - Quote
Stitch Kaneland wrote: I will stay on field for however long its safe. Otherwise I warp off and reload.
Define safe. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
65
|
Posted - 2013.12.20 13:45:00 -
[3506] - Quote
In related news, our new survey on Rubicon has no reference to the RHML/RLML "features" introduced in Rubicon. I'm shocked they don't want to get game-wide feedback on this feature... maybe they're afraid of what they'd find out? I'm not sure how CCP Rise and CCP Fozzile will be looking at metrics if it isn't included in the survey. |

Arthur Aihaken
The.VOID
979
|
Posted - 2013.12.20 14:35:00 -
[3507] - Quote
Alvatore DiMarco wrote:If you walk into a bank with a RLML, I suspect they're going to comply with your demands. @#$%@#$'ing auto-correct... I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
205
|
Posted - 2013.12.20 14:37:00 -
[3508] - Quote
Ransu Asanari wrote:In related news, our new survey on Rubicon has no reference to the RHML/RLML "features" introduced in Rubicon. I'm shocked they don't want to get game-wide feedback on this feature... maybe they're afraid of what they'd find out? I'm not sure how CCP Rise and CCP Fozzie will be looking at metrics if it isn't included in the survey. We can help them.
Which features did you like LEAST in the Rubicon expansion?
RLML |

Arthur Aihaken
The.VOID
979
|
Posted - 2013.12.20 14:43:00 -
[3509] - Quote
Niena Nuamzzar wrote:We can help them. Which features did you like LEAST in the Rubicon expansion? RLML Oh, every opportunity there was a box to expand onGǪ  I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
State Protectorate Caldari State
113
|
Posted - 2013.12.20 15:21:00 -
[3510] - Quote
Arthur Aihaken wrote:Niena Nuamzzar wrote:We can help them. Which features did you like LEAST in the Rubicon expansion? RLML Oh, every opportunity there was a box to expand onGǪ 
Same here.  |
|

Fourteen Maken
State Protectorate Caldari State
113
|
Posted - 2013.12.20 15:28:00 -
[3511] - Quote
Bouh Revetoile wrote:chrisss0r wrote:Ishtar Stabber Fleet Issue AC Harbinger ... You are way underestimating the frigates, or you'll use a very specific fit, like with no prop but 3 webs. AB frigates have no trouble orbiting anything with medium guns and larger and usually have enough tank to kill drones. Not to mention none of these is a T1 cruiser.
I don't care what you or your cronies say RLML was not OP, there are many weapons and ships in the game that truly are but always seem to get left alone, or worse buffed even more. RLML was very good, it was the best medium missile system, but it was not OP by the standards of any reasonable person. The main complaint about RLML is that it was good against frigates, but why should that not be the case? Short range turrets are extremely good at close range dps, far better than any missile in web range, does that make them OP? Long range turrets are extremely good at high alpha instant dps, which makes them far better for long range sniping than any missile system could be... does that mean they are OP? Or does it just mean they are good at doing what they are intended for. RLML were good at screening fleets from interceptors and good for solo pvp, but they would lose against blasters in scram range and long range turrets were still better at sniping; they had a viable role being the best at something does not = OP.
HAM's are not up to scratch, and HML's are decidedly under powered which leaves a gaping hole in my ship progression and even fewer options for missile pvp. Like a lot of other Caldari pilots I pay to play this game, and its not balanced for us. Why do the devs think its okay to throw paying customers under a bus to please other sections of the community who have obvious agenda's. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
12
|
Posted - 2013.12.20 15:33:00 -
[3512] - Quote
Niena Nuamzzar wrote:Stitch Kaneland wrote: I will stay on field for however long its safe. Otherwise I warp off and reload.
Define safe.
depending on if there is an incoming blob or not. Or, if some of the bigger, brawlier ships are within warping distance to their frigate buddies, then i may warp off. "Safe" is very situational, and depends on how i'm feeling about the encounter. Each encounter varies. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
206
|
Posted - 2013.12.20 15:47:00 -
[3513] - Quote
Stitch Kaneland wrote:Niena Nuamzzar wrote:Stitch Kaneland wrote: I will stay on field for however long its safe. Otherwise I warp off and reload.
Define safe. depending on if there is an incoming blob or not. Or, if some of the bigger, brawlier ships are within warping distance to their frigate buddies, then i may warp off. But if nothing is within warping distance you will stay, trying to separate/engage another frig without reloading and then perhaps the 3rd one in the same way? |

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.20 16:02:00 -
[3514] - Quote
Arthur Aihaken wrote:I'm fairly certain a RLML-fit cruiser will fall well short of the 600+ DPS a Catalyst can put out, not to mention being substantially more expensive. I can't see this being cost-effective for suicide ganking, but someone feel free to prove otherwise...
Arthur, after your very carefully researched analysis of missile systems I am surprised to see a disingenuous statement like this from you.
Here is a fit for a max reasonable damage catalyst: [Catalyst, paper tiger]
8x Light Ion Blaster II (Void S)
Limited 1MN Microwarpdrive I Faint Epsilon Warp Scrambler I
Damage Control II 2x Magnetic Field Stabilizer II
Small Hybrid Collision Accelerator II
(100 remaining calibration - fit as you will)
it delivers 519dps at range 2100m. Beyond 4000m that number falls from 260 rapidly to 0.
Overheated, under perfect conditions, it's delivering 597 for something like 30 seconds until the guns are too far damaged to overheat any longer.
Perfect for suicide ganks (but note the T2 rig), but not much else. Note that I have included a DC rather than a 3rd mag stab because I am illustrating something here.
*This* is the kind of thing that is designed to kill frigates. It's the stated role of a destroyer. This is the weapon system for the job.
RLMLs seemed to be developed because people in cruisers had difficulty engaging frigates with missiles. Of course they did - they were using the wrong tool.
Using missiles? Try this:
[Corax, frigate killer]
7x Rocket Launcher II (Scourge Rage Rocket)
Limited 1MN Microwarpdrive I Medium Shield Extender II Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I
Ballistic Control System II Internal Force Field Array I
Small Ancillary Current Router II Small Bay Loading Accelerator I
308dps (overheated) out to 12km - where the overheated web is still working.
or swap to javelins to hit out to 22700m
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
12
|
Posted - 2013.12.20 16:03:00 -
[3515] - Quote
Bouh Revetoile wrote:chrisss0r wrote:Ishtar Stabber Fleet Issue AC Harbinger ... You are way underestimating the frigates, or you'll use a very specific fit, like with no prop but 3 webs. AB frigates have no trouble orbiting anything with medium guns and larger and usually have enough tank to kill drones. Not to mention none of these is a T1 cruiser.
You did mention in your first post "ANY" ship. However, its not about it being a HAC/BC that matters, its fhe fact you can fit an active tank on these ships far easier than most t1 cruisers. Plus, ishtar is just a frigate nuking ship anyway, drone hitpoints/damage bonuses? yea.. most frigates won't stand a chance against that regardless.
When you're active tank, 8/10 its a brawler ship. Which means, scram/web and potential neuts. These are not ships that you would typically find kiting, except maybe the ishtar or maybe SFI (both shield fit).. but those are generally armor active tanked.
The ships i'm using though are sparsely fit for tank, but max damage and speed. This therefore gives me the most damage i can achieve in the clip, and makes it a lot easier to separate frigs from the blob. Its a completely different play style than brawlers. Most brawlers can easily kill frigs, regardless of weapon type.
Kiting ships that could, depending on fit/skills, easily kill most frigs
Stabber thorax Bellicose Potentially a caracal if you set it up for max speed/damage
Those are the T1's that i can think of that could get away with kiting and being able to kill 1 or more frigs (depending on the situation).
The only way i could see the caracal doing this is fitting it similar to my belli. Either go with tp or web. Web will allow you to apply max dps and have some range control if they frig gets ontop of you. TP will allow you project 275DPS out to 30KM with precisions. If someone would actually, genuinely want to try it, and fly it properly (as a kiter, not a brawler) here is the fit i propose:
[Caracal, Anti-Frig] Nanofiber Internal Structure II Nanofiber Internal Structure II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large Shield Extender II Large Shield Extender II Warp Disruptor II Fleeting Propulsion Inhibitor I Or PWNAGE TP
Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II
Medium Core Defense Field Extender I Medium Warhead Calefaction Catalyst I Medium Anti-EM Screen Reinforcer I
Warrior II x2
Its 18k EHP (almost 10K in shield) i believe, could easily be tweaked for more tank, but then you sacrifice dps/speed. You could add an additional BCU or DCU in place of one of the nanos. If you added a BCU, you could drop rig for another extender/resist rig. Bellicose is only 100 m/s faster than caracal, and it also get RoF bonus like the caracal. So.. if i can kill a frig in a belli, the caracal should be able to just as easily.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1005
|
Posted - 2013.12.20 16:47:00 -
[3516] - Quote
Personally, I've never been keen on the Bellicose as an anti-frigate platform. It lacks missile damage and projection, and the lack of a missile velocity bonus makes it very difficult to use Precisions against an unwebbed target. Even interceptors can sometimes outrun CN ammo too in some situations. And once you do get inside web range, you're almost always better off webbing your target than painting it.
OTOH, if you really need the speed, the Bellicose is the one for you. The drones are nice too, if most useful against webbed frigates. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
12
|
Posted - 2013.12.20 17:14:00 -
[3517] - Quote
Niena Nuamzzar wrote:Stitch Kaneland wrote:Niena Nuamzzar wrote:Stitch Kaneland wrote: I will stay on field for however long its safe. Otherwise I warp off and reload.
Define safe. depending on if there is an incoming blob or not. Or, if some of the bigger, brawlier ships are within warping distance to their frigate buddies, then i may warp off. But if nothing is within warping distance you will stay, trying to separate/engage another frig without reloading and then perhaps the 3rd one in the same way?
Yes. Generally I can kite and speed around them at 100-150km. Dive in to 50km a few times to see who follows. Kill them as I burnback to 100 if possible. I could easily reload on grid. The only issues are when they tackle me and they have guys offgrid, that's when I kill him, I leave. Theres many occasions that when I'm aligning to warp after killing tackle, people start landing on grid. |

Arthur Aihaken
The.VOID
985
|
Posted - 2013.12.20 17:23:00 -
[3518] - Quote
Mournful Conciousness wrote:Arthur, after your very carefully researched analysis of missile systems I am surprised to see a disingenuous statement like this from you. Not at all. As I mentioned, I referenced Gevlon's Catalyst ganking guide. In it he actually alludes to 700+ DPS, and with implants he shows how overheated it can hit 730 DPS. I'm not an expert in suicide ganking, but Gevlon's made a career out of it - so I'll let his numbers and guide stand on their own merits. http://greedygoblin.blogspot.ca/2013/08/catalyst-ganking-guide.html
So 308 DPS with the Corax (let's assume 350 with implants) is about half of what you can get with a Catalyst, which makes sense - because the Catalyst is the gank medium of choice for AFK miners. Not that you couldn't bank with a Corax, but I suspect you'd need two of them to achieve the same results. As for the Caracal, again - you're looking at twice the cost (or more) of a Catalyst to achieve the same result. Again, not saying you couldn't gank with a Catalyst - just not sure it's cost effective. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
985
|
Posted - 2013.12.20 17:26:00 -
[3519] - Quote
Gypsio III wrote:Personally, I've never been keen on the Bellicose as an anti-frigate platform. It lacks missile damage and projection, and the lack of a missile velocity bonus makes it very difficult to use Precisions against an unwebbed target. Explosion velocity is overrated. Explosion radius trumps explosion velocity and then some. Ditto for rigors vs. flares - a T1 rigor is more effective than a T2 flare. This is because explosion radius helps offset speed while explosion velocity doesn't help offset signature. I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
12
|
Posted - 2013.12.20 17:27:00 -
[3520] - Quote
Gypsio III wrote:Personally, I've never been keen on the Bellicose as an anti-frigate platform. It lacks missile damage and projection, and the lack of a missile velocity bonus makes it very difficult to use Precisions against an unwebbed target. Even interceptors can sometimes outrun CN ammo too in some situations. And once you do get inside web range, you're almost always better off webbing your target than painting it.
OTOH, if you really need the speed, the Bellicose is the one for you. The drones are nice too, if most useful against webbed frigates.
I just like using different ships, and to me the bellicose fits a good anti-frig role because of 2 things. It can fit missiles, and it gets the TP bonus. So, gets a bonus to increasing sig radius (good for hitting frigates), and also gives light missiles an additional buff for application.
Then, with the RLML's to actually give the belli a chance to kill a frig or 2. It may not put out much dps (276 with faction, 241 with precisions, thats not including drones). So when i can deal 85% of that damage to a MWD claw, i don't know of any claw or interceptor that can tank sustained 180+ dps. With drones you're easily in the 200dps range. So its actually a very brilliant, but niche` platform.
The scyFI out damages it both in dps and applied damage (damage bonus is better in so many ways), and speed. But its easier sometimes to get fights in the bellicose, than the ScyFI or my vagabond. Plus if i lose a belli.. pff, who cares. |
|

Zvaarian the Red
Evil Leprechaun Brigade
259
|
Posted - 2013.12.20 17:29:00 -
[3521] - Quote
Ransu Asanari wrote:In related news, our new survey on Rubicon has no reference to the RHML/RLML "features" introduced in Rubicon. I'm shocked they don't want to get game-wide feedback on this feature... maybe they're afraid of what they'd find out? I'm not sure how CCP Rise and CCP Fozzie will be looking at metrics if it isn't included in the survey.
That's sadly very telling. |

Arthur Aihaken
The.VOID
985
|
Posted - 2013.12.20 17:32:00 -
[3522] - Quote
Zvaarian the Red wrote:That's sadly very telling. Don't ask, don't tellGǪ
"We didn't include it because RLMLs are still widely in-useGǪ" "We didn't include it because the % drop in RLML use was less than expectedGǪ" "We didn't include it because this change was endorsed as an alternative to a nerfGǪ" "We didn't include it because we haven't received any overall negative feedback on the new RLMLsGǪ" "We didn't include it because there was hardly any discussion with the RLML changesGǪ" I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
93
|
Posted - 2013.12.20 17:44:00 -
[3523] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:That's sadly very telling. Don't ask, don't tellGǪ "We didn't include it because RLMLs are still widely in-useGǪ" "We didn't include it because the % drop in RLML use was less than expectedGǪ" "We didn't include it because this change was endorsed as an alternative to a nerfGǪ" "We didn't include it because we haven't received any overall negative feedback on the new RLMLsGǪ" "We didn't include it because there was hardly any discussion with the RLML changesGǪ" I had fun with that survey. :) |

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.20 19:35:00 -
[3524] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:Arthur, after your very carefully researched analysis of missile systems I am surprised to see a disingenuous statement like this from you. Not at all. As I mentioned, I referenced Gevlon's Catalyst ganking guide. In it he actually alludes to 700+ DPS, and with implants he shows how overheated it can hit 730 DPS. I'm not an expert in suicide ganking, but Gevlon's made a career out of it - so I'll let his numbers and guide stand on their own merits. http://greedygoblin.blogspot.ca/2013/08/catalyst-ganking-guide.htmlSo 308 DPS with the Corax (let's assume 350 with implants) is about half of what you can get with a Catalyst, which makes sense - because the Catalyst is the gank medium of choice for AFK miners. Not that you couldn't bank with a Corax, but I suspect you'd need two of them to achieve the same results. As for the Caracal, again - you're looking at twice the cost (or more) of a Catalyst to achieve the same result. Again, not saying you couldn't gank with a Catalyst - just not sure it's cost effective.
I completely agree. bang for buck, where the target is helpless and not shooting back the catalyst is the gank platform of choice. However, this thread is about RLMLs and their suitability for task.
And my position is that RLMLs have been invented in error because there was already a weapons system suitable for the job - that of destroying frigates. Namely, the destroyer.
Using an oversized ship on an undersized weapons platform confers a certain safety margin, in excess EHP over an equivalent destroyer. The cost of that safety is in ganking power (at least of frigates).
That seems reasonable to me.
If you *really* want to destroy frigates the tool of choice is the destroyer (or some of them). Using RLMLs on a cruiser should not be as effective. It seems to me, all things considered, that the weapon system is working as intended.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Zvaarian the Red
Evil Leprechaun Brigade
260
|
Posted - 2013.12.20 19:55:00 -
[3525] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:Arthur, after your very carefully researched analysis of missile systems I am surprised to see a disingenuous statement like this from you. Not at all. As I mentioned, I referenced Gevlon's Catalyst ganking guide. In it he actually alludes to 700+ DPS, and with implants he shows how overheated it can hit 730 DPS. I'm not an expert in suicide ganking, but Gevlon's made a career out of it - so I'll let his numbers and guide stand on their own merits. http://greedygoblin.blogspot.ca/2013/08/catalyst-ganking-guide.htmlSo 308 DPS with the Corax (let's assume 350 with implants) is about half of what you can get with a Catalyst, which makes sense - because the Catalyst is the gank medium of choice for AFK miners. Not that you couldn't bank with a Corax, but I suspect you'd need two of them to achieve the same results. As for the Caracal, again - you're looking at twice the cost (or more) of a Catalyst to achieve the same result. Again, not saying you couldn't gank with a Catalyst - just not sure it's cost effective. I completely agree. bang for buck, where the target is helpless and not shooting back the catalyst is the gank platform of choice. However, this thread is about RLMLs and their suitability for task. And my position is that RLMLs have been invented in error because there was already a weapons system suitable for the job - that of destroying frigates. Namely, the destroyer. Using an oversized ship on an undersized weapons platform confers a certain safety margin, in excess EHP over an equivalent destroyer. The cost of that safety is in ganking power (at least of frigates). That seems reasonable to me. If you *really* want to destroy frigates the tool of choice is the destroyer (or some of them). Using RLMLs on a cruiser should not be as effective. It seems to me, all things considered, that the weapon system is working as intended.
I don't really have any problem with that line of thinking, though it brings up the Corax issue (namely that it currently sucks) which is a different topic altogether. Balancing a RLML Caracal against a Corax is just going to result in a **** RLML Caracal atm.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.20 19:59:00 -
[3526] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:Arthur, after your very carefully researched analysis of missile systems I am surprised to see a disingenuous statement like this from you. Not at all. As I mentioned, I referenced Gevlon's Catalyst ganking guide. In it he actually alludes to 700+ DPS, and with implants he shows how overheated it can hit 730 DPS. I'm not an expert in suicide ganking, but Gevlon's made a career out of it - so I'll let his numbers and guide stand on their own merits. http://greedygoblin.blogspot.ca/2013/08/catalyst-ganking-guide.htmlSo 308 DPS with the Corax (let's assume 350 with implants) is about half of what you can get with a Catalyst, which makes sense - because the Catalyst is the gank medium of choice for AFK miners. Not that you couldn't bank with a Corax, but I suspect you'd need two of them to achieve the same results. As for the Caracal, again - you're looking at twice the cost (or more) of a Catalyst to achieve the same result. Again, not saying you couldn't gank with a Catalyst - just not sure it's cost effective. I completely agree. bang for buck, where the target is helpless and not shooting back the catalyst is the gank platform of choice. However, this thread is about RLMLs and their suitability for task. And my position is that RLMLs have been invented in error because there was already a weapons system suitable for the job - that of destroying frigates. Namely, the destroyer. Using an oversized ship on an undersized weapons platform confers a certain safety margin, in excess EHP over an equivalent destroyer. The cost of that safety is in ganking power (at least of frigates). That seems reasonable to me. If you *really* want to destroy frigates the tool of choice is the destroyer (or some of them). Using RLMLs on a cruiser should not be as effective. It seems to me, all things considered, that the weapon system is working as intended. I don't really have any problem with that line of thinking, though it brings up the Corax issue (namely that it currently sucks) which is a different topic altogether. Balancing a RLML Caracal against a Corax is just going to result in a **** RLML Caracal atm.
The corax trades range versatility for dps. Whether or not this is a good trade is up to each capsuleer. If not, it's only a week or so to cross train.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Zvaarian the Red
Evil Leprechaun Brigade
260
|
Posted - 2013.12.20 20:10:00 -
[3527] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:Arthur, after your very carefully researched analysis of missile systems I am surprised to see a disingenuous statement like this from you. Not at all. As I mentioned, I referenced Gevlon's Catalyst ganking guide. In it he actually alludes to 700+ DPS, and with implants he shows how overheated it can hit 730 DPS. I'm not an expert in suicide ganking, but Gevlon's made a career out of it - so I'll let his numbers and guide stand on their own merits. http://greedygoblin.blogspot.ca/2013/08/catalyst-ganking-guide.htmlSo 308 DPS with the Corax (let's assume 350 with implants) is about half of what you can get with a Catalyst, which makes sense - because the Catalyst is the gank medium of choice for AFK miners. Not that you couldn't bank with a Corax, but I suspect you'd need two of them to achieve the same results. As for the Caracal, again - you're looking at twice the cost (or more) of a Catalyst to achieve the same result. Again, not saying you couldn't gank with a Catalyst - just not sure it's cost effective. I completely agree. bang for buck, where the target is helpless and not shooting back the catalyst is the gank platform of choice. However, this thread is about RLMLs and their suitability for task. And my position is that RLMLs have been invented in error because there was already a weapons system suitable for the job - that of destroying frigates. Namely, the destroyer. Using an oversized ship on an undersized weapons platform confers a certain safety margin, in excess EHP over an equivalent destroyer. The cost of that safety is in ganking power (at least of frigates). That seems reasonable to me. If you *really* want to destroy frigates the tool of choice is the destroyer (or some of them). Using RLMLs on a cruiser should not be as effective. It seems to me, all things considered, that the weapon system is working as intended. I don't really have any problem with that line of thinking, though it brings up the Corax issue (namely that it currently sucks) which is a different topic altogether. Balancing a RLML Caracal against a Corax is just going to result in a **** RLML Caracal atm. The corax trades range versatility for dps. Whether or not this is a good trade is up to each capsuleer. If not, it's only a week or so to cross train.
It's really not though. The Corax has putrid fitting restrictions and is stupidly slow. It can't be built to kite worth a crap so the range vs dps issue is extremely lopsided atm. So again, if you balance a RLML Caracal against that standard you end up with ****.
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
460
|
Posted - 2013.12.20 20:11:00 -
[3528] - Quote
Coraxes are awful in every way except looks. Even the overpoweredness of light missiles do not make up for the corax's badness. |

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.20 20:37:00 -
[3529] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:Mournful Conciousness wrote: I completely agree. bang for buck, where the target is helpless and not shooting back the catalyst is the gank platform of choice. However, this thread is about RLMLs and their suitability for task.
And my position is that RLMLs have been invented in error because there was already a weapons system suitable for the job - that of destroying frigates. Namely, the destroyer.
Using an oversized ship on an undersized weapons platform confers a certain safety margin, in excess EHP over an equivalent destroyer. The cost of that safety is in ganking power (at least of frigates).
That seems reasonable to me.
If you *really* want to destroy frigates the tool of choice is the destroyer (or some of them). Using RLMLs on a cruiser should not be as effective. It seems to me, all things considered, that the weapon system is working as intended.
I don't really have any problem with that line of thinking, though it brings up the Corax issue (namely that it currently sucks) which is a different topic altogether. Balancing a RLML Caracal against a Corax is just going to result in a **** RLML Caracal atm. The corax trades range versatility for dps. Whether or not this is a good trade is up to each capsuleer. If not, it's only a week or so to cross train. It's really not though. The Corax has putrid fitting restrictions and is stupidly slow. It can't be built to kite worth a crap so the range vs dps issue is extremely lopsided atm. So again, if you balance a RLML Caracal against that standard you end up with ****.
If speed is your concern, there's always the talwar (remember, this thread is about missiles, not race). The talwar loses 5dps and 1000 ehp to the corax, but it's fast and has a tiny sig radius under MWD, so almost nothing will hit it.
[Talwar, anti-frig]
7x Rocket Launcher II (Nova Rage Rocket)
Limited 1MN Microwarpdrive I Faint Epsilon Warp Scrambler I Small Shield Extender II
2x Ballistic Control System II Internal Force Field Array I
Small Processor Overclocking Unit I Small Bay Loading Accelerator I Small Anti-EM Screen Reinforcer I
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Fourteen Maken
State Protectorate Caldari State
116
|
Posted - 2013.12.20 20:58:00 -
[3530] - Quote
Mournful Conciousness wrote:
If speed is your concern, there's always the talwar (remember, this thread is about missiles, not race). The talwar loses 5dps and 1000 ehp to the corax, but it's fast and has a tiny sig radius under MWD, so almost nothing will hit it. I
myabe off topic but the Talwar is better than the Corax in nearly every way, yet the Thrasher is still far more popular than the Talwar, that says a lot about where the Corax stands in the over all scheme of things. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.20 21:06:00 -
[3531] - Quote
Fourteen Maken wrote:Mournful Conciousness wrote:
If speed is your concern, there's always the talwar (remember, this thread is about missiles, not race). The talwar loses 5dps and 1000 ehp to the corax, but it's fast and has a tiny sig radius under MWD, so almost nothing will hit it. I
myabe off topic but the Talwar is better than the Corax in nearly every way, yet the Thrasher is still far more popular than the Talwar, that says a lot about where the Corax stands in the over all scheme of things.
Looking at it dispassionately, I would say it says that players seem to favour speed and sig radius over depth of tank and the ability to hit faster targets.
The reasons why that really is will be many and varied.
If we are taking 1v1s as our baseline (which is not the role of a destroyer) then I can understand it completely. For killing interceptors and the like, it's possible that players are making some sub-optimal decisions.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Fourteen Maken
State Protectorate Caldari State
117
|
Posted - 2013.12.20 21:23:00 -
[3532] - Quote
Mournful Conciousness wrote:Fourteen Maken wrote:Mournful Conciousness wrote:
If speed is your concern, there's always the talwar (remember, this thread is about missiles, not race). The talwar loses 5dps and 1000 ehp to the corax, but it's fast and has a tiny sig radius under MWD, so almost nothing will hit it. I
myabe off topic but the Talwar is better than the Corax in nearly every way, yet the Thrasher is still far more popular than the Talwar, that says a lot about where the Corax stands in the over all scheme of things. Looking at it dispassionately, I would say it says that players seem to favour speed and sig radius over depth of tank and the ability to hit faster targets. The reasons why that really is will be many and varied. If we are taking 1v1s as our baseline (which is not the role of a destroyer) then I can understand it completely. For killing interceptors and the like, it's possible that players are making some sub-optimal decisions.
The Talwar can fit a better tank than the Corax because it has more powergrid for shield upgrades and 3 low slots allowing for more fitting upgrades or a damage control unit without sacrificing dps. It says that most players seem to prefer better ships, the only reason to fly a Corax is if you're a role player and your trying to stick with your chosen races ships wherever possible. I have been down this road with other players before don't even try to argue that the Corax is anything more than a gimped Talwar its slower has lower scan res bigger sig radius and worse fitting options. The fact that the Thrasher is in turn preferred over the Talwar just goes to show that light missiles are not as OP as some people would have us believe, or the opposite would be true. |

Zvaarian the Red
Evil Leprechaun Brigade
260
|
Posted - 2013.12.20 21:32:00 -
[3533] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:Mournful Conciousness wrote: I completely agree. bang for buck, where the target is helpless and not shooting back the catalyst is the gank platform of choice. However, this thread is about RLMLs and their suitability for task.
And my position is that RLMLs have been invented in error because there was already a weapons system suitable for the job - that of destroying frigates. Namely, the destroyer.
Using an oversized ship on an undersized weapons platform confers a certain safety margin, in excess EHP over an equivalent destroyer. The cost of that safety is in ganking power (at least of frigates).
That seems reasonable to me.
If you *really* want to destroy frigates the tool of choice is the destroyer (or some of them). Using RLMLs on a cruiser should not be as effective. It seems to me, all things considered, that the weapon system is working as intended.
I don't really have any problem with that line of thinking, though it brings up the Corax issue (namely that it currently sucks) which is a different topic altogether. Balancing a RLML Caracal against a Corax is just going to result in a **** RLML Caracal atm. The corax trades range versatility for dps. Whether or not this is a good trade is up to each capsuleer. If not, it's only a week or so to cross train. It's really not though. The Corax has putrid fitting restrictions and is stupidly slow. It can't be built to kite worth a crap so the range vs dps issue is extremely lopsided atm. So again, if you balance a RLML Caracal against that standard you end up with ****. If speed is your concern, there's always the talwar (remember, this thread is about missiles, not race). The talwar loses 5dps and 1000 ehp to the corax, but it's fast and has a tiny sig radius under MWD, so almost nothing will hit it. [Talwar, anti-frig] 7x Rocket Launcher II (Nova Rage Rocket) Limited 1MN Microwarpdrive I Faint Epsilon Warp Scrambler I Small Shield Extender II 2x Ballistic Control System II Internal Force Field Array I Small Processor Overclocking Unit I Small Bay Loading Accelerator I Small Anti-EM Screen Reinforcer I
I wasn't the one that brought up RLML Caracals rendering Coraxes obsolete, or that a RLML Caracal should not be able to match the DPS of a Corax against frigs. You were. I simply pointed out that the Corax is garbage and should not be used as a measuring stick for a RLML Caracal, because to do so will naturally result in a **** RLML Caracal. |

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.20 21:47:00 -
[3534] - Quote
Zvaarian the Red wrote:
For the Caldari missile user the Corax should be the natural alternative to the RLML Caracal when trying to kill frigs no? I mean we can avoid jank ships in balance discussions if you want, but that seems to be the opposite of how good balance is achieved in a game. And sorry, but a rocket Talwar is not a viable alternative to a RLML Caracal. Those are ships that have entirely different playstyles and engagement ranges.
I'm not sure I understand you. I am not saying that a talwar and caracal are in any way equivalent. I am saying that a destroyer is a more natural hull for the job of destroying frigates.
I am also saying that to cross-train from a caldari destroyer to a minmatar one (if that is what one desires) is a trivial operation in terms of skill training times.
What have I misunderstood?
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Fourteen Maken
State Protectorate Caldari State
117
|
Posted - 2013.12.20 21:57:00 -
[3535] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:
For the Caldari missile user the Corax should be the natural alternative to the RLML Caracal when trying to kill frigs no? I mean we can avoid jank ships in balance discussions if you want, but that seems to be the opposite of how good balance is achieved in a game. And sorry, but a rocket Talwar is not a viable alternative to a RLML Caracal. Those are ships that have entirely different playstyles and engagement ranges.
I'm not sure I understand you. I am not saying that a talwar and caracal are in any way equivalent. I am saying that a destroyer is a more natural hull for the job of destroying frigates. I am also saying that to cross-train from a caldari destroyer to a minmatar one (if that is what one desires) is a trivial operation in terms of skill training times. What have I misunderstood?
You say that as if RLML is the only cruiser weapon capable of hitting frigates, but you can put light drones in a vexor, you can alpha frigates with arty, you will melt them with a blaster boat. etc... RLML was probably the best against frigates but that came with the usuall delayed dps drawbacks and a disadvantage against larger hulls, that was a fair trade off imo, this nerf was not needed at all and basically shows that CCP are being led by the nose into nerfing missiles without due cause. |

Zvaarian the Red
Evil Leprechaun Brigade
260
|
Posted - 2013.12.20 22:09:00 -
[3536] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:
For the Caldari missile user the Corax should be the natural alternative to the RLML Caracal when trying to kill frigs no? I mean we can avoid jank ships in balance discussions if you want, but that seems to be the opposite of how good balance is achieved in a game. And sorry, but a rocket Talwar is not a viable alternative to a RLML Caracal. Those are ships that have entirely different playstyles and engagement ranges.
I'm not sure I understand you. I am not saying that a talwar and caracal are in any way equivalent. I am saying that a destroyer is a more natural hull for the job of destroying frigates. I am also saying that to cross-train from a caldari destroyer to a minmatar one (if that is what one desires) is a trivial operation in terms of skill training times. What have I misunderstood?
The issue is that CCP created the RLML system, and so they need to find a useful place for it. Balancing it against a sub-par destroyer that is pretty much never used is not going to get it there. Also the Talwar example you provided is moot because you are switching to brawling/tackle range with rockets which is the opposite of the style of a RLML Caracal or a LM Corax. |

Zvaarian the Red
Evil Leprechaun Brigade
260
|
Posted - 2013.12.20 22:13:00 -
[3537] - Quote
Fourteen Maken wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:
For the Caldari missile user the Corax should be the natural alternative to the RLML Caracal when trying to kill frigs no? I mean we can avoid jank ships in balance discussions if you want, but that seems to be the opposite of how good balance is achieved in a game. And sorry, but a rocket Talwar is not a viable alternative to a RLML Caracal. Those are ships that have entirely different playstyles and engagement ranges.
I'm not sure I understand you. I am not saying that a talwar and caracal are in any way equivalent. I am saying that a destroyer is a more natural hull for the job of destroying frigates. I am also saying that to cross-train from a caldari destroyer to a minmatar one (if that is what one desires) is a trivial operation in terms of skill training times. What have I misunderstood? You say that as if RLML is the only cruiser weapon capable of hitting frigates, but you can put light drones in a vexor, you can alpha frigates with arty, you will melt them with a blaster boat. etc... RLML was probably the best against frigates but that came with the usuall delayed dps drawbacks and a disadvantage against larger hulls, that was a fair trade off imo, this nerf was not needed at all and basically shows that CCP are being led by the nose into nerfing missiles without due cause.
That's the thing I find so perplexing. RLMLs have been around for years yet they weren't dominating small gang and solo PVP on some massive scale. They probably needed to be toned down, but the complete redesign that amounts to a mega-nerf in all but very niche circumstances simply makes no sense. Neither does adding a BS weapon system that presently has no real role anywhere in the game for that matter. |

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.20 22:13:00 -
[3538] - Quote
Fourteen Maken wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:
For the Caldari missile user the Corax should be the natural alternative to the RLML Caracal when trying to kill frigs no? I mean we can avoid jank ships in balance discussions if you want, but that seems to be the opposite of how good balance is achieved in a game. And sorry, but a rocket Talwar is not a viable alternative to a RLML Caracal. Those are ships that have entirely different playstyles and engagement ranges.
I'm not sure I understand you. I am not saying that a talwar and caracal are in any way equivalent. I am saying that a destroyer is a more natural hull for the job of destroying frigates. I am also saying that to cross-train from a caldari destroyer to a minmatar one (if that is what one desires) is a trivial operation in terms of skill training times. What have I misunderstood? You say that as if RLML is the only cruiser weapon capable of hitting frigates, but you can put light drones in a vexor, you can alpha frigates with arty, you will melt them with a blaster boat. etc... RLML was probably the best against frigates but that came with the usuall delayed dps drawbacks and a disadvantage against larger hulls, that was a fair trade off imo, this nerf was not needed at all and basically shows that CCP are being led by the nose into nerfing missiles without due cause.
CCP's position is that RLMLs were crowding out HMLs. That is, a missile system designed for killing frigates was being chosen by pilots to kill cruisers over cruiser-specific weapons. That led them to conclude that the RLML weapon system was flawed (in that it was providing opportunities beyond its design).
So they have changed it in order to try to ensure it is good only at its intended function.
If RLMLs are no longer any good at killing cruisers, that is probably as it was intended to be. If they're no good at killing frigates, that's different matter.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.20 22:19:00 -
[3539] - Quote
Zvaarian the Red wrote: That's the thing I find so perplexing. RLMLs have been around for years yet they weren't dominating small gang and solo PVP on some massive scale.
Incorrect on 2 counts: * They've been around for months. * CCP's data suggested strongly that they were indeed dominating.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Bouh Revetoile
TIPIAKS
451
|
Posted - 2013.12.20 22:48:00 -
[3540] - Quote
Fourteen Maken wrote:The main complaint about RLML is that it was good against frigates, but why should that not be the case? Because that obsoleted a class of ship (destroyers) and prevent too classes of ships to land on field in presence of an RLML ship (frigates and destroyers) without making your ship useless against cruisers. Old RLML were the ultimate frigate interdiction weapon and had no counter available for frigates.
Drones can be killed and have limited dps ; medium and large turrets can be avoided, either out of ranged or outtracked ; old RLML Caracal was a 120km sphere of death for frigates. |
|

Fourteen Maken
State Protectorate Caldari State
117
|
Posted - 2013.12.20 22:50:00 -
[3541] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:The main complaint about RLML is that it was good against frigates, but why should that not be the case? Because that obsoleted a class of ship (destroyers) and prevent too classes of ships to land on field in presence of an RLML ship (frigates and destroyers) without making your ship useless against cruisers. Old RLML were the ultimate frigate interdiction weapon and had no counter available for frigates. Drones can be killed and have limited dps ; medium and large turrets can be avoided, either out of ranged or outtracked ; old RLML Caracal was a 120km sphere of death for frigates.
Yeah you never saw destroyers before the RLML nerf  |

Fourteen Maken
State Protectorate Caldari State
117
|
Posted - 2013.12.20 22:58:00 -
[3542] - Quote
Mournful Conciousness wrote:Fourteen Maken wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:
For the Caldari missile user the Corax should be the natural alternative to the RLML Caracal when trying to kill frigs no? I mean we can avoid jank ships in balance discussions if you want, but that seems to be the opposite of how good balance is achieved in a game. And sorry, but a rocket Talwar is not a viable alternative to a RLML Caracal. Those are ships that have entirely different playstyles and engagement ranges.
I'm not sure I understand you. I am not saying that a talwar and caracal are in any way equivalent. I am saying that a destroyer is a more natural hull for the job of destroying frigates. I am also saying that to cross-train from a caldari destroyer to a minmatar one (if that is what one desires) is a trivial operation in terms of skill training times. What have I misunderstood? You say that as if RLML is the only cruiser weapon capable of hitting frigates, but you can put light drones in a vexor, you can alpha frigates with arty, you will melt them with a blaster boat. etc... RLML was probably the best against frigates but that came with the usuall delayed dps drawbacks and a disadvantage against larger hulls, that was a fair trade off imo, this nerf was not needed at all and basically shows that CCP are being led by the nose into nerfing missiles without due cause. CCP's position is that RLMLs were crowding out HMLs. That is, a missile system designed for killing frigates was being chosen by pilots to kill cruisers over cruiser-specific weapons. That led them to conclude that the RLML weapon system was flawed (in that it was providing opportunities beyond its design). So they have changed it in order to try to ensure it is good only at its intended function. If RLMLs are no longer any good at killing cruisers, that is probably as it was intended to be. If they're no good at killing frigates, that's different matter.
The dps on RLML meant that it was only ever strong against frigates, even with furies getting 266dps was weak by cruiser standards. I'm sure there are situations where RLML Caracals could get under a long range cruisers guns and avoid damage, or kite a blaster, but that's tactics and the same tactics are available to any cruiser; so nerfing the dps and adding a ridiculous reload time hasn't changed that.
Nobody who knows what they're doing will be choosing HML's over RLML for pvp, not now not ever, if they remove RLML from the game people will still not use HML's for anything in pvp, if they remove HAM's people will simply stop using Heavy missiles altogether in pvp, I think you know this already. They are good enough for missions if you don't mind spending ages waiting for things to die, because you can always warp out and back in when you need to, but you don't have that luxury in pvp. |

Arthur Aihaken
The.VOID
992
|
Posted - 2013.12.20 22:59:00 -
[3543] - Quote
Mournful Conciousness wrote:I completely agree. bang for buck, where the target is helpless and not shooting back the catalyst is the gank platform of choice. However, this thread is about RLMLs and their suitability for task. As I was under the impression we were only talking about this one distinct aspect: suicide ganking, I think we could agree that cruisers and RLMLs are not an ideal candidate for suicide ganking (even for more expensive targets).
And my position is that RLMLs have been invented in error because there was already a weapons system suitable for the job - that of destroying frigates. Namely, the destroyer.
Quote:If you *really* want to destroy frigates the tool of choice is the destroyer (or some of them). Using RLMLs on a cruiser should not be as effective. It seems to me, all things considered, that the weapon system is working as intended. I honestly have no idea then what the purpose of RLMLs areGǪ
TrouserDeagle wrote:Coraxes are awful in every way except looks. Even the overpoweredness of light missiles does not make up for the corax's badness. Yep, way too slow.
Fourteen Maken wrote:myabe off topic but the Talwar is better than the Corax in nearly every way, yet the Thrasher is still far more popular than the Talwar, that says a lot about where the Corax stands in the over all scheme of things. I think we've again touched on an overall theme: missiles are not a competitive weapon system, and Caldari hulls still suck. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
262
|
Posted - 2013.12.20 23:01:00 -
[3544] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote: That's the thing I find so perplexing. RLMLs have been around for years yet they weren't dominating small gang and solo PVP on some massive scale.
Incorrect on 2 counts: * They've been around for months. * CCP's data suggested strongly that they were indeed dominating.
* Multiple years can be measured in months so you aren't technically wrong. * CCP's data also tells them Domis, Vexors, and Ishtars are fine apparently. |

Mournful Conciousness
Embers Children TOHA Conglomerate
424
|
Posted - 2013.12.20 23:03:00 -
[3545] - Quote
Fourteen Maken wrote:[ The dps on RLML meant that it was only ever strong against frigates, even with furies getting 266dps was weak by cruiser standards. I'm sure there are situations where RLML Caracals could get under a long range cruisers guns and avoid damage, or kite a blaster, but that's tactics and the same tactics are available to any cruiser; so nerfing the dps and adding a ridiculous reload time hasn't changed that.
Nobody who knows what they're doing will be choosing HML's over RLML for pvp, not now not ever, if they remove RLML from the game people will still not use HML's for anything in pvp, if they remove HAM's people will simply stop using Heavy missiles altogether in pvp, I think you know this already. They are good enough for missions if you don't mind spending ages waiting for things to die, because you can always warp out and back in when you need to, but you don't have that luxury in pvp.
RLMLs were strong against frigates, but there was no counter. Frigates had nowhere to go. This seems to me to be unbalanced.
You would not choose HMLs for (brawling) PVP no. In the same way that you would not choose railguns, beams lasers or artillery for brawling.
However, for fleet warfare (which does not require maximum individual dps) these longer ranger weapons systems have a great advantage because they give the fleet the option to quit.
HMLs may or may not compare badly against other medium range weapon systems, but that is not relevant to the topic of this thread.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Fourteen Maken
State Protectorate Caldari State
117
|
Posted - 2013.12.20 23:04:00 -
[3546] - Quote
Zvaarian the Red wrote: * CCP's data also tells them Domis, Vexors, and Ishtars are fine apparently.
 |

Fourteen Maken
State Protectorate Caldari State
117
|
Posted - 2013.12.20 23:05:00 -
[3547] - Quote
Mournful Conciousness wrote:
RLMLs were strong against frigates, but there was no counter. Frigates had nowhere to go. This seems to me to be unbalanced.
Rock beats scissors... rock OP, must nerf rocks
what chance does a frigate stand against a Vexor btw? |

Arthur Aihaken
The.VOID
992
|
Posted - 2013.12.20 23:05:00 -
[3548] - Quote
Mournful Conciousness wrote:[CCP's position is that RLMLs were crowding out HMLs. That is, a missile system designed for killing frigates was being chosen by pilots to kill cruisers over cruiser-specific weapons. That led them to conclude that the RLML weapon system was flawed (in that it was providing opportunities beyond its design).
So they have changed it in order to try to ensure it is good only at its intended function.
If RLMLs are no longer any good at killing cruisers, that is probably as it was intended to be. If they're no good at killing frigates, that's different matter. CCP is the one that killed HMLs to the point where players had no alternative but to switch to RLMLs. Then when more than a few did, they replaced RLMLs with this abomination (effectively killing them). The only thing left at this point is HAMLs, so I guess when it becomes obvious players aren't rekindling their love for HMLs we'll see HAMs get the nerf bat next. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
262
|
Posted - 2013.12.20 23:08:00 -
[3549] - Quote
Mournful Conciousness wrote:[quote=Fourteen Maken][ HMLs may or may not compare badly against other medium range weapon systems, but that is not relevant to the topic of this thread.
It's actually quite relevant as a major reason people were fitting RLMLs pre-nerf was due to HMs blowing donkey balls against anything smaller than a battlecruiser. This was directly the result of the meganerf they received a little more than a year ago in which they lost range, damage, and damage application. |

Mournful Conciousness
Embers Children TOHA Conglomerate
425
|
Posted - 2013.12.20 23:09:00 -
[3550] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:[CCP's position is that RLMLs were crowding out HMLs. That is, a missile system designed for killing frigates was being chosen by pilots to kill cruisers over cruiser-specific weapons. That led them to conclude that the RLML weapon system was flawed (in that it was providing opportunities beyond its design).
So they have changed it in order to try to ensure it is good only at its intended function.
If RLMLs are no longer any good at killing cruisers, that is probably as it was intended to be. If they're no good at killing frigates, that's different matter. CCP is the one that killed HMLs to the point where players had no alternative but to switch to RLMLs. Then when more than a few did, they replaced RLMLs with this abomination (effectively killing them). The only thing left at this point is HAMLs, so I guess when it becomes obvious players aren't rekindling their love for HMLs we'll see HAMs get the nerf bat next.
Ah, but you are young Padawan. The cycle of Eve is a long one. What was weak will be strong, what was strong shall be weak. Watch and learn. And keep training.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|
|

Bouh Revetoile
TIPIAKS
451
|
Posted - 2013.12.20 23:10:00 -
[3551] - Quote
Fourteen Maken wrote:Yeah you never saw destroyers before the RLML nerf  Well, being in FW, I kind of know what to bring to kill a frigate gang, and Caracal was way higher on the list than destroyers. Destroyers had two use : small plex assault and suicide ganking.
Yep, I'm not talking about a weapon but a whole class of ships. What is the problem with RLML already ? It only kill frigates ?
And frigates stand a lot more chances against drones than against old RLML. With proper fitting, you can kill the drones. You can do nothing against light missiles spewing with too high dps to be tanked from a too tanky ship to be killed.
@Arthur : all destroyers are slow (except Talwar and Thrasher which are not so slow), not only the Corax. |

Zvaarian the Red
Evil Leprechaun Brigade
262
|
Posted - 2013.12.20 23:10:00 -
[3552] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:[CCP's position is that RLMLs were crowding out HMLs. That is, a missile system designed for killing frigates was being chosen by pilots to kill cruisers over cruiser-specific weapons. That led them to conclude that the RLML weapon system was flawed (in that it was providing opportunities beyond its design).
So they have changed it in order to try to ensure it is good only at its intended function.
If RLMLs are no longer any good at killing cruisers, that is probably as it was intended to be. If they're no good at killing frigates, that's different matter. CCP is the one that killed HMLs to the point where players had no alternative but to switch to RLMLs. Then when more than a few did, they replaced RLMLs with this abomination (effectively killing them). The only thing left at this point is HAMLs, so I guess when it becomes obvious players aren't rekindling their love for HMLs we'll see HAMs get the nerf bat next. Ah, but you are young Padawan. The cycle of Eve is a long one. What was weak will be strong, what was strong shall be weak. Watch and learn. And keep training.
How about they actually, you know, balance this ****? |

Mournful Conciousness
Embers Children TOHA Conglomerate
425
|
Posted - 2013.12.20 23:14:00 -
[3553] - Quote
Zvaarian the Red wrote:
How about they actually, you know, balance this ****?
Well, first of all, balance does happen but it takes time to collect the data,
Second, RLML crosses a boundary - in the old guise it kills frigates with zero risk to the cruiser. This is not balanced. In the current system, if the frigate survives the first salvo, he can escape, call in reinforcements, keep applying damage to the cruiser and so on.
So you (i) can see how CCP thought that this might bring more balance to the game,
My personal view is that RLML and RMML are a wrong move and should be deleted.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Zvaarian the Red
Evil Leprechaun Brigade
263
|
Posted - 2013.12.20 23:17:00 -
[3554] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:
How about they actually, you know, balance this ****?
Well, first of all, balance does happen but it takes time to collect the data, Second, RLML crosses a boundary - in the old guise it kills frigates with zero risk to the cruiser. This is not balanced. In the current system, if the frigate survives the first salvo, he can escape, call in reinforcements, keep applying damage to the cruiser and so on. So you (i) can see how CCP thought that this might bring more balance to the game, My personal view is that RLML and RMML are a wrong move and should be deleted.
Well in their current form they might as well have been. |

Fourteen Maken
State Protectorate Caldari State
120
|
Posted - 2013.12.20 23:26:00 -
[3555] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:Yeah you never saw destroyers before the RLML nerf  Well, being in FW, I kind of know what to bring to kill a frigate gang, and Caracal was way higher on the list than destroyers. Destroyers had two use : small plex assault and suicide ganking. Yep, I'm not talking about a weapon but a whole class of ships. What is the problem with RLML already ? It only kill frigates ? And frigates stand a lot more chances against drones than against old RLML. With proper fitting, you can kill the drones. You can do nothing against light missiles spewing with too high dps to be tanked from a too tanky ship to be killed. @Arthur : all destroyers are slow (except Talwar and Thrasher which are not so slow), not only the Corax.
By the same token Vexors must be obsoleting destroyers as well , do you think we should stop allowing vexors to fit light drones. Since your so concerned about cruisers killing frigates do you think ccp should make it so that the scan resolution on turret ships makes a huge difference to their damage application, so that medium and large turrets can only ever hope to do a small fraction of their dps against frigates and destroyers. |

Mournful Conciousness
Embers Children TOHA Conglomerate
426
|
Posted - 2013.12.20 23:27:00 -
[3556] - Quote
Zvaarian the Red wrote:
* Multiple years can be measured in months so you aren't technically wrong. * CCP's data also tells them Domis, Vexors, and Ishtars are fine apparently.
RLMLs certainly have not been out for more than a year.
I'll take each of these ships in turn:
* Domis - very dangerous at medium range, without question. At close range they are toast. Orbit the sentries close and they will never hit you. This is at odds with how domis used to be.
* Vexors - have always been dangerous ships, but not strong. Kill its drones and orbit outside blaster range.
* Ishtars - have always been awesome in skilled hands. As of the Summer, they are also awesome at brawling with a dual or single rep because of the very strong capacitor. They can certainly tank any frigate forever, and can kill it with ogres plus web/scram. However, fitted this way they are vulnerable to being alpha'd by slightly bigger ships (like tornadoes). Frigates should certainly avoid.
Without doubt the ishtar is one of the better (i.e. more versatile) HACs, it always was. But then if I was in a frigate (and I often am), I would not want to be close to any other HAC either! Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Mournful Conciousness
Embers Children TOHA Conglomerate
426
|
Posted - 2013.12.20 23:32:00 -
[3557] - Quote
Fourteen Maken wrote: By the same token Vexors must be obsoleting destroyers as well , do you think we should stop allowing vexors to fit light drones. Since your so concerned about cruisers killing frigates do you think ccp should make it so that the scan resolution on turret ships makes a huge difference to their damage application, so that medium and large turrets can only ever hope to do a small fraction of their dps against frigates and destroyers.
This is not quite the same since light drones can be killed very quickly by skilled frigate pilots. Missile launchers cannot.
Certainly against a buffer-fitted frigate, wave after wave of light drones is a problem - so don't go buffer fitted against a vexor - and certainly don't get inside blaster + web range.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Fourteen Maken
State Protectorate Caldari State
120
|
Posted - 2013.12.20 23:32:00 -
[3558] - Quote
Mournful Conciousness wrote:
Ah, but you are young Padawan. The cycle of Eve is a long one. What was weak will be strong, what was strong shall be weak. Watch and learn. And keep training.
I hope your right about that but I'm sick trying to make Caldari ships work in pvp its like pushing water up a hill, so unless something changes I'll be gone when my current sub ends in March. |

Fourteen Maken
State Protectorate Caldari State
120
|
Posted - 2013.12.20 23:38:00 -
[3559] - Quote
Mournful Conciousness wrote:Fourteen Maken wrote: By the same token Vexors must be obsoleting destroyers as well , do you think we should stop allowing vexors to fit light drones. Since your so concerned about cruisers killing frigates do you think ccp should make it so that the scan resolution on turret ships makes a huge difference to their damage application, so that medium and large turrets can only ever hope to do a small fraction of their dps against frigates and destroyers.
This is not quite the same since light drones can be killed very quickly by skilled frigate pilots. Missile launchers cannot. Certainly against a buffer-fitted frigate, wave after wave of light drones is a problem - so don't go buffer fitted against a vexor - and certainly don't get inside blaster + web range.
If you can active tank a Vexor you can active tank a destroyer |

Mournful Conciousness
Embers Children TOHA Conglomerate
426
|
Posted - 2013.12.20 23:41:00 -
[3560] - Quote
Fourteen Maken wrote:Mournful Conciousness wrote:
Ah, but you are young Padawan. The cycle of Eve is a long one. What was weak will be strong, what was strong shall be weak. Watch and learn. And keep training.
I hope your right about that but I'm sick trying to make Caldari ships work in pvp its like pushing water up a hill, so unless something changes I'll be gone when my current sub ends in March.
You're talking to a player who persevered with gallente ships during a time when they were by far the worst pvp and pve ships in the game.
I have played Eve for 3 years. I have run a large wormhole alliance and engaged in small skirmish warfare. I have seen the tactics and fashions in PVP change - even when the ships didn't.
It's important to remember a few things:
1. if what you're flying isn't working for the way you fight, fly something else. There is no law that says that all ships must be equally good at every role. The sacrilege is a *far* better brawler than a Cerberus, but the cerberus is way better at range in a fleet.
2. fashions change, even if the facts don't
3. None of us is always aware of all the facts. distance yourself. think through your chosen play style, then choose a ship and weapon system that accommodates it. It's no good doing ranged dps in a myrmidon, It's no good brawling in a caracal.
If all else fails, join my corp. I'll teach you how to kill people - how it's never about the ship, it's about the plan, the intel, the actions of the fleet and the level of controlled agression you can bring.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Niena Nuamzzar
Royal Amarr Institute Amarr Empire
206
|
Posted - 2013.12.20 23:48:00 -
[3561] - Quote
Mournful Conciousness wrote:Fourteen Maken wrote: By the same token Vexors must be obsoleting destroyers as well , do you think we should stop allowing vexors to fit light drones. Since your so concerned about cruisers killing frigates do you think ccp should make it so that the scan resolution on turret ships makes a huge difference to their damage application, so that medium and large turrets can only ever hope to do a small fraction of their dps against frigates and destroyers.
This is not quite the same since light drones can be killed very quickly by skilled frigate pilots. Missile launchers cannot. Drones can be killed... drones can be killed... but your Vexor has drone capacity of 125 m3 - that's enough to hold 5 waves of bonused light drones doing what, 200dps each? Btw, you have 10% bonus to drone hitpoints as well. |

Mournful Conciousness
Embers Children TOHA Conglomerate
426
|
Posted - 2013.12.20 23:54:00 -
[3562] - Quote
Niena Nuamzzar wrote:Mournful Conciousness wrote:Fourteen Maken wrote: By the same token Vexors must be obsoleting destroyers as well , do you think we should stop allowing vexors to fit light drones. Since your so concerned about cruisers killing frigates do you think ccp should make it so that the scan resolution on turret ships makes a huge difference to their damage application, so that medium and large turrets can only ever hope to do a small fraction of their dps against frigates and destroyers.
This is not quite the same since light drones can be killed very quickly by skilled frigate pilots. Missile launchers cannot. Drones can be killed... drones can be killed... but your Vexor has drone capacity of 125 m3 - that's enough to hold 5 waves of bonused light drones doing what, 200dps each? Btw, you have 10% bonus to drone hitpoints as well.
I fought a carrier in an enyo once. I lost the ship only because I chose to stay too long. He launched waves of 15 warriors.
to kill a vexor with a frigate requires a great deal of skill and the right fit. It's not something you can expect to be able to do without practice, dedication and experience.
You're fighting a ship 2 classes above you - like taking on a navy dominix in a thorax. It's the stuff of legends!
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Niena Nuamzzar
Royal Amarr Institute Amarr Empire
207
|
Posted - 2013.12.21 00:01:00 -
[3563] - Quote
Mournful Conciousness wrote: ...to kill a vexor with a frigate requires a great deal of skill and the right fit.
No, to kill a frigate with a Vexor. |

Fourteen Maken
State Protectorate Caldari State
121
|
Posted - 2013.12.21 00:06:00 -
[3564] - Quote
Mournful Conciousness wrote:Fourteen Maken wrote:Mournful Conciousness wrote:
Ah, but you are young Padawan. The cycle of Eve is a long one. What was weak will be strong, what was strong shall be weak. Watch and learn. And keep training.
I hope your right about that but I'm sick trying to make Caldari ships work in pvp its like pushing water up a hill, so unless something changes I'll be gone when my current sub ends in March. You're talking to a player who persevered with gallente ships during a time when they were by far the worst pvp and pve ships in the game. I have played Eve for 3 years. I have run a large wormhole alliance and engaged in small skirmish warfare. I have seen the tactics and fashions in PVP change - even when the ships didn't.
If I was playing at that time even as a Caldari role player I would have felt dirty defending over powered weapons knowing other role players were put at such a disadvantage. I wouldn't be championing further nerfs to Gallente doctrines, and I wouldn't have the bare faced cheek to go on the forums and ask for more nerfs which some people in here have done, not you or even Bouh has gone that far but a couple of whiners came in here to cry about light missiles, in a thread where missile players were already hurting, talk about bad taste. |

Mournful Conciousness
Embers Children TOHA Conglomerate
426
|
Posted - 2013.12.21 00:32:00 -
[3565] - Quote
Fourteen Maken wrote: If I was playing at that time even as a Caldari role player I would have felt dirty defending over powered weapons knowing other role players were put at such a disadvantage. I wouldn't be championing further nerfs to Gallente doctrines, and I wouldn't have the bare faced cheek to go on the forums and ask for more nerfs which some people in here have done, not you or even Bouh has gone that far but a couple of whiners came in here to cry about light missiles, in a thread where missile players were already hurting, talk about bad taste.
Some ships, if self repped, are almost impossible to kill solo (applies to all races) - you have to accept that, so you avoid them or take a friend. Practice, watch and learn. Go on SiSi. The more you practice against overwhelming odds, the more times you will win in mortal combat on TQ.
Remember that if a fight seems fair, it's a trap. If it seems like a trap, it's a trap. If you're laying a trap, there's a 50% chance that you're falling into a trap. Once you're in scram range, it's down to luck - and luck is always with the guy with more skills, more money and more will to spend it on ending you. If you don't have gang links, the other guy probably does. If you're not doinf drugs, he probably is. If you don't have an a-type module, he probably has two.
All ships have weaknesses. All have strengths, but the magic of Eve is that ultimately, it all hinges on the pilot. That's you. And believe me, after 3 years of doing this, I am still learning something new about combat every day. Every time I go on SISI I learn a new way to fit or fly a ship form some guy who beats me (and I'm pretty good).
As for people calling for buffs or nerfsm it's just pissing in the wind. CCP devs will ignore that and focus on the data. Words are words. Actions are actions. Get out there, make a plan and turn ships into wrecks. You want caldari ships to be the best? Fly them to their strengths (no, you don' t know them all yet), exploit the weaknesses of others (you have not even scratched the surface). It's down to you.
Fly dangerously
/MC
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Fourteen Maken
State Protectorate Caldari State
122
|
Posted - 2013.12.21 00:47:00 -
[3566] - Quote
Mournful Conciousness wrote:
Remember that if a fight seems fair, it's a trap. If it seems like a trap, it's a trap. If you're laying a trap, there's a 50% chance that you're falling into a trap.
+1 for truth 
I wish I had known this 3billion ISK ago |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
463
|
Posted - 2013.12.21 00:49:00 -
[3567] - Quote
lol @ trying to kill frigs with light drones |

Mournful Conciousness
Embers Children TOHA Conglomerate
427
|
Posted - 2013.12.21 00:58:00 -
[3568] - Quote
Fourteen Maken wrote:Mournful Conciousness wrote:
Remember that if a fight seems fair, it's a trap. If it seems like a trap, it's a trap. If you're laying a trap, there's a 50% chance that you're falling into a trap.
+1 for truth  I wish I had known this 3billion ISK ago
Here's a recent example:
2 bombers and a sabre are lying in wait on a hisec WH to gank our industrial (which we have allowed to be seen on d-scan). They drop a bubble and the industrial stops 20km from the hisec wormhole as expected. It's 900dps vs a 5000ehp buffer, right? Prepare to die!
Wait? Why is that industrial shooting back !?! Where did those frigates come from? Why is the industrial able to repair itself? Where the f**k did those other guys come from???
http://www.toha-conglomerate.org/killboard/index.php/kill_related/5688/ (Goody Twoshoes is an alt of mine.)
This counter ambush did not happen by itself. It took experience, judgement, planning. We spent about 20 minutes setting it up. We even refitted the industrial in hisec (via a different wormhole) and then came back to trigger the trap. That's how dedicated you have to be to get kills. It's not about luck or good ships, it's about a dedication to the ending of capsuleers lives.
Note that I did not decloak and engage until I knew that the sabre was fully comitted and would not escape my scram. He was incautious, overexcited at the prospect of killing a defenceless badger. He should not have died this day.
Despite all the self-congratulation on my part, there was one pivotal factor in this fight. The other guys made a fundamental error. They did not put a scout on the wormhole I came through. That is why I was able to make the battlefield mine this day. Superior intel.
That's Eve. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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SmarncaV2
Immortalis Inc. Shadow Cartel
39
|
Posted - 2013.12.21 01:24:00 -
[3569] - Quote
I think that I should contribute to this thread.
Rapid Light Missile Launcher II are now useless. I have lost my caracal to 4 frigates today because of the crap reload timer.
Thank you CCP Fozzie and CCP Rise for the amazing RLM rebalance. |

Mournful Conciousness
Embers Children TOHA Conglomerate
427
|
Posted - 2013.12.21 01:48:00 -
[3570] - Quote
SmarncaV2 wrote:I think that I should contribute to this thread.
Rapid Light Missile Launcher II are now useless. I have lost my caracal to 4 frigates today because of the crap reload timer.
Thank you CCP Fozzie and CCP Rise for the amazing RLM rebalance.
You took on 4 frigates solo and expected to survive? You don't give types etc. If they were ishkurs you'd have been facing 1000dps.
How did you expect not to lose your ship?
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
993
|
Posted - 2013.12.21 01:58:00 -
[3571] - Quote
Mournful Conciousness wrote:You took on 4 frigates solo and expected to survive? You don't give types etc. If they were ishkurs you'd have been facing 1000dps. How did you expect not to lose your ship? I don't think it's necessarily implied that he took on 4 frigates, but rather - found himself in an engagement with 4 frigates. I'm guessing he wasn't able to kill even one. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
427
|
Posted - 2013.12.21 02:04:00 -
[3572] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:You took on 4 frigates solo and expected to survive? You don't give types etc. If they were ishkurs you'd have been facing 1000dps. How did you expect not to lose your ship? I don't think it's necessarily implied that he took on 4 frigates, but rather - found himself in an engagement with 4 frigates. I'm guessing he wasn't able to kill even one.
ok, but let's take a hypothetical situation in which everyone concerned has skills to V. The frigates are all able to deliver an overheated 250dps (assume gallente gank fit) and the caracal has ~30k ehp. Not in any way a remarkable situation.
If the caracal does not shoot, he's going to die in 30 seconds. If he kills one frigate after 20 seconds, he's going to die in 20 + (30,000 - 20,000) / 750 = 33.3 seconds.
In this situation no matter what weapon system he had fitted, he's dead.
Even if the frigates are pushing out 150dps he's in trouble if they know how to maintain speed to mitigate damage.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
993
|
Posted - 2013.12.21 02:11:00 -
[3573] - Quote
Mournful Conciousness wrote:ok, but let's take a hypothetical situation in which everyone concerned has skills to V. The frigates are all able to deliver an overheated 250dps (assume gallente gank fit) and the caracal has ~30k ehp. Not in any way a remarkable situation.
If the caracal does not shoot, he's going to die in 30 seconds. If he kills one frigate after 20 seconds, he's going to die in 20 + (30,000 - 20,000) / 750 = 33.3 seconds.
In this situation no matter what weapon system he had fitted, he's dead.
Even if the frigates are pushing out 150dps he's in trouble if they know how to maintain speed to mitigate damage.
It's not quite as simple as the raw numbers, because we don't know how much (or if) any damage he would be able to mitigate. But hypothetically-speaking, he should've been able to kill at least one frigate - possibly two. If he couldn't even manage that, I think that speaks volumes about RLMLs. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
427
|
Posted - 2013.12.21 02:23:00 -
[3574] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:ok, but let's take a hypothetical situation in which everyone concerned has skills to V. The frigates are all able to deliver an overheated 250dps (assume gallente gank fit) and the caracal has ~30k ehp. Not in any way a remarkable situation.
If the caracal does not shoot, he's going to die in 30 seconds. If he kills one frigate after 20 seconds, he's going to die in 20 + (30,000 - 20,000) / 750 = 33.3 seconds.
In this situation no matter what weapon system he had fitted, he's dead.
Even if the frigates are pushing out 150dps he's in trouble if they know how to maintain speed to mitigate damage.
It's not quite as simple as the raw numbers, because we don't know how much (or if) any damage he would be able to mitigate. But hypothetically-speaking, he should've been able to kill at least one frigate - possibly two. If he couldn't even manage that, I think that speaks volumes about RLMLs.
I think before we can quantify how many frigates should have died we need more data. We don't know his fit, his skills, how much damage he had already taken, whether he remembered his damage control... And so on.
For my money, if I was in a squad of 4 frigates, properly fitted, I would expect to win an encounter against a lone t1 cruiser.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
93
|
Posted - 2013.12.21 02:25:00 -
[3575] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:ok, but let's take a hypothetical situation in which everyone concerned has skills to V. The frigates are all able to deliver an overheated 250dps (assume gallente gank fit) and the caracal has ~30k ehp. Not in any way a remarkable situation.
If the caracal does not shoot, he's going to die in 30 seconds. If he kills one frigate after 20 seconds, he's going to die in 20 + (30,000 - 20,000) / 750 = 33.3 seconds.
In this situation no matter what weapon system he had fitted, he's dead.
Even if the frigates are pushing out 150dps he's in trouble if they know how to maintain speed to mitigate damage.
It's not quite as simple as the raw numbers, because we don't know how much (or if) any damage he would be able to mitigate. But hypothetically-speaking, he should've been able to kill at least one frigate - possibly two. If he couldn't even manage that, I think that speaks volumes about RLMLs. I think before we can quantify how many frigates should have died we need more data. We don't know his fit, his skills, how much damage he had already taken, whether he remembered his damage control... And so on. For my money, if I was in a squad of 4 frigates, properly fitted, I would expect to win an encounter against a lone t1 cruiser. It could have been a squad of 4 Ibis's, he fitted rockets and brought LMs and forgot how to hit warp. We don't know. But I think that Arthur has a little bit of a point in saying that a Caracal should be able to take out at least 1 frigate before going down. |

Mournful Conciousness
Embers Children TOHA Conglomerate
427
|
Posted - 2013.12.21 02:29:00 -
[3576] - Quote
scorchlikeshiswhiskey wrote:Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:ok, but let's take a hypothetical situation in which everyone concerned has skills to V. The frigates are all able to deliver an overheated 250dps (assume gallente gank fit) and the caracal has ~30k ehp. Not in any way a remarkable situation.
If the caracal does not shoot, he's going to die in 30 seconds. If he kills one frigate after 20 seconds, he's going to die in 20 + (30,000 - 20,000) / 750 = 33.3 seconds.
In this situation no matter what weapon system he had fitted, he's dead.
Even if the frigates are pushing out 150dps he's in trouble if they know how to maintain speed to mitigate damage.
It's not quite as simple as the raw numbers, because we don't know how much (or if) any damage he would be able to mitigate. But hypothetically-speaking, he should've been able to kill at least one frigate - possibly two. If he couldn't even manage that, I think that speaks volumes about RLMLs. I think before we can quantify how many frigates should have died we need more data. We don't know his fit, his skills, how much damage he had already taken, whether he remembered his damage control... And so on. For my money, if I was in a squad of 4 frigates, properly fitted, I would expect to win an encounter against a lone t1 cruiser. It could have been a squad of 4 Ibis's, he fitted rockets and brought LMs and forgot how to hit warp. We don't know. But I think that Arthur has a little bit of a point in saying that a Caracal should be able to take out at least 1 frigate before going down.
Respectfully, he might have a point if we had some concrete data and the data led to that conclusion. At the moment all we have is one exasperated guy who lost a ship. We know nothing beyond that. This is not a sufficiently strong position to justify changing game mechanics. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Mournful Conciousness
Embers Children TOHA Conglomerate
427
|
Posted - 2013.12.21 02:38:00 -
[3577] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:ok, but let's take a hypothetical situation in which everyone concerned has skills to V. The frigates are all able to deliver an overheated 250dps (assume gallente gank fit) and the caracal has ~30k ehp. Not in any way a remarkable situation.
If the caracal does not shoot, he's going to die in 30 seconds. If he kills one frigate after 20 seconds, he's going to die in 20 + (30,000 - 20,000) / 750 = 33.3 seconds.
In this situation no matter what weapon system he had fitted, he's dead.
Even if the frigates are pushing out 150dps he's in trouble if they know how to maintain speed to mitigate damage.
It's not quite as simple as the raw numbers, because we don't know how much (or if) any damage he would be able to mitigate. But hypothetically-speaking, he should've been able to kill at least one frigate - possibly two. If he couldn't even manage that, I think that speaks volumes about RLMLs.
Well, let's say that each frigate has 3000 ehp plus a self rep module (100 dps of damage mitigation). Let's say they are orbiting at 300 m/s (or 700 with AB). Now we can do some maths. I don't think it's unreasonable for the caracal to take more than 30 seconds to kill each one. I think any cruiser with the exception of a vigilant would be lucky to kill them that fast.
The cruiser will most likely be webbed at least twice. He's a sitting duck.
My money is on the frigates Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
993
|
Posted - 2013.12.21 02:39:00 -
[3578] - Quote
scorchlikeshiswhiskey wrote:It could have been a squad of 4 Ibis's, he fitted rockets and brought LMs and forgot how to hit warp. We don't know. But I think that Arthur has a little bit of a point in saying that a Caracal should be able to take out at least 1 frigate before going down. That was my point, yes.
Respectfully, he might have a point if we had some concrete data and the data led to that conclusion. At the moment all we have is one exasperated guy who lost a ship. We know nothing beyond that. This is not a sufficiently strong position to justify changing game mechanics.[/quote] Respectfully, he does have a point. I took on three frigates with a Tengu not that long ago and only managed to get one of them because I lucked out with the right ammunition choice. Even with the range lmitations, I'd have been further ahead with HAMs. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
106
|
Posted - 2013.12.21 03:57:00 -
[3579] - Quote
TrouserDeagle wrote:Coraxes are awful in every way except looks. Even the overpoweredness of light missiles does not make up for the corax's badness. Until recently I was building Destroyers and finally ended up selling the last 40 corax's at below cost, just to save re-listing them, 3 months later. All others sold out within a couple of weeks, out of a batch of 50 Corax's I sold 10 at a profit.
Don't know if that is a good indication as to how bad corax's are or simply how much better the other destroyers are in comparison.
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Stitch Kaneland
Sebiestor Tribe Minmatar Republic
12
|
Posted - 2013.12.21 04:21:00 -
[3580] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:ok, but let's take a hypothetical situation in which everyone concerned has skills to V. The frigates are all able to deliver an overheated 250dps (assume gallente gank fit) and the caracal has ~30k ehp. Not in any way a remarkable situation.
If the caracal does not shoot, he's going to die in 30 seconds. If he kills one frigate after 20 seconds, he's going to die in 20 + (30,000 - 20,000) / 750 = 33.3 seconds.
In this situation no matter what weapon system he had fitted, he's dead.
Even if the frigates are pushing out 150dps he's in trouble if they know how to maintain speed to mitigate damage.
It's not quite as simple as the raw numbers, because we don't know how much (or if) any damage he would be able to mitigate. But hypothetically-speaking, he should've been able to kill at least one frigate - possibly two. If he couldn't even manage that, I think that speaks volumes about RLMLs.
I think it speaks volumes about the fit. It could have been a triple stabbed caracal with no bcu's for all we know. So no damage bonuses or hull bonus for rlml. Without knowing the details we can't determine if its poor fit, pilot, weapon system or any combination of the 3. |
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Arthur Aihaken
The.VOID
994
|
Posted - 2013.12.21 04:31:00 -
[3581] - Quote
Stitch Kaneland wrote:I think it speaks volumes about the fit. It could have been a triple stabbed caracal with no bcu's for all we know. So no damage bonuses or hull bonus for rlml. Without knowing the details we can't determine if its poor fit, pilot, weapon system or any combination of the 3. I know that some of you are really hoping RLMLs don't suck... I hate to be the one to break it to you, but regardless of fit - they do. The deal-breaker is quite literally the 40-second reload. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
106
|
Posted - 2013.12.21 05:05:00 -
[3582] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote: That's the thing I find so perplexing. RLMLs have been around for years yet they weren't dominating small gang and solo PVP on some massive scale.
Incorrect on 2 counts: * They've been around for months. * CCP's data suggested strongly that they were indeed dominating. I wonder if the rise in RLML use began to appear after a major nerf to HM ?
So now; we have HM in a bad place and RLML in a niche place, leaving Caldari missile pilots with little to no choice.
Give back the old RLML with reduced capacity, 10 second reload and the 15-20% damage reduction mentioned in your post;
Quote: CCP Rise Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade I don't want a weapon system with "advantage in trade" I want to use missiles the same way turret users do, IE; as I choose, not how CCP says.
RLML you have choices with; different damage types and ranges but all with 40 seconds downtime every 45 seconds = limited options on how the weapon is used = not fun for a lot of players.
Quote: CCP Rise This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support. I would rather have a weapon system balanced for sustained DPS, than a high DPS weapon with such limited usability.
Give missile users a choice - lower sustained DPS or the burst mechanic.
Official interest in this thread probably lapsed some 30 or 40 pages ago. Regardless this is what 1 selfish missile pilot would like to see happen. |

Arthur Aihaken
The.VOID
996
|
Posted - 2013.12.21 06:15:00 -
[3583] - Quote
Medium Missile Launchers Here's a solution that might address the issue: the introduction of a medium missile launcher and medium missiles. Damage, application and range falls somewhere between the current light and heavy missiles, and we buff heavy missiles by 10% to the pre-nerf values. Fitting requirements would be on par with the rapid light missile launchers. This gives the Drakes a bit more "oomph" (which they're sorely lacking), and provides an alternative to rapid light launchers (these will do less overall DPS, but more consistently). I used a +25% damage bonus, +25% rate of fire bonus, V skills, T2 launchers, Faction ammunition and 3x ballistic controls. Comments welcome.
Medium Missile Launchers I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
265
|
Posted - 2013.12.21 08:46:00 -
[3584] - Quote
Arthur Aihaken wrote:Medium Missile LaunchersHere's a solution that might address the issue: the introduction of a medium missile launcher and medium missiles. Damage, application and range falls somewhere between the current light and heavy missiles, and we buff heavy missiles by 10% to the pre-nerf values. Fitting requirements would be on par with the rapid light missile launchers. This gives the Drakes a bit more "oomph" (which they're sorely lacking), and provides an alternative to rapid light launchers (these will do less overall DPS, but more consistently). I used a +25% damage bonus, +25% rate of fire bonus, V skills, T2 launchers, Faction ammunition and 3x ballistic controls. Comments welcome. Medium Missile Launchers
I'd rather they roll back the damage application portion of the heavy missile nerf (12% to explosion radius I believe it was) while going back to the original rapid launchers (with a hefty nerf to RLML ammo capacity and PWG needs). We don't need another missile weapon system to make things even more complicated. CCP clearly can't handle what we already have. |

Mournful Conciousness
Embers Children TOHA Conglomerate
427
|
Posted - 2013.12.21 09:28:00 -
[3585] - Quote
Sgt Ocker wrote:Mournful Conciousness wrote:Zvaarian the Red wrote: That's the thing I find so perplexing. RLMLs have been around for years yet they weren't dominating small gang and solo PVP on some massive scale.
Incorrect on 2 counts: * They've been around for months. * CCP's data suggested strongly that they were indeed dominating. I wonder if the rise in RLML use began to appear after a major nerf to HM ? So now; we have HM in a bad place and RLML in a niche place, leaving Caldari missile pilots with little to no choice. Give back the old RLML with reduced capacity, 10 second reload and the 15-20% damage reduction mentioned in your post; Quote: CCP Rise Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade I don't want a weapon system with "advantage in trade" I want to use missiles the same way turret users do, IE; as I choose, not how CCP says. RLML you have choices with; different damage types and ranges but all with 40 seconds downtime every 45 seconds = limited options on how the weapon is used = not fun for a lot of players. Quote: CCP Rise This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support. I would rather have a weapon system balanced for sustained DPS, than a high DPS weapon with such limited usability. Give missile users a choice - lower sustained DPS or the burst mechanic. Official interest in this thread probably lapsed some 30 or 40 pages ago. Regardless this is what 1 selfish missile pilot would like to see happen.
It seems to me that rlml was conceived because missile users were unhappy about not being able to easily kill frigates with a medium missile.
Of course that makes about as much sense as inventing a new gunnery system because I was unhappy about being unable to kill a frigate with a medium railgun.
If I made this complaint you might rightfully tell me to use a small rail gun instead.
The right tool for the job of killing a frigate is a light missile, a rocket, a light drone or a smart bomb. All of which a drake can fit
Of course drakes had trouble killing frigates with heavy missiles. They absolutely should!
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|

Zvaarian the Red
Evil Leprechaun Brigade
266
|
Posted - 2013.12.21 10:04:00 -
[3586] - Quote
Mournful Conciousness wrote: It seems to me that rlml was conceived because missile users were unhappy about not being able to easily kill frigates with a medium missile.
Of course that makes about as much sense as inventing a new gunnery system because I was unhappy about being unable to kill a frigate with a medium railgun.
If I made this complaint you might rightfully tell me to use a small rail gun instead.
The right tool for the job of killing a frigate is a light missile, a rocket, a light drone or a smart bomb. All of which a drake can fit
Of course drakes had trouble killing frigates with heavy missiles. They absolutely should!
1) Medium rail guns can kill frigs pretty well at range.
2) Drakes can't even kill cruisers efficiently with heavy missiles. |

Sgt Ocker
State War Academy Caldari State
106
|
Posted - 2013.12.21 11:08:00 -
[3587] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote: It seems to me that rlml was conceived because missile users were unhappy about not being able to easily kill frigates with a medium missile.
Of course that makes about as much sense as inventing a new gunnery system because I was unhappy about being unable to kill a frigate with a medium railgun.
If I made this complaint you might rightfully tell me to use a small rail gun instead.
The right tool for the job of killing a frigate is a light missile, a rocket, a light drone or a smart bomb. All of which a drake can fit
Of course drakes had trouble killing frigates with heavy missiles. They absolutely should!
1) Medium rail guns can kill frigs pretty well at range. 2) Drakes can't even kill cruisers efficiently with heavy missiles. Agreed..
In its hey day, the drake was a mighty force to be reckoned with. It needed to be brought into balance, instead it and heavy missiles were neutered. (sometimes it really does feel like I'm firing blanks)
RLML was created as an easy fix for the lack of a medium missile platform that could shoot smaller targets. Problem is it uses light missiles. Used in a light missile launcher they work just fine but put those same missiles in the RLML it becomes OP due to the damage application built into light missiles for light missile launchers. So instead of fixing the damage application problem, RLML was not completely neutered but it did have its most important asset removed, versatility.
Mournful, seriously now; A drake with light missiles or rockets? |

Mournful Conciousness
Embers Children TOHA Conglomerate
427
|
Posted - 2013.12.21 11:30:00 -
[3588] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote: It seems to me that rlml was conceived because missile users were unhappy about not being able to easily kill frigates with a medium missile.
Of course that makes about as much sense as inventing a new gunnery system because I was unhappy about being unable to kill a frigate with a medium railgun.
If I made this complaint you might rightfully tell me to use a small rail gun instead.
The right tool for the job of killing a frigate is a light missile, a rocket, a light drone or a smart bomb. All of which a drake can fit
Of course drakes had trouble killing frigates with heavy missiles. They absolutely should!
1) Medium rail guns can kill frigs pretty well at range. Provided they are stationary or travelling directly at the cruiser and the cruiser itself has no self-induced transversal velocity (i.e. moving directly away from target or stationary).2) Drakes can't even kill cruisers efficiently with heavy missiles.
One clarification inline in bold
As for point 2, this is correct. A Drake with heavy missiles is the wrong tool for the job. So I might argue that for this job, you might be better off choosing a different tool. Like a drake with light missile launchers, for instance. *
Further, it seems to me also that heavy missiles are uninspiring weapons. Previously they were overly powerful weapons. CCP have already mentioned that they will be looking into missile damage augmentation modules, and Rise has already alluded to the complexity of that (since cruise, HAMs and light missiles are already very fit for purpose).
It might be that heavy missiles need a little buff - they certainly don't need to be buffed to previous levels. No doubt the data in the server logs will tell the whole story when CCP get round to looking at it.
In the meantime, we can if we wish conduct our own tests. The logs on the client machine give complete information about damage application, and it's straightforward to create ships and set up scenarios to test damage application in a number of situations on the test server with some friends.
I don't think anyone yet has done this, so actually all arguments here are subjective and therefore valueless when trying to persuade the game designers in any one direction.
* There is a fundamental principle here. Eve pvp is a very complex realtime problem space. The combinations of fits and moves is incalculably large - possibly infinite. A 'standard' fit is not always the way to go. I do fit small guns to cruisers, and I fit medium guns to battleships when the situation demands it. I am certainly happy to give up DPS for a neutraliser, or depth of tank for better damage application. I also fly heavy missile ships (on another account) when dual boxing, for example in a command ship such as the damnation or claymore, because missiles require less management than guns. I can just set the command ship to orbit the main and fire missiles when I remember to. Although they are an imperfect weapon system, they are adding value in that situation without distracting my attention from keeping the target pinned and my assault cruiser in one piece.
After about 18 months into this game, when I started to realise how to do PVP, I stopped thinking about 'balance' and 'fairness'. I started thinking about what is, and what can be done. I now realise that this approach is what wins fights and (more importantly to me) prevents losses.
The sooner followers of this thread can make this mental leap, the happier will be your game experience. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Zvaarian the Red
Evil Leprechaun Brigade
267
|
Posted - 2013.12.21 11:50:00 -
[3589] - Quote
This is a new low. We are now being told to fit light missile launcher to Drakes...to kill cruisers...
Oh and Mournful it might help if you actually knew the bonuses of a ship before talking about it. A Drake has no bonuses for light missiles and can't pump out anywhere close to 300 DPS with them. |

Mournful Conciousness
Embers Children TOHA Conglomerate
429
|
Posted - 2013.12.21 11:51:00 -
[3590] - Quote
Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes...
No, you're being taught how to win.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|
|

Zvaarian the Red
Evil Leprechaun Brigade
267
|
Posted - 2013.12.21 11:54:00 -
[3591] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes... No, you're being taught how to win.
A light missile Drake is the opposite of win. |

Mournful Conciousness
Embers Children TOHA Conglomerate
435
|
Posted - 2013.12.21 11:57:00 -
[3592] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes... No, you're being taught how to win. A light missile Drake is the opposite of win.
You're arguing principles in a war where only results matter. That's a shortcut to an early grave in any enterprise - particularly eve.
Bonuses are there as bonuses, not constraints.
You've never seen a large-neut recon ship? a light blaster dominix? a smartbomb battleship?
Come on...
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Fourteen Maken
State Protectorate Caldari State
122
|
Posted - 2013.12.21 12:01:00 -
[3593] - Quote
Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes...to kill cruisers...
Oh and Mournful it might help if you actually knew the bonuses of a ship before talking about it. A Drake has no bonuses for light missiles and can't pump out anywhere close to 300 DPS with them.
I fit small lasers on my maller, because I don't have good skills for medium turrets, fitting small lasers allows me to fit an enormous tank (50k EHP even with my skills), they have excellent tracking which surprises frigates who think they can kite under my guns, and I still get over 200 dps. It works well, I managed to get a few good kills with it, defended a lot of plexes and tbh I wouldn't laugh at the idea of a light missile drake either. |

Mournful Conciousness
Embers Children TOHA Conglomerate
435
|
Posted - 2013.12.21 12:03:00 -
[3594] - Quote
Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes...to kill cruisers...
Oh and Mournful it might help if you actually knew the bonuses of a ship before talking about it. A Drake has no bonuses for light missiles and can't pump out anywhere close to 300 DPS with them.
Please check your claim in EFT. You are mistaken sir.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Zvaarian the Red
Evil Leprechaun Brigade
267
|
Posted - 2013.12.21 12:03:00 -
[3595] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes... No, you're being taught how to win. A light missile Drake is the opposite of win. You're arguing principles in a war where only results matter. That's a shortcut to an early grave in any enterprise - particularly eve. Bonuses are there as bonuses, not constraints. You've never seen a large-neut recon ship? a light blaster dominix? a smartbomb battleship? Come on...
You are suggesting anti-frig weapons on a Drake to fight cruisers. It won't work. It would only work against frigs and destroyers, and even then it would be incredibly underwhelming. |

Bouh Revetoile
TIPIAKS
452
|
Posted - 2013.12.21 12:03:00 -
[3596] - Quote
Fourteen Maken wrote:By the same token Vexors must be obsoleting destroyers as well , do you think we should stop allowing vexors to fit light drones. Since your so concerned about cruisers killing frigates do you think ccp should make it so that the scan resolution on turret ships makes a huge difference to their damage application, so that medium and large turrets can only ever hope to do a small fraction of their dps against frigates and destroyers. Drones are a lot less dangerous than LM to frigates. As I said, you can kill them and they have a lot lower dps than RLML, old or new. A Vexor is a frigate killer, but outside of web range it's far less dangerous. At 3500m/s, you will outrun hobgobelins ; with faster drones, they will need to pulse their MWD to chase you and their dps will be less lower than optimal. A fully bonused set of warriors II with 2 DDA does 172dps, but while chasing you they will be lucky if they apply half of it. That's far lower than the 230dps of old RLML Caracal.
As for asking turrets to do less damage to lower classes ships, in fact, I do asked for it. I asked during the titan nerf some years ago to put a signature parameter separated from the tracking parameter in the turret formula for consistency with the usual explanation of how turrets works and to make smaller ships a lot less vulnerable to larger ones. |

Zvaarian the Red
Evil Leprechaun Brigade
267
|
Posted - 2013.12.21 12:05:00 -
[3597] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes...to kill cruisers...
Oh and Mournful it might help if you actually knew the bonuses of a ship before talking about it. A Drake has no bonuses for light missiles and can't pump out anywhere close to 300 DPS with them. Please check your claim in EFT. You are mistaken sir.
My EFT says:
Caldari Battlecruiser skill bonus per level: 4% bonus to all shield resistances 10% bonus to kinetic damage of Heavy Missiles and Heavy Assault Missiles
What does yours say? |

Bouh Revetoile
TIPIAKS
453
|
Posted - 2013.12.21 12:08:00 -
[3598] - Quote
Zvaarian the Red wrote:My EFT says:
Caldari Battlecruiser skill bonus per level: 4% bonus to all shield resistances 10% bonus to kinetic damage of Heavy Missiles and Heavy Assault Missiles
What does yours say? What matter in a duel is your ehp*dps vs his ehp*dps. The winner is the one who kill the other before dying, not the one using all its bonuses. If you can't outgun your ennemy, you can still outtank it. The Drake always was about outtanking anything. |

Mournful Conciousness
Embers Children TOHA Conglomerate
435
|
Posted - 2013.12.21 12:12:00 -
[3599] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes...to kill cruisers...
Oh and Mournful it might help if you actually knew the bonuses of a ship before talking about it. A Drake has no bonuses for light missiles and can't pump out anywhere close to 300 DPS with them. Please check your claim in EFT. You are mistaken sir. My EFT says: Caldari Battlecruiser skill bonus per level: 4% bonus to all shield resistances 10% bonus to kinetic damage of Heavy Missiles and Heavy Assault Missiles What does yours say?
it says this:
Volley Damage: 1,605.48 DPS: 290.46
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Fourteen Maken
State Protectorate Caldari State
122
|
Posted - 2013.12.21 12:30:00 -
[3600] - Quote
Bouh Revetoile wrote:Fourteen Maken wrote:By the same token Vexors must be obsoleting destroyers as well , do you think we should stop allowing vexors to fit light drones. Since your so concerned about cruisers killing frigates do you think ccp should make it so that the scan resolution on turret ships makes a huge difference to their damage application, so that medium and large turrets can only ever hope to do a small fraction of their dps against frigates and destroyers. Drones are a lot less dangerous than LM to frigates. As I said, you can kill them and they have a lot lower dps than RLML, old or new. A Vexor is a frigate killer, but outside of web range it's far less dangerous. At 3500m/s, you will outrun hobgobelins ; with faster drones, they will need to pulse their MWD to chase you and their dps will be less lower than optimal. A fully bonused set of warriors II with 2 DDA does 172dps, but while chasing you they will be lucky if they apply half of it. That's far lower than the 230dps of old RLML Caracal. As for asking turrets to do less damage to lower classes ships, in fact, I do asked for it. I asked during the titan nerf some years ago to put a signature parameter separated from the tracking parameter in the turret formula for consistency with the usual explanation of how turrets works and to make smaller ships a lot less vulnerable to larger ones.
At those speeds even light missiles don't hit for fulll dps, Cruisers can kill frigates that's not unique to the Caracal and was never sufficient justification to nerf RLML, because both Vexors and Caracals can kill frigates, granted the RLML Caracal did it better, but the Vexor was better against everything else. Now the Vexor is better at killing frigates and better at everything else as well. |
|

Zvaarian the Red
Evil Leprechaun Brigade
267
|
Posted - 2013.12.21 12:38:00 -
[3601] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes...to kill cruisers...
Oh and Mournful it might help if you actually knew the bonuses of a ship before talking about it. A Drake has no bonuses for light missiles and can't pump out anywhere close to 300 DPS with them. Please check your claim in EFT. You are mistaken sir. My EFT says: Caldari Battlecruiser skill bonus per level: 4% bonus to all shield resistances 10% bonus to kinetic damage of Heavy Missiles and Heavy Assault Missiles What does yours say? it says this: Volley Damage: 1,605.48 DPS: 290.46
With a third of your DPS coming from 5 unbonused drones that have no replacements, that number is flimsy in the extreme. And being a BC you'll have little ability to dictate fights, so have fun getting jumped by a cruiser gang in your anti-frig Drake. And no it is not a good option against cruisers. It would get rolled by any decent cruiser in the game. Oh and good luck using the tackle you stuck on it with your 175 m/s max speed.
I'm starting to feel trolled here... |

Mournful Conciousness
Embers Children TOHA Conglomerate
435
|
Posted - 2013.12.21 12:45:00 -
[3602] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:Mournful Conciousness wrote:Zvaarian the Red wrote:This is a new low. We are now being told to fit light missile launcher to Drakes...to kill cruisers...
Oh and Mournful it might help if you actually knew the bonuses of a ship before talking about it. A Drake has no bonuses for light missiles and can't pump out anywhere close to 300 DPS with them. Please check your claim in EFT. You are mistaken sir. My EFT says: Caldari Battlecruiser skill bonus per level: 4% bonus to all shield resistances 10% bonus to kinetic damage of Heavy Missiles and Heavy Assault Missiles What does yours say? it says this: Volley Damage: 1,605.48 DPS: 290.46
With a third of your DPS coming from 5 unbonused drones that have no replacements, that number is flimsy in the extreme. And being a BC you'll have little ability to dictate fights, so have fun getting jumped by a cruiser gang in your anti-frig Drake. And no it is not a good option against cruisers. It would get rolled by any decent cruiser in the game. Oh and good luck using the tackle you stuck on it with your 175 m/s max speed. I'm starting to feel trolled here...
the proposition is an anti frigate ship. eve without drones it has 200dps and a neut and 77k ehp plus shield recharge.
no one said anything about fleets of cruisers. to fight them you need a different fit - called a fleet.
don't like my drake? I don't mind. would a raven do? or a prophecy?
it seems to me that you are determined to dislike the fit on idealistic grounds rather than those of actual game mechanics
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Bouh Revetoile
TIPIAKS
453
|
Posted - 2013.12.21 12:48:00 -
[3603] - Quote
Fourteen Maken wrote:At those speeds even light missiles don't hit for fulll dps, Cruisers can kill frigates that's not unique to the Caracal and was never sufficient justification to nerf RLML, because both Vexors and Caracals can kill frigates, granted the RLML Caracal did it better, but the Vexor was better against everything else. Now the Vexor is better at killing frigates and better at everything else as well. The Caracal still kill frigates better than a Vexor. A frigate can reduce half RLML dps, but that's with AB or sig bonused MWD. Drones apply far less than that on a MWDing frigate because they pulse their prop and run in high range and tracking troubles. And they die. |

Zvaarian the Red
Evil Leprechaun Brigade
267
|
Posted - 2013.12.21 12:56:00 -
[3604] - Quote
Mournful Conciousness wrote: the proposition is an anti frigate ship. eve without drones it has 200dps and a neut and 77k ehp plus shield recharge.
no one said anything about fleets of cruisers. to fight them you need a different fit - called a fleet.
don't like my drake? I don't mind. would a raven do? or a prophecy?
it seems to me that you are determined to dislike the fit on idealistic grounds rather than those of actual game mechanics
You actually suggested it for cruisers or don't you recall?
Seriously man, it's a bad fit and a bad idea, and I honestly think you know it. It will be outmaneuvered and/or avoided by its intended prey (frigates), and will be an easy kill for everything else. Come on now. |

Mournful Conciousness
Embers Children TOHA Conglomerate
436
|
Posted - 2013.12.21 13:44:00 -
[3605] - Quote
Zvaarian the Red wrote:Mournful Conciousness wrote: the proposition is an anti frigate ship. eve without drones it has 200dps and a neut and 77k ehp plus shield recharge.
no one said anything about fleets of cruisers. to fight them you need a different fit - called a fleet.
don't like my drake? I don't mind. would a raven do? or a prophecy?
it seems to me that you are determined to dislike the fit on idealistic grounds rather than those of actual game mechanics
You actually suggested it for cruisers or don't you recall? Seriously man, it's a bad fit and a bad idea, and I honestly think you know it. It will be outmaneuvered and/or avoided by its intended prey (frigates), and will be an easy kill for everything else. Come on now.
I am sorry if I have made that mistake. this is an anti frigate drake. the anti cruiser version would fit hams.
It seems to me that you are arguing that since this ship is not a multi-tool, it's a bad idea.
depending on your circumstances that may or may not be true.
I arguing something else: if you really want to kill frigates with missiles, there are ways to do it. missiles do not "suck" - they merely have different characteristics to guns. there are pros and cons to both weapon systems. one would do better to learn them and apply their strengths rather than argue for missiles to be good at everything. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
12
|
Posted - 2013.12.21 14:24:00 -
[3606] - Quote
Arthur Aihaken wrote:Stitch Kaneland wrote:I think it speaks volumes about the fit. It could have been a triple stabbed caracal with no bcu's for all we know. So no damage bonuses or hull bonus for rlml. Without knowing the details we can't determine if its poor fit, pilot, weapon system or any combination of the 3. I know that some of you are really hoping RLMLs don't suck... I hate to be the one to break it to you, but regardless of fit - they do. The deal-breaker is quite literally the 40-second reload.
I find that hard to believe. Especially when i've gotten kills with them. With a RoF fit ship just like the caracal you tried 100 pages or so back, that failed to kill a single frigate. So if i can kill a frigate with ****** missile skills, with a RoF bonused ship, then why can't you? Especially since, by the way you're talking you should have far better missile skills than I. So my Belli had a TP?, you can put a TP on your caracal and still get max dps on most targets (still 200dps to an a/b fit dram).
Or are you just pouting because you don't have a 60 charge clip that spews missile death upon frigates?
You can't just nerf LM application, because then you're also nerfing the frigate weapon, where frigates have much less ability to fit a TP or rigor/flare rigs. Maybe a web, but then that kind of defeats the range advantage of LM. So if you say, why didn't they nerf LM? Its because it would have caused issue with frigates/destroyers fitting LM. It would have been like the HM nerf was, but for LM. ****** application, unless painted out the ass.
Or reducing damage would really make standard LML fit suck even more. You have a 7-8s duration, and then you want to add even less volley damage? Why would anyone fit the standard launchers then.
So instead of nerfing LM's, they nerfed the only launcher that is OP with LM, the RLML. Even with the original RLML, how were groups of frigates supposed to survive an encounter with an RLML ship? There was no pause/break, just a constant stream of missiles. This has changed the format of the weapon, now there is a pause so frigates have a chance to kill (remember that risk/reward saying?) you, but you have increased initial dps to still provide a good anti-frigate role. Its anti-frigate, not, anti-frigate and can also anti-cruisers too. No, it kills frigates, thats its role. Cruiser killing is the role of the HML and HAM. Granted, HM's need some tweaking, but HAMs are still in a decent place right now. And for Caldari, hams are where its at since you have the velocity bonus.
So, here's how you do this. You feel like going out and harassing FW guys, and typically you deal with frigs. Fit RLML. You think you're going to deal with cruisers, fit HAMs. Not that hard a concept. And before you say it, yes even HAMs can kill frigs, maybe not swarms of them quick enough, but the random 1-2 frig tackle, it should handle easily (as long as you fit at least a web, which is kind of mandatory with HAMs anyway).
|

Drake Doe
SVER Bloodpack Insidious Empire
301
|
Posted - 2013.12.21 15:12:00 -
[3607] - Quote
Killing paper thin frigates with a damage bonused hull does not mean that rlmls are im a good position. And the only reasons they were used to kill cruisers was because of the vast difference in the amount of tank that could be fit and the small difference between applied dps of heavy/heavy assault missiles outside web range (which maked the range bonus of quite a few ships redundant) and the applied dps of fury lights (which are designed to be used against larger ships/heavy tackled frigates) on cruisers.
Basically, the only viable long range option was nerfed to uselessness outside of killing frigs that aren't fit for tank. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Bouh Revetoile
TIPIAKS
454
|
Posted - 2013.12.21 17:19:00 -
[3608] - Quote
Drake Doe wrote:Basically, the only viable long range option was nerfed to uselessness outside of killing frigs that aren't fit for tank. If HM are a problem, tweak them, but don't use this argument to keep an OP weapon system.
Basicaly CCP couldn't know about HML balance because RLML took their place in the strategic view of things. Additionaly, it would be very hard to balance HML vs RLML, because most of the time one would obsolete the other, hence why they modified the gameplay of RLML, so they have a dinstinct niche to separate them from HML. Now they will be able to study HML correctly.
|

Arthur Aihaken
The.VOID
999
|
Posted - 2013.12.21 21:23:00 -
[3609] - Quote
Stitch Kaneland wrote:Or are you just pouting because you don't have a 60 charge clip that spews missile death upon frigates? You know what a shill is, right?  I am currently away, traveling through time and will be returning last week. |

Astroniomix
Cryptic Meta-4
739
|
Posted - 2013.12.22 00:43:00 -
[3610] - Quote
Bouh Revetoile wrote:
Basicaly CCP couldn't know about HML balance because RLML took their place in the strategic view of things
Actually everyone with a functioning central nervous system knew HMLs were garbage even with RLML. |
|

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 00:50:00 -
[3611] - Quote
Bouh Revetoile wrote:Drake Doe wrote:Basically, the only viable long range option was nerfed to uselessness outside of killing frigs that aren't fit for tank. If HM are a problem, tweak them, but don't use this argument to keep an OP weapon system. Basicaly CCP couldn't know about HML balance because RLML took their place in the strategic view of things. Additionaly, it would be very hard to balance HML vs RLML, because most of the time one would obsolete the other, hence why they modified the gameplay of RLML, so they have a dinstinct niche to separate them from HML. Now they will be able to study HML correctly. So one had to be nerfed to the ground to show that another is "OP" (usable) and now that cycle is repeating the inverse, a cycle of nerfs and buffs solves nothing. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Arthur Aihaken
The.VOID
1000
|
Posted - 2013.12.22 01:32:00 -
[3612] - Quote
Drake Doe wrote:Bouh Revetoile wrote:Drake Doe wrote:Basically, the only viable long range option was nerfed to uselessness outside of killing frigs that aren't fit for tank. If HM are a problem, tweak them, but don't use this argument to keep an OP weapon system. Basicaly CCP couldn't know about HML balance because RLML took their place in the strategic view of things. Additionaly, it would be very hard to balance HML vs RLML, because most of the time one would obsolete the other, hence why they modified the gameplay of RLML, so they have a dinstinct niche to separate them from HML. Now they will be able to study HML correctly. So one had to be nerfed to the ground to show that another is "OP" (usable) and now that cycle is repeating the inverse, a cycle of nerfs and buffs solves nothing. HMLs were never "OP", but they nerfed them anyway. Then they buffed rails, lasers and artillery. Then they released this abomination. So basically missile players got screwed over 3 times. I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
14
|
Posted - 2013.12.22 02:32:00 -
[3613] - Quote
Drake Doe wrote:Killing paper thin frigates with a damage bonused hull does not mean that rlmls are im a good position.
Bellicose isn't a damage bonused hull. Just RoF. And paper thin? No, the Firetail was average for frig EHP at around 6.3k. I was hitting his highest resist, and was still able to kill him under 10 missiles. |

Astroniomix
Cryptic Meta-4
742
|
Posted - 2013.12.22 04:54:00 -
[3614] - Quote
Stitch Kaneland wrote:Drake Doe wrote:Killing paper thin frigates with a damage bonused hull does not mean that rlmls are im a good position. Bellicose isn't a damage bonused hull. Just RoF. And paper thin? No, the Firetail was average for frig EHP at around 6.3k. I was hitting his highest resist, and was still able to kill him under 10 missiles. 6.3 is still on the low side, and even then, killing a lone frigate doesn't disprove that RLMLs are only good for killing lone frigates. |

Sgt Ocker
State War Academy Caldari State
106
|
Posted - 2013.12.22 05:03:00 -
[3615] - Quote
Mournful Conciousness wrote:Sgt Ocker wrote:
Mournful, seriously now; A drake with light missiles or rockets?
Please tell me why the 300 sustained dps from this (very imperfect) ship will not kill a frigate. It has 77,000 ehp (before overheat) - 10x that of a frigate. It will easily kill 5 of them if they are stupid enough to be in web range. You could even dual-asb it. Then you could kill frigate swarms all day long. Open your mind, young Skywalker.... 6x Light Missile Launcher II (Inferno Fury Light Missile) Medium Energy Neutralizer II 2x Adaptive Invulnerability Field II 10MN Microwarpdrive II Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I Large Shield Extender II 3x Ballistic Control System II Damage Control II Medium Anti-EM Screen Reinforcer II 2x Medium Core Defense Field Extender II 5x Hobgoblin II I don't see how your getting 300DPS with lights. Your get 99DPS with all 5's from your Hobs (not good at hitting fast frigates) & 185 DPS from launchers with Furies (also not good at hitting fast frigates) Drake gets no bonus at all to light missiles.. So whatever you go after needs to be webbed and scrammed
At 1400m/s over heated your going to have trouble holding even an AB frigate in web range and of course if even 1 of your skills is not at 5 it changes the whole setup. Just having High Speed Maneuvering at 4 leaves you with less than 1 min cap using neut, 1min 40 without neut. Gallente Drone Spec 4 = 86 DPS, Light Missile Specialization 4 = 179 DPS, Acceleration control 4 = 1260m/s O/H.
I know I'm nitpicking minor things but those minor things can often make the difference between killing a 10mil frigate or losing a 150 mil battlecruiser.
Not to say it wouldn't work as a frigate killer but it is a very expensive frigate killer (around 160 mil) that is gonna die to anything bigger. Oh and I only get 59k EHP with all 5's, still respectable but not 77k... IMO you would be better off fitting a caracal with lights than a drake, although I'd be hesitant to use that as well.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
440
|
Posted - 2013.12.22 06:32:00 -
[3616] - Quote
Sgt Ocker wrote:Mournful Conciousness wrote:Sgt Ocker wrote:
Mournful, seriously now; A drake with light missiles or rockets?
Please tell me why the 300 sustained dps from this (very imperfect) ship will not kill a frigate. It has 77,000 ehp (before overheat) - 10x that of a frigate. It will easily kill 5 of them if they are stupid enough to be in web range. You could even dual-asb it. Then you could kill frigate swarms all day long. Open your mind, young Skywalker.... 6x Light Missile Launcher II (Inferno Fury Light Missile) Medium Energy Neutralizer II 2x Adaptive Invulnerability Field II 10MN Microwarpdrive II Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I Large Shield Extender II 3x Ballistic Control System II Damage Control II Medium Anti-EM Screen Reinforcer II 2x Medium Core Defense Field Extender II 5x Hobgoblin II I don't see how your getting 300DPS with lights. Your get 99DPS with all 5's from your Hobs (not good at hitting fast frigates) & 185 DPS from launchers with Furies (also not good at hitting fast frigates) Drake gets no bonus at all to light missiles.. So whatever you go after needs to be webbed and scrammed At 1400m/s over heated your going to have trouble holding even an AB frigate in web range and of course if even 1 of your skills is not at 5 it changes the whole setup. Just having High Speed Maneuvering at 4 leaves you with less than 1 min cap using neut, 1min 40 without neut. Gallente Drone Spec 4 = 86 DPS, Light Missile Specialization 4 = 179 DPS, Acceleration control 4 = 1260m/s O/H. I know I'm nitpicking minor things but those minor things can often make the difference between killing a 10mil frigate or losing a 150 mil battlecruiser. Not to say it wouldn't work as a frigate killer but it is a very expensive frigate killer (around 160 mil) that is gonna die to anything bigger. Oh and I only get 59k EHP with all 5's, still respectable but not 77k... IMO you would be better off fitting a caracal with lights than a drake, although I'd be hesitant to use that as well. Quote: Stitch Kaneland Or reducing damage would really make standard LML fit suck even more. You have a 7-8s duration, and then you want to add even less volley damage? Why would anyone fit the standard launchers then. You don't have to reduce damage application on Light missiles to reduce damage output of RLML, reducing ROF on RLML would have quite simply reduced damage and have no affect on Light missile launchers. The basic problem with RLML was they applied good damage very quickly, fix, slow down how fast they apply that damage. Each volley still applies the same damage as they used to but the volleys are further apart. It is only in very specific and limited situations where you will get a missile to deliver 100% of its potential damage so by reducing how fast RLML applies its damage in any given situation is in fact a nerf as it reduces overall "DPS". I'm not good at math but - RLML ROF = 6.24 s = X DPS RLML ROF = 7.24 s = Y DPS. . Y DPS would have to be less than X as the missiles are launched at a slower rate..
I take your point re skills but to be fair that applies to all participants.
As for cap time, you won't need more than 2 cycles of the neut.
If you're worried about being tackled by a cruiser, try it with dual Asb rather than extenders. Then you change rigs for better damage application.
As I said, it's only one example of many missile platforms that kill frigates effectively. It might even be more effective with navy ammo.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 08:55:00 -
[3617] - Quote
Arthur Aihaken wrote:Drake Doe wrote:Bouh Revetoile wrote:Drake Doe wrote:Basically, the only viable long range option was nerfed to uselessness outside of killing frigs that aren't fit for tank. If HM are a problem, tweak them, but don't use this argument to keep an OP weapon system. Basicaly CCP couldn't know about HML balance because RLML took their place in the strategic view of things. Additionaly, it would be very hard to balance HML vs RLML, because most of the time one would obsolete the other, hence why they modified the gameplay of RLML, so they have a dinstinct niche to separate them from HML. Now they will be able to study HML correctly. So one had to be nerfed to the ground to show that another is "OP" (usable) and now that cycle is repeating the inverse, a cycle of nerfs and buffs solves nothing. HMLs were never "OP", but they nerfed them anyway. Then they buffed rails, lasers and artillery. Then they released this abomination. So basically missile players got screwed over 3 times. HMls were op, without a doubt, but they were overnerfed. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 08:57:00 -
[3618] - Quote
Stitch Kaneland wrote:Drake Doe wrote:Killing paper thin frigates with a damage bonused hull does not mean that rlmls are im a good position. Bellicose isn't a damage bonused hull. Just RoF. And paper thin? No, the Firetail was average for frig EHP at around 6.3k. I was hitting his highest resist, and was still able to kill him under 10 missiles. Link that kill, the only rlml to frig I found of yours was an Scythe FI against an odd dramiel fit. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Trolly McForumalt
Republic University Minmatar Republic
15
|
Posted - 2013.12.22 09:42:00 -
[3619] - Quote
Mournful Conciousness wrote:Zvaarian the Red wrote: That's the thing I find so perplexing. RLMLs have been around for years yet they weren't dominating small gang and solo PVP on some massive scale.
Incorrect on 2 counts: * They've been around for months. * CCP's data suggested strongly that they were indeed dominating.
This post kinda sums up the majority of the posters and the problems that their bad/incorrect/ill-informed posts have caused in this thread.
RLMLs (as they are called now) have indeed been in the game for YEARS - they used to be called assault launchers and they have been in the game since I've started playing (and probably much longer). It's the exact same module, just a different name.
The reason they've seen their usage spike is because 1) light missiles were buffed and, 2) heavy missiles were nerfed - both in Retribution (as I recall). They also allowed all missile types gain the bonus from GMP in this expansion. The net effect was the increased usage of HAMs and RLMLs and the decrease in HMLs. RLMLs and AMLs were never buffed - just light missiles. Also, I bet if heavy missiles weren't nerfed you'd see a more even use of cruiser missile weapons (especially after the GMP change). Did heavies need nerfed? Well let's consider the uptick in use in the other missile systems and also the buff to other long range medium weapons. Certainly doesn't look like a justified nerf to me in hindsight.
Now this is a RLML thread and should just be limited to discussion on RLMLs (which have always been a weird weapon system IMO - though I've always liked them). Seems like most of the discussion is the lack of a good cruiser missile system (not entirely correct - HAMs are good while HMLs were over-nerfed) and the discrepancy between missile weapons and turret weapons (I believe missiles receive the short end of the stick in terms of development and balance). These issues deserve their own threads.
My point is this. If you're going to involve yourself in these discussions, you should probably know wtf you're talking about. If you're not going to bother getting your facts straight (at a minimum) then you probably shouldn't be posting here and just stick to smacking in GD. |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.22 09:53:00 -
[3620] - Quote
Drake Doe wrote:Bouh Revetoile wrote:Drake Doe wrote:Basically, the only viable long range option was nerfed to uselessness outside of killing frigs that aren't fit for tank. If HM are a problem, tweak them, but don't use this argument to keep an OP weapon system. Basicaly CCP couldn't know about HML balance because RLML took their place in the strategic view of things. Additionaly, it would be very hard to balance HML vs RLML, because most of the time one would obsolete the other, hence why they modified the gameplay of RLML, so they have a dinstinct niche to separate them from HML. Now they will be able to study HML correctly. So one had to be nerfed to the ground to show that another is "OP" (usable) and now that cycle is repeating the inverse, a cycle of nerfs and buffs solves nothing. HML weren't nerfed too much, they were absurdly OP at the time.
Since then though cruiser speed has increased and MLRT got a huge buff.
RLML (and light missiles in themselves in fact) were OP too but not only because of HML. They were too good against frigates.
Now RLML are still very good against frigates but won't overlap on HML or obsolete destroyers anymore.
As for HML, I'm not sold yet on their uselessness. Missile users tend to miss their glory days when they were OP and allowed them to have one weapon to rule all the others. HML should not be better than HAML in HAM range, and seeing some comments here ("any range beyond point range is useless"), some here are definitely not looking for an LR weapon system. HML should be judged only for their performances beyond HAM range exactly like MLRT are judged only for their use outside of MSRT range. |
|

Sgt Ocker
State War Academy Caldari State
106
|
Posted - 2013.12.22 13:29:00 -
[3621] - Quote
Mournful Conciousness..[/quote wrote:
I take your point re skills but to be fair that applies to all participants.
As for cap time, you won't need more than 2 cycles of the neut.
If you're worried about being tackled by a cruiser, try it with dual Asb rather than extenders. Then you change rigs for better damage application.
As I said, it's only one example of many missile platforms that kill frigates effectively. It might even be more effective with navy ammo.
Yes skills applies to everybody but in this case specifically the fit is simply not viable without all 5's. So yes if you have all 5's and want to fly a 100 mil + battle cruiser with small weapons on it to kill 10mil frigates, more power to you.
Dual ASB fit, You end up with a Battlecruiser with under 40k EHP (good tank ability for 60 seconds), under 200 DPS from primary weapon. Can't count on drones as caldari ships don't have the capacity to carry spares for when your 1st flight dies.
Really, my point is you can fit hobgoblins and light missiles onto a raven and call it a frigate killer but that is not going to change the facts. There is very limited choice when it comes to medium missile platforms. You have a Burst module, RLML (which is only usable for at most 40 seconds at a time) or Hams.
Neither of these is suitable for PVE and have limited/specialized application in solo PVP (especially on Caldari ships)
I still don't see why I should have to totally change my play style because someone thought a Burst weapon with extended reload time would be fun in a weapon system which already had limited choice.
Coming Soon;
425mm Auto Cannons. Capacity will be lowered to 30 rounds, rate of fire will be lowered to 4.5 seconds, 40 second reload. Ok so now 425mm autos are in basically the same place as RLML but hang on they still have 220mm and dual 180mm to fall back on if they don't like the new burst module OR want to use the weapon class in a different way.. What do missile users have? |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.22 14:45:00 -
[3622] - Quote
Sgt Ocker wrote:Yes skills applies to everybody but in this case specifically the fit is simply not viable without all 5's. So yes if you have all 5's and want to fly a 100 mil + battle cruiser with small weapons on it to kill 10mil frigates, more power to you.
Dual ASB fit, You end up with a Battlecruiser with under 40k EHP (good tank ability for 60 seconds), under 200 DPS from primary weapon. Can't count on drones as caldari ships don't have the capacity to carry spares for when your 1st flight dies.
Really, my point is you can fit hobgoblins and light missiles onto a raven and call it a frigate killer but that is not going to change the facts. There is very limited choice when it comes to medium missile platforms. You have a Burst module, RLML (which is only usable for at most 40 seconds at a time) or Hams.
Neither of these is suitable for PVE and have limited/specialized application in solo PVP (especially on Caldari ships)
I still don't see why I should have to totally change my play style because someone thought a Burst weapon with extended reload time would be fun in a weapon system which already had limited choice.
Coming Soon;
425mm Auto Cannons. Capacity will be lowered to 30 rounds, rate of fire will be lowered to 4.5 seconds, 40 second reload. Ok so now 425mm autos are in basically the same place as RLML but hang on they still have 220mm and dual 180mm to fall back on if they don't like the new burst module OR want to use the weapon class in a different way.. What do missile users have? You are a naysayer, focusing on what you can't do instead of what you can.
Your comparison with autocanon is bad on top of that in so many ways. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
14
|
Posted - 2013.12.22 15:43:00 -
[3623] - Quote
Drake Doe wrote:Stitch Kaneland wrote:Drake Doe wrote:Killing paper thin frigates with a damage bonused hull does not mean that rlmls are im a good position. Bellicose isn't a damage bonused hull. Just RoF. And paper thin? No, the Firetail was average for frig EHP at around 6.3k. I was hitting his highest resist, and was still able to kill him under 10 missiles. Link that kill, the only rlml to frig I found of yours was an Scythe FI against an odd dramiel fit.
Its been linked already, twice. But here ya go.
http://eve.battleclinic.com/killboard/killmail.php?id=21316480 |

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 15:53:00 -
[3624] - Quote
Stitch Kaneland wrote:Drake Doe wrote:Stitch Kaneland wrote:Drake Doe wrote:Killing paper thin frigates with a damage bonused hull does not mean that rlmls are im a good position. Bellicose isn't a damage bonused hull. Just RoF. And paper thin? No, the Firetail was average for frig EHP at around 6.3k. I was hitting his highest resist, and was still able to kill him under 10 missiles. Link that kill, the only rlml to frig I found of yours was an Scythe FI against an odd dramiel fit. Its been linked already, twice. But here ya go. http://eve.battleclinic.com/killboard/killmail.php?id=21316480
Target painters wouldn't even be needed for a ship that tries to scram kite with an mwd as you most likely either had it hard tackled or webbed so it couldn't pull range. Not to mention the fact that the bellicose gets more sustained dps when fit with rlmls compared to other rlml bonused ship because of it's sizeable (for a missile cruiser) drone bay. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 15:59:00 -
[3625] - Quote
Bouh Revetoile wrote:Drake Doe wrote:Bouh Revetoile wrote:Drake Doe wrote:Basically, the only viable long range option was nerfed to uselessness outside of killing frigs that aren't fit for tank. If HM are a problem, tweak them, but don't use this argument to keep an OP weapon system. Basicaly CCP couldn't know about HML balance because RLML took their place in the strategic view of things. Additionaly, it would be very hard to balance HML vs RLML, because most of the time one would obsolete the other, hence why they modified the gameplay of RLML, so they have a dinstinct niche to separate them from HML. Now they will be able to study HML correctly. So one had to be nerfed to the ground to show that another is "OP" (usable) and now that cycle is repeating the inverse, a cycle of nerfs and buffs solves nothing. HML weren't nerfed too much, they were absurdly OP at the time. Since then though cruiser speed has increased and MLRT got a huge buff. RLML (and light missiles in themselves in fact) were OP too but not only because of HML. They were too good against frigates. Now RLML are still very good against frigates but won't overlap on HML or obsolete destroyers anymore. As for HML, I'm not sold yet on their uselessness. Missile users tend to miss their glory days when they were OP and allowed them to have one weapon to rule all the others. HML should not be better than HAML in HAM range, and seeing some comments here ("any range beyond point range is useless"), some here are definitely not looking for an LR weapon system. HML should be judged only for their performances beyond HAM range exactly like MLRT are judged only for their use outside of MSRT range.
If hmls weren't overnerfed they would still be usable in pvp, and rlmls aee designed to be that way, since the paper dps is gimped vs cruisers compared to the other launchers. Even if supported by an interceptor or keres pointing it's target, a hml cerb will still be useless. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Fourteen Maken
State Protectorate Caldari State
122
|
Posted - 2013.12.22 16:08:00 -
[3626] - Quote
Mournful Conciousness wrote: * CCP's data suggested strongly that they were indeed dominating.
This is where I have a major problem and why this nerf has hit me like a brick in the face; admittedly I have a terrible killboard but for better or worse I have been involved in a lot of pvp and lost hundreds of ships in the space of a few months... I fly mostly frigates and destroyers yet I don't think I have ever lost a single ship to RLML. So I'm wondering where all these supposedly OP RLML frig killers are at? Where is this data that shows RLML was dominating; because it looks to me like a few role players whined about it on the RHML thread and CCP took their paranoid fantasies as gospel and nerfed a useful weapon system without any justification, and all to please a small section of malcontents. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
14
|
Posted - 2013.12.22 16:25:00 -
[3627] - Quote
Drake Doe wrote:Stitch Kaneland wrote:Drake Doe wrote:Stitch Kaneland wrote:Drake Doe wrote:Killing paper thin frigates with a damage bonused hull does not mean that rlmls are im a good position. Bellicose isn't a damage bonused hull. Just RoF. And paper thin? No, the Firetail was average for frig EHP at around 6.3k. I was hitting his highest resist, and was still able to kill him under 10 missiles. Link that kill, the only rlml to frig I found of yours was an Scythe FI against an odd dramiel fit. Its been linked already, twice. But here ya go. http://eve.battleclinic.com/killboard/killmail.php?id=21316480 Target painters wouldn't even be needed for a ship that tries to scram kite with an mwd as you most likely either had it hard tackled or webbed so it couldn't pull range. Not to mention the fact that the bellicose gets more sustained dps when fit with rlmls compared to other rlml bonused ship because of it's sizeable (for a missile cruiser) drone bay.
True, however i fly differently than most. I am going to kite them or at least pull them away, and while they chase i'm hammering them with missiles and applying close to my maximum damage regardless of transversal. By the time they do catch me, they'll already be well past 50% shields/armor, and the drones just finish them off. With the TP i apply max or close to max dps to any frigate target at whatever range my missiles will hit.
As to the drones, i've already recommended all hulls that go for a "anti-frigate role" (Caracal/ONI) should have a minimum of 20 bandwidth/space. I think thats more an issue than the launchers themselves, when dealing with frigates.
However, where the caracal has its bonus is the fact that light precisions go out to 32KM and it has 5 launchers, not 4, like the bellicose. So the volley damage is higher on the caracal than belli, which is important when needing to alpha their active rep and bleed structure. So a decent kiting setup will allow you frigate death at range with a TP. By the time they catch you, they'll already be plenty weakened for a quick finishing with drones and OH. |

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 16:35:00 -
[3628] - Quote
I'm not sure what you kean at the beginning of your post, since no amount of traversal alone effects missiles, just pure speed. As good as that sounds, I don't think that the solution for every anti frigate platform should be more bandwidth and I would rather have an actual fix instead of just a band aid. While that higher volley damage of the caracal looks good on paper, the lack of a direct or indirect application bonus, like the tp bonus of the bellicose, they'll be applying the same damage to most frigates, barring that a fury using bellicose is compared to a precision using caracal. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Red Teufel
Mafia Redux Phobia.
287
|
Posted - 2013.12.22 16:54:00 -
[3629] - Quote
wow you guys complaining over a good weapons system is absurd. Try flying a brutix and getting within 5k of your target to apply dps.... bunch of cry babies you all are. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
14
|
Posted - 2013.12.22 17:11:00 -
[3630] - Quote
Drake Doe wrote:I'm not sure what you kean at the beginning of your post, since no amount of traversal alone effects missiles, just pure speed. As good as that sounds, I don't think that the solution for every anti frigate platform should be more bandwidth and I would rather have an actual fix instead of just a band aid. While that higher volley damage of the caracal looks good on paper, the lack of a direct or indirect application bonus, like the tp bonus of the bellicose, they'll be applying the same damage to most frigates, barring that a fury using bellicose is compared to a precision using caracal.
That was the point. I was illustrating how important it is for people to realize that using the mechanics provided can create a very powerful weapon system. You're right, transversal does not affect missiles, thats the whole point I was making. Meaning that a Bellicose or Caracal with a SINGLE target painter (meta4 of course), can apply 85-95% of their maximum dps using precisions regardless of what the frigate does to try and avoid it, he's getting hit for max DPS, in a level most frigates cannot tank.
Caracal with precisions = 275 dps w/o drones Bellicose with precisions = 241 DPS w/o drones
With single TP, applied damage to a MWD target (jaguar MASB fit, in EFT)
Caracal = 246 DPS Bellicose = 227 DPS
Using TP against a MWD target with MSE (Firetail fit in KM)
Caracal = 275 DPS (MAX) Bellicose = 241 DPS (MAX)
The bellicose does about 20-30dps lower than the caracal (4 launcher vs 5 launcher), even with TP bonus, the belli does less with missiles. Now factor in drones, you're adding about 50 dps in drones on the belli (adding damage of 3 drones, since caracal already has 2). Therefore, the belli only applying 14-29 dps more than a caracal, and its in drones. So if you wanted to make the caracal even more equal to a bellicose, they need to add 3 drones. Speed wise, again, they're about equal, the caracal is 100 m/s slower.
You're getting an almost 720 volley on the caracal. an active tank fit frigate normally has the base value shield/armor points which is 300-700 for most. If you're applying even 246 dps, thats a 9-10% drop in dmg. Which equates to about a 10% reduction in volley, which puts you close to 649 volley under ideal conditions. Factoring in resists, you'll probably be hitting anywhere from 300-600 each hit. Obviously, if they fit an MSE, those numbers will go up. Against an a/b target, you're still looking at 200-400 a volley.
So, no. The Caracal with a TP is just as effective as bellicose with a TP. The only thing the bellicose has for it, is the drones.
Before stating things, you guys should really start running the numbers... |
|

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
14
|
Posted - 2013.12.22 17:27:00 -
[3631] - Quote
Stitch Kaneland wrote: Or reducing damage would really make standard LML fit suck even more. You have a 7-8s duration, and then you want to add even less volley damage? Why would anyone fit the standard launchers then.
Quote: You don't have to reduce damage application on Light missiles to reduce damage output of RLML, reducing ROF on RLML would have quite simply reduced damage and have no affect on Light missile launchers.
The basic problem with RLML was they applied good damage very quickly, fix, slow down how fast they apply that damage. Each volley still applies the same damage as they used to but the volleys are further apart.
It is only in very specific and limited situations where you will get a missile to deliver 100% of its potential damage so by reducing how fast RLML applies its damage in any given situation is in fact a nerf as it reduces overall "DPS".
I'm not good at math but - RLML ROF = 6.24 s = X DPS RLML ROF = 7.24 s = Y DPS. . Y DPS would have to be less than X as the missiles are launched at a slower rate..
Then whats the point of calling it a Rapid launcher? You're approaching standard light launcher RoF there. So, in your example, CCP would have just completely removed the RLML and said "here, use small launchers instead." Think i'd rather have the burst launcher.
The other thing it does not change, is the fact that you can still apply max DPS to a frigate, in a cruiser sized hull for an insane amount of time. |

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 19:11:00 -
[3632] - Quote
Stitch Kaneland wrote:Drake Doe wrote:I'm not sure what you kean at the beginning of your post, since no amount of traversal alone effects missiles, just pure speed. As good as that sounds, I don't think that the solution for every anti frigate platform should be more bandwidth and I would rather have an actual fix instead of just a band aid. While that higher volley damage of the caracal looks good on paper, the lack of a direct or indirect application bonus, like the tp bonus of the bellicose, they'll be applying the same damage to most frigates, barring that a fury using bellicose is compared to a precision using caracal. That was the point. I was illustrating how important it is for people to realize that using the mechanics provided can create a very powerful weapon system. You're right, transversal does not affect missiles, thats the whole point I was making. Meaning that a Bellicose or Caracal with a SINGLE target painter (meta4 of course), can apply 85-95% of their maximum dps using precisions regardless of what the frigate does to try and avoid it, he's getting hit for max DPS, in a level most frigates cannot tank. Caracal with precisions = 275 dps w/o drones Bellicose with precisions = 241 DPS w/o drones With single TP, applied damage to a MWD target (jaguar MASB fit, in EFT) Caracal = 246 DPS Bellicose = 227 DPS Using TP against a MWD target with MSE (Firetail fit in KM) Caracal = 275 DPS (MAX) Bellicose = 241 DPS (MAX) The bellicose does about 20-30dps lower than the caracal (4 launcher vs 5 launcher), even with TP bonus, the belli does less with missiles. Now factor in drones, you're adding about 50 dps in drones on the belli (adding damage of 3 drones, since caracal already has 2). Therefore, the belli only applying 14-29 dps more than a caracal, and its in drones. So if you wanted to make the caracal even more equal to a bellicose, they need to add 1-2 drones. Speed wise, again, they're about equal, the caracal is 100 m/s slower. You're getting an almost 720 volley on the caracal. an active tank fit frigate normally has the base value shield/armor points which is 300-700 for most. If you're applying even 246 dps, thats a 9-10% drop in dmg. Which equates to about a 10% reduction in volley, which puts you close to 649 volley under ideal conditions. Factoring in resists, you'll probably be hitting anywhere from 300-600 each hit. Obviously, if they fit an MSE, those numbers will go up. Against an a/b target, you're still looking at 200-400 a volley. So, no. The Caracal with a TP is just as effective as bellicose with a TP. The only thing the bellicose has for it, is the drones. Before stating things, you guys should really start running the numbers...
The elephant in the room being ignored is the sustained dps, according to CCP rise, sustained dps is about cut in half once you factor in reloading time, so assuming your target survives until you have to reload, the bellicose wins out because of it's drone bay. While it is true that drones would solve this problem, it is just a quick fix to the problem of the launchers themselves. A better solution would be to slightly lower the rof past the pre nerf levels, or wherever it needs to be to make the dps in the range of, if not lower than hmls. As for Rhmls, they should be given their former stats before the change to a 40 second reload was made, and have the range and application bonuses of the typhoon and raven hulls apply to them (which if I'm nit mistaken, they still don't despite the pre nerf. Back on topic, I do not believe that a bellicose should out dps (in this case sustained dps) the caracal unless it's a ridiculously gank fit bellicose or different launchers are being compared (but my opinion may be flawed) since the bellicose is meant to be a support ship. Also, I would run the numbers but I'm away from a reliable fitting tool.
So lets say you're fighting one of the two most durable assault frigates, which I believe are the hawk and vengeance and you can't break their tank, let's assume both are using their appropriate dual rep setups. So let's say you're forced to engage either with kinetic loaded, you either have to fight until they run out of cap charges/reload charges, or you wait out the 40 second reload to hit their resists holes, during which you need to rely on your tank to survive and get the kill, which is unlikely unless you can negate the af's dps in some way or fit enough tank to survive. Situations like this will usually seem like they would usually lead to a dead bellicose or caracal, since one of the advantages of missiles gets negated by 4 times the normal ammo switching time.
When running the numbers of this scenario, consider that I have no way to confirm if a dual asb or dual rep hawk or vengeance could tank the caracal's dps if it's shooting kinetic ammo without going into outrageously pimped or gimped for tank fits. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 19:17:00 -
[3633] - Quote
Stitch Kaneland wrote:Stitch Kaneland wrote: Or reducing damage would really make standard LML fit suck even more. You have a 7-8s duration, and then you want to add even less volley damage? Why would anyone fit the standard launchers then.
Quote: You don't have to reduce damage application on Light missiles to reduce damage output of RLML, reducing ROF on RLML would have quite simply reduced damage and have no affect on Light missile launchers.
The basic problem with RLML was they applied good damage very quickly, fix, slow down how fast they apply that damage. Each volley still applies the same damage as they used to but the volleys are further apart.
It is only in very specific and limited situations where you will get a missile to deliver 100% of its potential damage so by reducing how fast RLML applies its damage in any given situation is in fact a nerf as it reduces overall "DPS".
I'm not good at math but - RLML ROF = 6.24 s = X DPS RLML ROF = 7.24 s = Y DPS. . Y DPS would have to be less than X as the missiles are launched at a slower rate.. Then whats the point of calling it a Rapid launcher? You're approaching standard light launcher RoF there. So, in your example, CCP would have just completely removed the RLML and said "here, use small launchers instead." Think i'd rather have the burst launcher. The other thing it does not change, is the fact that you can still apply max DPS to a frigate, in a cruiser sized hull for an insane amount of time.
As far as the name goes, it can easily be changed into something similar to what they were originally called, such as Assault light missile launchers or assault heavy missile launchers, but the name is not important. Yes they do apply full damage to frigates but at the cost of basically becoming large destroyers. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.22 20:02:00 -
[3634] - Quote
Drake Doe wrote:If hmls weren't overnerfed they would still be usable in pvp, and rlmls aee designed to be that way, since the paper dps is gimped vs cruisers compared to the other launchers. Even if supported by an interceptor or keres pointing it's target, a hml cerb will still be useless. Ok, I made a comparison between HML Caracal vs railgun Thorax. On the graph you can see HML Caracal with precision and navy ammo ; and Thorax in 250mm and 200mm railguns fit with 1 TE and 2 MFS with spike. Target is with zero transversal so the graph favor railguns at lower range, but that compensate for higher damage ammo railguns have. The target is a painted MWDing Thorax (again favoring railguns). Caracal have a missile velocity bonus increasing its range, but this bonus is equal to 3 range rigs on a non bonused ship which equate the fitting effort for PG and range module for railguns.
IMO, the numbers are not bad : HML are better than 200mm railguns at 60km and beyond. They beat 250mm railguns at 80km and beyond. They don't have the tracking problem of railguns and will hence do a lot more dps to frigate (40 is still infinitely superior to zero). HML also have full damage selection vs kin/therm only for railguns. A comparison with arties would be interesting considering HML have almost 50% more alpha than railguns (and that is with rof bonus vs damage bonus).
For support, any cruiser painted + webed (hard tackle + painter on the missile ship) will take full navy HM damage. |

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 20:27:00 -
[3635] - Quote
Bouh Revetoile wrote:Drake Doe wrote:If hmls weren't overnerfed they would still be usable in pvp, and rlmls aee designed to be that way, since the paper dps is gimped vs cruisers compared to the other launchers. Even if supported by an interceptor or keres pointing it's target, a hml cerb will still be useless. Ok, I made a comparison between HML Caracal vs railgun Thorax. On the graph you can see HML Caracal with precision and navy ammo ; and Thorax in 250mm and 200mm railguns fit with 1 TE and 2 MFS with spike. Target is with zero transversal so the graph favor railguns at lower range, but that compensate for higher damage ammo railguns have. The target is a painted MWDing Thorax (again favoring railguns). Caracal have a missile velocity bonus increasing its range, but this bonus is equal to 3 range rigs on a non bonused ship which equate the fitting effort for PG and range module for railguns. IMO, the numbers are not bad : HML are better than 200mm railguns at 60km and beyond. They beat 250mm railguns at 80km and beyond. They don't have the tracking problem of railguns and will hence do a lot more dps to frigate (40 is still infinitely superior to zero). HML also have full damage selection vs kin/therm only for railguns. A comparison with arties would be interesting considering HML have almost 50% more alpha than railguns (and that is with rof bonus vs damage bonus). For support, any cruiser painted + webed (hard tackle + painter on the missile ship) will take full navy HM damage. I should've considered the hyena before making that post, since I was more concerned with the cerb/caracal being outside normal point range but still having a target that's unable to escape. However, it is interesting how a far hmls have to reach to out dps a weapon that's centered on it's range. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
14
|
Posted - 2013.12.22 20:29:00 -
[3636] - Quote
Drake Doe wrote: The elephant in the room being ignored is the sustained dps, according to CCP rise, sustained dps is about cut in half once you factor in reloading time, so assuming your target survives until you have to reload, the bellicose wins out because of it's drone bay. While it is true that drones would solve this problem, it is just a quick fix to the problem of the launchers themselves. A better solution would be to slightly lower the rof past the pre nerf levels, or wherever it needs to be to make the dps in the range of, if not lower than hmls.
Sustained DPS isn't whats important on the rapid launchers, thats why its labled "burst damage". Its how you fit to make the best use of the weapon system. Its an anti-frigate launcher, when you fit it to your ship, you want to make sure you're fit is capable of bonusing the weapon system to effectively kill frigates. If you fly it like a brawler, you will die. Again, lowering RoF, will not change how they kill frigates. Cruisers can fit medium neuts, and a lot more tank than frigates. How is a frigate supposed to win being bombarded by missiles that always apply close to maximum damage, and being neuted, meanwhile fighting an opponent that has double or more EHP?
Drake Doe wrote: I do not believe that a bellicose should out dps (in this case sustained dps) the caracal unless it's a ridiculously gank fit bellicose or different launchers are being compared (but my opinion may be flawed) since the bellicose is meant to be a support ship. Also, I would run the numbers but I'm away from a reliable fitting tool.
Yet, the sustained dps doesn't matter, a frigate will die to either with RLML. That was the point i was making earlier. COMPARING, a Caracal (RoF bonus) to a Bellicose (RoF bonus), as they're both T1 missile cruisers. That comparison was to show, that if i can kill a average tanked firetail, flying a bellicose, a caracal should be able to just as easily. I mentioned Caracal should have drones added, you say No, yet you want more sustained DPS on the caracal? The caracal already gets more missile DPS than the bellicose, the ONLY difference is drone capacity.
I was also showing that light missiles can apply max damage fairly easily to a frigate. Hence the reload time. Frigates had no way to counter except massive amounts of EWAR. Thats why i broke down Caracal and Bellicose w/ RLML and TP. Showing that they both apply close to maximum damage with missiles, the Caracal winning in the missile DPS department, but failing in the drone capacity, some might even call that an even trade.
Drake Doe wrote:So lets say you're fighting one of the two most durable assault frigates, which I believe are the hawk and vengeance and you can't break their tank, let's assume both are using their appropriate dual rep setups. So let's say you're forced to engage either with kinetic loaded, you either have to fight until they run out of cap charges/reload charges, or you wait out the 40 second reload to hit their resists holes, during which you need to rely on your tank to survive and get the kill, which is unlikely unless you can negate the af's dps in some way or fit enough tank to survive. Situations like this will usually seem like they would usually lead to a dead bellicose or caracal, since one of the advantages of missiles gets negated by 4 times the normal ammo switching time.
But see, you're thinking like a brawler, just going in and seeing what you can kill. Warp at a distance, jump around the system. See whats around. If you see jaguar/wolf/stilleto. I'm going to load scourge or nova ammo. If i see gallente, nova, or amarr, probably plasma, and caldari EM. Its not that hard to accomplish 40s to scout, warping around could easily take 20-30s. However, if you are so inclined to just barrel your way in without regret, look back a few pages. I linked a Caracal with dual LASB fit that could tank 250 dps with each booster, 500 combined (though you'll probably die quickly if you have to combine them).
Its not the weapon systems fault, that you can't scout properly. If you get jumped by cruisers or different frigates, guess you shouldn't have stayed so long. Or maybe, **** just didn't work out as intended, like in any other EVE situation regardless of weapon type.
|

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.22 20:49:00 -
[3637] - Quote
They were formerly sustained dps weapons amd that is what I and many others im this thread are trying to get them returned to. You mention neuts yet you completely ignore the fact that there are ewar weapons such as ecm and damps, and Tds were suppose to start affecting missiles but appnarently the massive amount of whining (or the change just not working) it was never added. Most t1 and t2 frigs have room enough for a Nosferatu to counteract a neut. If it has the tank and a proper resist profile, that won't be enough to kill it and you'll surely die. I don't want more drones on the caracal because the problem is with the launchers, what do you not see about that?
As for you final so called point, cruisers don't warp instantly, if a frigate in point range lands at 0 or vice versa, there's little chance that a cruiser will warp off in time to escape. So now you're blaming the weapon system for a piloting error, talk about a flimsy argument. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.22 21:28:00 -
[3638] - Quote
Drake Doe wrote:They were formerly sustained dps weapons amd that is what I and many others im this thread are trying to get them returned to. They formerly took the place of HML. If you want sustain dps at long range, use HML. If you want more sustain dps against frigates, use destroyers. Each job has its tool.
Also, an AF is a tough oponent for any cruiser, not your RLML one only.
As for the HML vs turret graph, you are forgeting a key point : tracking. Also, as I said, with missiles you can fit a lot more tank or EWAR than with LR turrets which take huge fitting and range and tracking modules.
|

Zvaarian the Red
Evil Leprechaun Brigade
269
|
Posted - 2013.12.22 22:04:00 -
[3639] - Quote
Bouh Revetoile wrote:Drake Doe wrote:They were formerly sustained dps weapons amd that is what I and many others im this thread are trying to get them returned to. They formerly took the place of HML. If you want sustain dps at long range, use HML. If you want more sustain dps against frigates, use destroyers. Each job has its tool. Also, an AF is a tough oponent for any cruiser, not your RLML one only. As for the HML vs turret graph, you are forgeting a key point : tracking. Also, as I said, with missiles you can fit a lot more tank or EWAR than with LR turrets which take huge fitting and range and tracking modules.
You really haven't ever used missiles have you? |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.22 22:28:00 -
[3640] - Quote
Ok, I made a comparison between all longest range medium weapons. The fits are as follow : - 720mm arties Rupture w/ 3gyros+1TE ; - Heavy Beams Omen w/ 2HS + 1TE ; - 250mm rails Thorax w/ 2MFS + 1TE ; - HML Caracal w/ 3BCS. The target is a painted MWDing Thorax with 30-¦ angle trajectory.
The graph.
Notice that if the target is tackled (scram+web+painter), HML apply full dps and become better than all MLRT, at 40km and beyond : here.
To me, that look like well balanced : dps and alpha at range vs lower dps against smaller target ; selectable damage and no tracking vs reduced damage against fast mobing targets. |
|

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.22 22:30:00 -
[3641] - Quote
Zvaarian the Red wrote:You really haven't ever used missiles have you? You look like you never used medium LR turrets and don't pvp much, yet I'm not talking about it every five pages when I'm out of arguments. |

Zvaarian the Red
Evil Leprechaun Brigade
269
|
Posted - 2013.12.22 22:38:00 -
[3642] - Quote
Bouh Revetoile wrote:Zvaarian the Red wrote:You really haven't ever used missiles have you? You look like you never used medium LR turrets and don't pvp much, yet I'm not talking about it every five pages when I'm out of arguments.
I don't look at peoples killboards. I'm going off the fact that everything you say regarding missiles is utterly and totally wrong. |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.22 23:08:00 -
[3643] - Quote
Zvaarian the Red wrote:I don't look at peoples killboards. I'm going off the fact that everything you say regarding missiles is utterly and totally wrong. So you don't care about what people says or does, you just consider them stupid because they don't agree with you ? |

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.23 01:47:00 -
[3644] - Quote
Bouh Revetoile wrote:Drake Doe wrote:They were formerly sustained dps weapons amd that is what I and many others im this thread are trying to get them returned to. They formerly took the place of HML. If you want sustain dps at long range, use HML. If you want more sustain dps against frigates, use destroyers. Each job has its tool. Also, an AF is a tough oponent for any cruiser, not your RLML one only. As for the HML vs turret graph, you are forgeting a key point : tracking. Also, as I said, with missiles you can fit a lot more tank or EWAR than with LR turrets which take huge fitting and range and tracking modules. The point of rlmls is to make cruisers into frigate killing platforms, if it has a problem doing so that's a design flaw. And no you don't have to sacrifice much tank since there are mods for range/tracking that go in mids and lows, so you're only losing a bit of fitting space from the high pg cost. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.12.23 02:28:00 -
[3645] - Quote
Bouh Revetoile wrote:Ok, I made a comparison between all longest range medium weapons. The fits are as follow : - 720mm arties Rupture w/ 3gyros+1TE ; - Heavy Beams Omen w/ 2HS + 1TE ; - 250mm rails Thorax w/ 2MFS + 1TE ; - HML Caracal w/ 3BCS. The target is a painted MWDing Thorax with 30-¦ angle trajectory. The graph. Notice that if the target is tackled (scram+web+painter), HML apply full dps and become better than all MLRT, at 40km and beyond : here. To me, that look like well balanced : dps and alpha at range vs lower dps against smaller target ; selectable damage and no tracking vs reduced damage against fast mobing targets.
You shouldnGÇÖt have left out the drones they are a damage advantage to each ship. And you fail to mention that the target can be pulse tanking reducing its sig to 165 when still being target painted.
ThatGÇÖs where the the missile launcer activation duration and the traveling speed of missile come in to the picture and the fact that you can see missile travel towards you.
Activision time for missile Launcher T2 at level five: 4.74 seconds Caldari Navy Scourge, Max Velocity 9675/second, Max range 94,3 Km Scourge Precision heavy missile Max Velocity 9675/second, Max range 41,3 Km
Meaning 94300/9675 = 9.75 seconds of travel time to max range + 4,74 seconds launcher rof = 14,49 seconds from one shot fired to the next one reaches the same max range. MWD activation time 10 seconds see a connection?
This being where the range advantage for Caldari Navy Scourge begins, 60000/9675 = 6,2 seconds + rof =10,94 seconds. And if you cant lower your speed on the range controller hud and then hit approach to get better target angel towards your target with a turret ship then welp .
Here is some damage graphs.
990 sig 2000m/s
http://imageshack.com/a/img802/8973/52ja.png http://imageshack.com/a/img38/941/mi5.bmp http://imageshack.com/a/img51/8133/1etm.png
These are with target pulsing its MWD. Remeber 0 degrees is perfect turret tracking while 90 degrees is worst case.
http://imageshack.com/a/img855/6869/kqga.png http://imageshack.com/a/img585/2226/ai9u.png http://imageshack.com/a/img51/6633/635b.png http://imageshack.com/a/img17/6159/j03b.png
In the worst case scenario for turrets having an 90 degree angel to wards its target which doesnGÇÖt happen that often to sniper boats at long range. Heavy missiles in this case would have a DPS advantage of around 20 GÇô 40 dps inside the 0 - 60 KM span. In the case where turrets have reached its best tracking they would have an advantage of around 150 to 230 dps.
|

Sgt Ocker
State War Academy Caldari State
107
|
Posted - 2013.12.23 03:19:00 -
[3646] - Quote
Stitch Kaneland wrote:Drake Doe wrote:Stitch Kaneland wrote:Drake Doe wrote:Killing paper thin frigates with a damage bonused hull does not mean that rlmls are im a good position. Bellicose isn't a damage bonused hull. Just RoF. And paper thin? No, the Firetail was average for frig EHP at around 6.3k. I was hitting his highest resist, and was still able to kill him under 10 missiles. Link that kill, the only rlml to frig I found of yours was an Scythe FI against an odd dramiel fit. Its been linked already, twice. But here ya go. http://eve.battleclinic.com/killboard/killmail.php?id=21316480 Ok, 6,046 EHP (with all lvl 5 skills) allow for some lower level skills as the toon is only 3 months old. So maybe 4K Ehp, you say it took you 8 volleys to kill it. His highest resist with all 5's was EXP at 53%, I don't think that is at all a good way to show how good RLML are.
|

Zvaarian the Red
Evil Leprechaun Brigade
269
|
Posted - 2013.12.23 03:22:00 -
[3647] - Quote
Bouh Revetoile wrote:Zvaarian the Red wrote:I don't look at peoples killboards. I'm going off the fact that everything you say regarding missiles is utterly and totally wrong. So you don't care about what people says or does, you just consider them stupid because they don't agree with you ?
I don't think you are stupid. I think you are intellectually dishonest. |

Sgt Ocker
State War Academy Caldari State
107
|
Posted - 2013.12.23 03:33:00 -
[3648] - Quote
You are a naysayer, focusing on what you can't do instead of what you can.
Your comparison with autocanon is bad on top of that in so many ways.[/quote] I do hate to respond to trolls but would love to hear why a burst autocannon (that has alternatives) is bad but it is ok to do it to a missile system that has no alternatives .
And what I can't do is play the game how I want to play it. Not everyone wants to fly around with 20 others all the time like you do.. You get to play as you choose, why can't I ?
|

Hasikan Miallok
Republic University Minmatar Republic
65
|
Posted - 2013.12.23 04:34:00 -
[3649] - Quote
Fourteen Maken wrote:Mournful Conciousness wrote: * CCP's data suggested strongly that they were indeed dominating.
This is where I have a major problem and why this nerf has hit me like a brick in the face; admittedly I have a terrible killboard but for better or worse I have been involved in a lot of pvp and lost hundreds of ships in the space of a few months... I fly mostly frigates and destroyers yet I don't think I have ever lost a single ship to RLML. So I'm wondering where all these supposedly OP RLML frig killers are at? Where is this data that shows RLML was dominating; because it looks to me like a few role players whined about it on the RHML thread and CCP took their paranoid fantasies as gospel and nerfed a useful weapon system without any justification, and all to please a small section of malcontents.
Not quite.
If I understand correctly there was a concern that the new RHML would be overpowered in tournaments or fleet operations against GSF ... or some other esoteric area 99% of players never get involved in and RLML were nerfed to match the newly introduced and pre-nerfed RHML.
In other words ..I do not think anyone even looked at RLML at all, they added a long reload to the RHML and then just ported it across without any research "as is" to the RLML.
Logically the smaller weapon system should have had a shorter reload.
|

I am disposable
Republic University Minmatar Republic
0
|
Posted - 2013.12.23 04:37:00 -
[3650] - Quote
Hasikan Miallok wrote:Fourteen Maken wrote:Mournful Conciousness wrote: * CCP's data suggested strongly that they were indeed dominating.
This is where I have a major problem and why this nerf has hit me like a brick in the face; admittedly I have a terrible killboard but for better or worse I have been involved in a lot of pvp and lost hundreds of ships in the space of a few months... I fly mostly frigates and destroyers yet I don't think I have ever lost a single ship to RLML. So I'm wondering where all these supposedly OP RLML frig killers are at? Where is this data that shows RLML was dominating; because it looks to me like a few role players whined about it on the RHML thread and CCP took their paranoid fantasies as gospel and nerfed a useful weapon system without any justification, and all to please a small section of malcontents. Not quite. If I understand correctly there was a concern that the new RHML would be overpowered in tournaments or fleet operations against GSF ... or some other esoteric area 99% of players never get involved in and RLML were nerfed to match the newly introduced and pre-nerfed RHML. In other words ..I do not think anyone even looked at RLML at all, they added a long reload to the RHML and then just ported it across without any research "as is" to the RLML. Logically the smaller weapon system should have had a shorter reload.
There was very little logic used in the decision to give either a 40 second reload. They absolutely ruined these things for all but the most niche of uses. |
|

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
15
|
Posted - 2013.12.23 04:42:00 -
[3651] - Quote
Drake Doe wrote: You mention neuts yet you completely ignore the fact that there are ewar weapons such as ecm and damps, and Tds.
What? I mentioned a cruiser can fit medium neuts, which can easily cap out an active tank frig, since it neuts out 180 per cycle. Yes a frig can Nos. But sometimes Nos isn't enough to keep the 1 ancil rep running + tackle. If they run cap boosters, then fine. But cap boosting frigates are limited to certain hulls generally. This doesn't even touch on the frigs that use cap for guns.
Drake Doe wrote: If it has the tank and a proper resist profile, that won't be enough to kill it and you'll surely die.
Do you have video or KM's to prove this? I have both. I'm hitting a drams highest resist profile, while he's a/b fit with a rep. How did i manage to kill him then? Not only that, but killed him in seconds. Maybe it was a specific incident, or the planets align with i play. But how come no one here is able to get kills with the weapon but me? Maybe you all just suck at piloting in general. They work, and will kill frigates easily if you fit and pilot your ship correctly. No one else, has provided any kind of evidence, or accurate fights using the weapon except me. And my experiences show me that RLML work just fine. No, you won't have 80 missile clip at your disposal, get over it. I've already explained why it is the way it is. It was the only way of keeping RLML, without nerfing LM's in general.
Drake Doe wrote: As for you final so called point, cruisers don't warp instantly, if a frigate in point range lands at 0 or vice versa, there's little chance that a cruiser will warp off in time to escape. So now you're blaming the weapon system for a piloting error, talk about a flimsy argument.
Again.. what? Did you even read what i typed? And if you did, thats all you can pull out as some kind of response? You scout to get kills effectively. I do that in a turret ship, or a missile ship. You pull your targets, let them chase you. And kill them when seperated. If you stay too long after you kill them (you should be aligning out while fighting), and then get jumped by their gang, thats on you, not the weapon system. In reference to the Vengeance/Hawk, are you going to make your arguement based upon the fact that an RLML setup can't kill the heaviest of tanked assault frigates in a t1 cruiser? Yes, a dual rep enyo or vengeance comes in, then you know what, i'll probably just leave and fight elsewhere. Thats my whole point, was scout your opponents. If you had multiple RLML ships in a gang for the "anti-frigate" role, then they would be able to nuke them, as thats their job. But in solo 1v1, it would be difficult against those particular setup frigs. As they're a good COUNTER to the weapon type. Things they're strong against, and things they're not... Hm.. almost sounds like some kind of strategy is involved in missile systems now.
Sgt Ocker wrote:Ok, 6,046 EHP (with all lvl 5 skills) allow for some lower level skills as the toon is only 3 months old. So maybe 4K Ehp, you say it took you 8 volleys to kill it. His highest resist with all 5's was EXP at 53%, I don't think that is at all a good way to show how good RLML are.
Uh-huh. How bout you take a look at his fit in EFT, and adjust skills appropriately. Notice how resistances don't change regardless of if you have rigs to level 1 or shield management/compensation. Then, if he trained like most people would, the only thing which he probably doesn't have level 5 is shield management, and its instead at level 4. So he lost a massive 146 shield hitpoints, still clocking in at 5902 EHP. I didn't say 53% was a lot, it was his highest resist that i was hitting, and still killed him in 8-9 shots. Imagine if i was shooting at his gaping EM hole, that would have been easily halved. So, what 5 shots maybe? Nice try at trying to skew the argument into your favor. Go ahead and try again though. |

I am disposable
Republic University Minmatar Republic
0
|
Posted - 2013.12.23 04:57:00 -
[3652] - Quote
Red Teufel wrote:wow you guys complaining over a good weapons system is absurd. Try flying a brutix and getting within 5k of your target to apply dps.... bunch of cry babies you all are.
A Brutix can only fit blasters? That's news. |

Drake Doe
SVER Bloodpack Insidious Empire
304
|
Posted - 2013.12.23 05:04:00 -
[3653] - Quote
The number of frigates that can't reasonably fit a cap booster is much more limited than the inverse, considering that only 4 frigates have only two mids.
Maybe that dram pilot was foolish enough to leave his hardener off or made some other mistake that lead to such a quick death, but that's an example of pilot error.
Where did you get the notion I'm talking about a gang instead of a solo frig, I'm gonna assume you pulled that from thin air just like you assume that an anti frig weapon is countered by a frigate, which you're apparently to blind to see that when a weapon doesn't do it's job right it needs a change. The point of my post is that you don't always have the opportunity to warp off and change ammo yet you completely ignored that, what then, when you have to wait close to a minute to even have a chance of being able to kill what you're fighting.
"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.23 11:34:00 -
[3654] - Quote
Sgt Ocker wrote:Bouh Revetoile wrote:You are a naysayer, focusing on what you can't do instead of what you can.
Your comparison with autocanon is bad on top of that in so many ways. I do hate to respond to such an obvious troll attempt but would love to hear why a burst autocannon (that has alternatives) is bad but it is ok to do it to a missile system that has no alternatives . And what I can't do is play the game how I want to play it. Not everyone wants to fly around with 20 others all the time like you do.. You get to play as you choose, why can't I ? AC are a close range weapon. LM have 40km range. Your close range weapon are HAML, not RLML.
RLML are a specialized weapon system designed to kill frigates and it does so very well, even if not as well as you'd like. The thing is that there are already destroyers which are a ship class specialized in frigate destruction which are slower and have less tank than your Caracal.
You could have asked for Dual 150mm railguns and the like to be turned into a burst weapon, and a LOT of people would have hailed this idea. Not me because I don't think making everything the same is a good idea, but you'll probably see that as dishonesty or hypocrisy.
Drake Doe wrote:The number of frigates that can't reasonably fit a cap booster is much more limited than the inverse, considering that only 4 frigates have only two mids.
Maybe that dram pilot was foolish enough to leave his hardener off or made some other mistake that lead to such a quick death, but that's an example of pilot error.
Where did you get the notion I'm talking about a gang instead of a solo frig, I'm gonna assume you pulled that from thin air just like you assume that an anti frig weapon is countered by a frigate, which you're apparently to blind to see that when a weapon doesn't do it's job right it needs a change. The point of my post is that you don't always have the opportunity to warp off and change ammo yet you completely ignored that, what then, when you have to wait close to a minute to even have a chance of being able to kill what you're fighting. Ok, so when someone patheticaly fail at using RLML, they are bad, but when someone manage to kill something with them, the ennemy patheticaly failed at everything ? That's not really objective... |

Sgt Ocker
State War Academy Caldari State
107
|
Posted - 2013.12.23 12:57:00 -
[3655] - Quote
Stitch Kaneland wrote:
Uh-huh. How bout you take a look at his fit in EFT, and adjust skills appropriately. Notice how resistances don't change regardless of if you have rigs to level 1 or shield management/compensation. Then, if he trained like most people would, the only thing which he probably doesn't have level 5 is shield management, and its instead at level 4. So he lost a massive 146 shield hitpoints, still clocking in at 5902 EHP. I didn't say 53% was a lot, it was his highest resist that i was hitting, and still killed him in 8-9 shots. Imagine if i was shooting at his gaping EM hole, that would have been easily halved. So, what 5 shots maybe? Nice try at trying to skew the argument into your favor. Go ahead and try again though.
53% EXP resist is a gaping resist hole when getting hit with EXP ammo. I won't undock a ship with a single resist below 60 and that is on the low side.
You have 1 unverifiable kill on a rookie toon frigate and are so up in arms about how good RLMLS are. I have to wonder what your motivation here is? Prove your point on how usable they are, put a few verifiable kills on the kill board.
CCP Rise, posted and told us how useful and how much fun he is having with RLML. Sorry but I don't believe him either.
Just saying they are fun does not make it so, just saying I did this does not mean you will be able to do it again ( it might as it seems to be a 1 off, make you lucky)
|

Sgt Ocker
State War Academy Caldari State
107
|
Posted - 2013.12.23 13:21:00 -
[3656] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:Bouh Revetoile wrote:You are a naysayer, focusing on what you can't do instead of what you can.
Your comparison with autocanon is bad on top of that in so many ways. I do hate to respond to such an obvious troll attempt but would love to hear why a burst autocannon (that has alternatives) is bad but it is ok to do it to a missile system that has no alternatives . And what I can't do is play the game how I want to play it. Not everyone wants to fly around with 20 others all the time like you do.. You get to play as you choose, why can't I ? AC are a close range weapon. LM have 40km range. Your close range weapon are HAML, not RLML. RLML are a specialized weapon system designed to kill frigates and it does so very well, even if not as well as you'd like. The thing is that there are already destroyers which are a ship class specialized in frigate destruction which are slower and have less tank than your Caracal. You could have asked for Dual 150mm railguns and the like to be turned into a burst weapon, and a LOT of people would have hailed this idea. Not me because I don't think making everything the same is a good idea, but you'll probably see that as dishonesty or hypocrisy. Drake Doe wrote:The number of frigates that can't reasonably fit a cap booster is much more limited than the inverse, considering that only 4 frigates have only two mids.
Maybe that dram pilot was foolish enough to leave his hardener off or made some other mistake that lead to such a quick death, but that's an example of pilot error.
Where did you get the notion I'm talking about a gang instead of a solo frig, I'm gonna assume you pulled that from thin air just like you assume that an anti frig weapon is countered by a frigate, which you're apparently to blind to see that when a weapon doesn't do it's job right it needs a change. The point of my post is that you don't always have the opportunity to warp off and change ammo yet you completely ignored that, what then, when you have to wait close to a minute to even have a chance of being able to kill what you're fighting. Ok, so when someone patheticaly fail at using RLML, RLML are worseless, but when someone manage to kill something with them, the ennemy patheticaly failed at everything ? That's not really objective... 1st off I never asked for them to be made into a burst weapon, I used it as an example as to what CCP may decide to do next. It does seem CCP Rise at least likes burst modules, he may decide to pass the benefits of a burst module onto other weapon systems as it has been such a success for the RLML.
Why would you not want a Heavy Neutron Blaster that can deliver 50% more the DPS in a short time. Oh right, because then you have no DPS for 40 seconds and as Blasters are so bad this would be a bad idea.
Point is, even if CCP does decide to turn Neutron Blasters into burst modules you have other options in the Ion and Electron. Why should Missile users not have the same benefits? A burst RLML and Standard RLML with lower damage output.
Of course, you say we don't need them as Hams and HM are above average and of course a guy who has never used missiles or from what I see been killed by anything missile fit knows best what missiles are capable of. You comparing RLML to Hams so well shows how little you know about missiles.
I have a Ham Cerb with 64K range, is it a good frigate killer. Sh*t yeah, as long as I am within web range, outside that, they just laugh and warp off. There really is nothing like having a 600DPS missile boat and hitting your target for between 25 and 200 damage per volley (at optimal range - 64k) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
954
|
Posted - 2013.12.23 13:56:00 -
[3657] - Quote
Why people are wastign 183 pages on a thread about a weapon system that does not exist anymore? Yes.. because this change was clearly a way to remove it from the game.
I have not seen a single one after the second week of deployment.
Its over... this module doe snto exist. Move this energy and focus somehwere else. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
954
|
Posted - 2013.12.23 14:00:00 -
[3658] - Quote
Bouh Revetoile wrote:Drake Doe wrote:If hmls weren't overnerfed they would still be usable in pvp, and rlmls aee designed to be that way, since the paper dps is gimped vs cruisers compared to the other launchers. Even if supported by an interceptor or keres pointing it's target, a hml cerb will still be useless. Ok, I made a comparison between HML Caracal vs railgun Thorax. On the graph you can see HML Caracal with precision and navy ammo ; and Thorax in 250mm and 200mm railguns fit with 1 TE and 2 MFS with spike. Target is with zero transversal so the graph favor railguns at lower range, but that compensate for higher damage ammo railguns have. The target is a painted MWDing Thorax (again favoring railguns). Caracal have a missile velocity bonus increasing its range, but this bonus is equal to 3 range rigs on a non bonused ship which equate the fitting effort for PG and range module for railguns. IMO, the numbers are not bad : HML are better than 200mm railguns at 60km and beyond. They beat 250mm railguns at 80km and beyond. They don't have the tracking problem of railguns and will hence do a lot more dps to frigate (40 is still infinitely superior to zero). HML also have full damage selection vs kin/therm only for railguns. A comparison with arties would be interesting considering HML have almost 50% more alpha than railguns (and that is with rof bonus vs damage bonus). For support, any cruiser painted + webed (hard tackle + painter on the missile ship) will take full navy HM damage.
Seems reasonable.
People complain a too much about missiles. There is a reason why my corp keep me bashing and complainign that I do not use as much missiles as they do. Because missiles are VERY powerful, unless you are trying to use it agaisnt ships made to avoid missile damage specifically.
Its like a bet, you bet your enemy will be more generally fitted, and not specially against missiles. And then you win, but if he is focused in avoiding missiles ( nano AB fit) you loose.
Its quite EVE like.. a bet... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
463
|
Posted - 2013.12.23 14:48:00 -
[3659] - Quote
I've not seen a graph yet that says heavy missiles are anything less than fine - not even the ones that don't know what transversal velocity is. I think it's time to stop posting. |

Arthur Aihaken
The.VOID
1009
|
Posted - 2013.12.23 17:10:00 -
[3660] - Quote
Zvaarian the Red wrote:I don't think you are stupid. I think you are intellectually dishonest. I'm opting for the former.
TrouserDeagle wrote:I've not seen a graph yet that says heavy missiles are anything less than fine - not even the ones that don't know what transversal velocity is. I think it's time to stop posting. Heavy missiles are better with rigors and a target painter, but still far from fine. I am currently away, traveling through time and will be returning last week. |
|

Drake Doe
SVER Bloodpack Insidious Empire
312
|
Posted - 2013.12.23 17:13:00 -
[3661] - Quote
Bouh Revetoile wrote:Sgt Ocker wrote:Bouh Revetoile wrote:You are a naysayer, focusing on what you can't do instead of what you can.
Your comparison with autocanon is bad on top of that in so many ways. I do hate to respond to such an obvious troll attempt but would love to hear why a burst autocannon (that has alternatives) is bad but it is ok to do it to a missile system that has no alternatives . And what I can't do is play the game how I want to play it. Not everyone wants to fly around with 20 others all the time like you do.. You get to play as you choose, why can't I ? AC are a close range weapon. LM have 40km range. Your close range weapon are HAML, not RLML. RLML are a specialized weapon system designed to kill frigates and it does so very well, even if not as well as you'd like. The thing is that there are already destroyers which are a ship class specialized in frigate destruction which are slower and have less tank than your Caracal. You could have asked for Dual 150mm railguns and the like to be turned into a burst weapon, and a LOT of people would have hailed this idea. Not me because I don't think making everything the same is a good idea, but you'll probably see that as dishonesty or hypocrisy. Drake Doe wrote:The number of frigates that can't reasonably fit a cap booster is much more limited than the inverse, considering that only 4 frigates have only two mids.
Maybe that dram pilot was foolish enough to leave his hardener off or made some other mistake that lead to such a quick death, but that's an example of pilot error.
Where did you get the notion I'm talking about a gang instead of a solo frig, I'm gonna assume you pulled that from thin air just like you assume that an anti frig weapon is countered by a frigate, which you're apparently to blind to see that when a weapon doesn't do it's job right it needs a change. The point of my post is that you don't always have the opportunity to warp off and change ammo yet you completely ignored that, what then, when you have to wait close to a minute to even have a chance of being able to kill what you're fighting. Ok, so when someone patheticaly fail at using RLML, RLML are worseless, but when someone manage to kill something with them, the ennemy patheticaly failed at everything ? That's not really objective...
Med acs, like med pulse aren't necessy short range weapons, considering that both can reach 30km easily on bonused hulls, if not farther.
When they fail at doing their job they are worthless, otherwise it was pure chance that he won. That is what I'm trying to get changed, a loss of burst dps for sustained when tougher frigs are the intended target. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Arthur Aihaken
The.VOID
1010
|
Posted - 2013.12.23 17:23:00 -
[3662] - Quote
Drake Doe wrote:When they fail at doing their job they are worthless, otherwise it was pure chance that he won. That is what I'm trying to get changed, a loss of burst dps for sustained when tougher frigs are the intended target. RLMLs are worthless. Most of us don't need 183 pages to be able to ascertain that while they may be able to finish off a single frigate in an extremely favorable set of circumstances, in a battle against multiple smaller opponents they will be hard-pressed to hold their own. And against a comparable opponent, they will come out on the losing side time and time again. Your best bet for sustained damage is a dual-web HAML setup with rigors as added insurance. I am currently away, traveling through time and will be returning last week. |

Klister Ethelred
Parallax Shift The Periphery
19
|
Posted - 2013.12.23 17:34:00 -
[3663] - Quote
Quote: Activision time for missile Launcher T2 at level five: 4.74 seconds Caldari Navy Scourge, Max Velocity 9675/second, Max range 94,3 Km Scourge Precision heavy missile Max Velocity 9675/second, Max range 41,3 Km
Meaning 94300/9675 = 9.75 seconds of travel time to max range + 4,74 seconds launcher rof = 14,49 seconds from one shot fired to the next one reaches the same max range. MWD activation time 10 seconds see a connection?
It takes about 9.75 seconds for the first volley to arrive at max range. Each additional volley arrives 4.74 seconds later.
Bad math is bad.
Activision {Noun} A video game publisher that makes Tier 2 missile launchers for ships in the Eve universe. See also: activation. "I'd rather be pissed off then pissed on""This is one of those times when it's important to know the difference between 'then' and 'than'." |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.12.23 19:49:00 -
[3664] - Quote
Klister Ethelred wrote:Quote: Activision time for missile Launcher T2 at level five: 4.74 seconds Caldari Navy Scourge, Max Velocity 9675/second, Max range 94,3 Km Scourge Precision heavy missile Max Velocity 9675/second, Max range 41,3 Km
Meaning 94300/9675 = 9.75 seconds of travel time to max range + 4,74 seconds launcher rof = 14,49 seconds from one shot fired to the next one reaches the same max range. MWD activation time 10 seconds see a connection?
It takes about 9.75 seconds for the first volley to arrive at max range. Each additional volley arrives 4.74 seconds later. Bad math is bad. Activision { Noun} A video game publisher that makes Tier 2 missile launchers for ships in the Eve universe. See also: activation.
I never claimed to be good at english but point is target can still pulse its MWD where the only affected weapon system is missiles in that situation. |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.24 01:00:00 -
[3665] - Quote
Remember destroyers : they are the frigate klling weapon of choice, not RLML on a cruiser.
@Sgt Ocker : I'm not saying you should use HAML the way you used RLML, I'm saying the regular medium missile systems are HAML and HML, not RLML which are a specialized weapon system designed to kill frigates. You picked a short range turret as example because that's the main turrets people use most of the time. When fitting turrets, you use LR turrets only when you need range. And you picked this one because, I guess, in your mind, RLML was the standard medium missile launcher. But RLML aren't the standard missile launcher, they are a specialized weapon system designed to kill frigates.
And as it have been showed, RLML do kill frigates, even if it's not good enough for the adept of the old version which was OP. Remember : destroyers should be the best weapon to kill frigates, not a cruiser.
Chrom Shakiel wrote:I never claimed to be good at english but point is target can still pulse its MWD where the only affected weapon system is missiles in that situation. Your "trick" will only work for the first volley and will probably be more harmful than anything else in the long run. HML are a long range weapon system and these are rarely useful when you are alone. |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
15
|
Posted - 2013.12.24 01:11:00 -
[3666] - Quote
Sgt Ocker wrote: 53% EXP resist is a gaping resist hole when getting hit with EXP ammo. I won't undock a ship with a single resist below 60 and that is on the low side.
No, 53% is not gaping. Its 50%, or HALF of the damage reduced.
Don't undock below 60% you say? So.. whats this?
http://eve.battleclinic.com/killboard/killmail.php?id=21333702
And wait, that was 3 days ago! So you will undock a pvp frigate with resists below 60%... like 85% of every other person who flies a t1 frigate. Again, nice try at trying to to skew the arguement. I also see you have no kills, at all. 1 Death. And you're trying to lecture me on missiles and how they hit when i've lost and killed ships with and against missiles.. what?
Sgt Ocker wrote: You have 1 unverifiable kill on a rookie toon frigate and are so up in arms about how good RLMLS are. I have to wonder what your motivation here is? Prove your point on how usable they are, put a few verifiable kills on the kill board.
Are you blind? Do you type by braille? I've only posted the 2 "verifiable" KM's i recently got with RLML about 4-5 times in the past few pages.
And in those KM's i linked, when you click on them, its right in the middle of the screen, It says API verified.
http://eve.battleclinic.com/killboard/killmail.php?id=21316480 http://eve.battleclinic.com/killboard/killmail.php?id=21290751
Are you wanting me to just go out and kill people with my ship because you said so? How bout you get your high SP missile toon out there, and start trying to prove me wrong or right, by linking your KM or DM.
My motivation? Its to help keep the information clear, so a weapon system isn't buffed into OP or nerfed into Oblivion. But there needs to be a balance.
Sgt Ocker wrote: CCP Rise, posted and told us how useful and how much fun he is having with RLML. Sorry but I don't believe him either.
Well.. you just sit there and pout then.
Sgt Ocker wrote: Just saying they are fun does not make it so, just saying I did this does not mean you will be able to do it again ( it might as it seems to be a 1 off, make you lucky)
Oh, that theory, right. Probability is not in your favor. You, speaking to me like you know what your talking about, does not mean, you know what you're talking about. |

Maxor Swift
Science and Trade Institute Caldari State
0
|
Posted - 2013.12.24 01:27:00 -
[3667] - Quote
Really does any more need to said other than 40 seconds to reload LOL there is no justification for that even if the damage was 10 times as much RLMLs/RHMLs would still suck like a catholic priest at cub scouts.
And as for CCP rise having fun with them all i can say is he must be VERY easy to please |

Arthur Aihaken
The.VOID
1010
|
Posted - 2013.12.24 01:32:00 -
[3668] - Quote
Maxor Swift wrote:Really does any more need to said other than 40 seconds to reload LOL there is no justification for that even if the damage was 10 times as much RLMLs/RHMLs would still suck like a catholic priest at cub scouts. Nope.
Quote:And as for CCP rise having fun with them all i can say is he must be VERY easy to please Our torment = his pleasure...  I am currently away, traveling through time and will be returning last week. |

Drake Doe
SVER Bloodpack Insidious Empire
313
|
Posted - 2013.12.24 02:18:00 -
[3669] - Quote
Bouh Revetoile wrote:Remember destroyers : they are the frigate klling weapon of choice, not RLML on a cruiser. @Sgt Ocker : I'm not saying you should use HAML the way you used RLML, I'm saying the regular medium missile systems are HAML and HML, not RLML which are a specialized weapon system designed to kill frigates. You picked a short range turret as example because that's the main turrets people use most of the time. When fitting turrets, you use LR turrets only when you need range. And you picked this one because, I guess, in your mind, RLML was the standard medium missile launcher. But RLML aren't the standard missile launcher, they are a specialized weapon system designed to kill frigates. And as it have been showed, RLML do kill frigates, even if it's not good enough for the adept of the old version which was OP. Remember : destroyers should be the best weapon to kill frigates, not a cruiser. Chrom Shakiel wrote:I never claimed to be good at english but point is target can still pulse its MWD where the only affected weapon system is missiles in that situation. Your "trick" will only work for the first volley and will probably be more harmful than anything else in the long run. HML are a long range weapon system and these are rarely useful when you are alone.
What's the point of rlmls if they can't kill frigates decently? Rlml caracals/Cerberuses weren't even the best frigate killing platforms, just the longest range ones, talwars and coraxes still have more alpha, and no caracal could ever break an active tanked frigate like a dragoon can. However rlmls opened up a niche for ships thar can keep up with most frigates. As for long range weapons being useless alone, tell that to the rail thorax. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Sgt Ocker
State War Academy Caldari State
108
|
Posted - 2013.12.24 05:49:00 -
[3670] - Quote
Stitch Kaneland wrote:[quote=Sgt Ocker]
Oh, that theory, right. Probability is not in your favor. You, speaking to me like you know what your talking about, does not mean, you know what you're talking about. I agree, so lets just leave it here..
Your happy to say killing 2 low tanked frigates with ships that have relevant bonuses (Navy Scythe, Bellicose) to do that job makes RLML viable. Maybe your right, a Caldari weapon does indeed work more effectively when fitted to Minmatar ships with relevant bonuses. (Shame no Caldari ships have those bonuses, or in fact any relevant bonuses for that matter) I've tried them and for me they don't work.
|
|

Sgt Ocker
State War Academy Caldari State
108
|
Posted - 2013.12.24 06:03:00 -
[3671] - Quote
Klister Ethelred wrote:Quote: Activision time for missile Launcher T2 at level five: 4.74 seconds Caldari Navy Scourge, Max Velocity 9675/second, Max range 94,3 Km Scourge Precision heavy missile Max Velocity 9675/second, Max range 41,3 Km
Meaning 94300/9675 = 9.75 seconds of travel time to max range + 4,74 seconds launcher rof = 14,49 seconds from one shot fired to the next one reaches the same max range. MWD activation time 10 seconds see a connection?
It takes about 9.75 seconds for the first volley to arrive at max range. Each additional volley arrives 4.74 seconds later. Bad math is bad. Activision { Noun} A video game publisher that makes Tier 2 missile launchers for ships in the Eve universe. See also: activation. Yes bad math is bad but tell me.. after 9.75 seconds (plus lock time) would you expect the target to still be there or already in warp? I can't find 1 frigate that would take that long to get into warp, so once locked and 1st volley released he has (allowing for a little hesitation) 6 seconds to hit warp and be gone while your missiles are still on their way to where he was. Even if he hesitates a little too long, your only going to land 1 volley, so long range sniping with missiles is pretty much mute. That would also make the bonuses on a lot of caldari missile boats mute
|

Arthur Aihaken
The.VOID
1011
|
Posted - 2013.12.24 06:34:00 -
[3672] - Quote
SeriouslyGǪ who's trying to sell who on these? They're just not that good - otherwise most wouldn't need convincing. You'll be further ahead with Javelin HAMs if you need the range or Rage HAMs if you need the extra hitting power. This is a frigate-class weapon on a medium-class ship, and if you run into anything bigger than a frigate and get pointed - you're screwed. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
3
|
Posted - 2013.12.24 06:40:00 -
[3673] - Quote
Bouh Revetoile wrote:Remember destroyers : they are the frigate klling weapon of choice, not RLML on a cruiser.
This is dumb. If RLMLs aren't an optimal choice for killing frigates they have no reason to exist. Obviously they need to be balanced against destroyers, but intentionally making them outright worse? Yeah that's dumb. |

I am disposable
Republic University Minmatar Republic
3
|
Posted - 2013.12.24 06:45:00 -
[3674] - Quote
Arthur Aihaken wrote:SeriouslyGǪ who's trying to sell who on these? They're just not that good - otherwise most wouldn't need convincing. You'll be further ahead with Javelin HAMs if you need the range or Rage HAMs if you need the extra hitting power. This is a frigate-class weapon on a medium-class ship, and if you run into anything bigger than a frigate and get pointed - you're screwed.
Yeah reading through a few pages of this thread has been a bizarre experience. All these turret users trying to convince missile users that the pile of **** in the corner is a bouquet of roses... |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.24 11:02:00 -
[3675] - Quote
I am disposable wrote:Bouh Revetoile wrote:Remember destroyers : they are the frigate klling weapon of choice, not RLML on a cruiser. This is dumb. If RLMLs aren't an optimal choice for killing frigates they have no reason to exist. Obviously they need to be balanced against destroyers, but intentionally making them outright worse? Yeah that's dumb. A Caracal have three times the ehp of a destroyer and is faster than them. Making RLML worse than destroyers to kill frigate is the bare minimum to expect.
And yes, RLML shouldn't exists in the first place (they come from a time when the game was too different for this question to mater), that's why Rise came with a new mechanic which is still effective to kill frigates, even if you don't like it.
@Drake Doe : whatever destroyers could have, old RLML Caracal was faster, had three times the ehp and more dps. When all destroyers but the dragoon are not completely worse because of special EWAR bonus, that's not a niche.
@Sgt Ocker : missiles are not a caldari weapon per se, they are just missiles. Caldari have hybrid turrets too, and a lot of non caldari ships use missiles. The problem is that you don't like caldari warfare and lack the determination to make them work in the situations you fall in, not that they aren't good. In other words, you would like caldari to be minmatar instead of learning the caldari way of fighting.
What would be the point if caldari and minmatar missile ships were the same ? |

I am disposable
Republic University Minmatar Republic
5
|
Posted - 2013.12.24 11:37:00 -
[3676] - Quote
Bouh Revetoile wrote:I am disposable wrote:Bouh Revetoile wrote:Remember destroyers : they are the frigate klling weapon of choice, not RLML on a cruiser. This is dumb. If RLMLs aren't an optimal choice for killing frigates they have no reason to exist. Obviously they need to be balanced against destroyers, but intentionally making them outright worse? Yeah that's dumb. A Caracal have three times the ehp of a destroyer and is faster than them. Making RLML worse than destroyers to kill frigate is the bare minimum to expect. And yes, RLML shouldn't exists in the first place (they come from a time when the game was too different for this question to mater), that's why Rise came with a new mechanic which is still effective to kill frigates, even if you don't like it.
I tend to think the crap destroyers (ie the Corax) needed to be buffed more than the RLML needed to be completely ruined (this was not a nerf, it was a complete wreck job). But I've read enough of your posts in this thread to see clearly that you are just a turret user who has an agenda against missiles, so we'll have to agree to disagree. |

Sgt Ocker
State War Academy Caldari State
108
|
Posted - 2013.12.24 11:39:00 -
[3677] - Quote
"No more Sticky" - This thread is officially dead.
CCP Rise came and told us how much fun he was having with his half assed idea and the rest of us just have to suck it up.
Bitter about how this worked out, you bet.
Don't like it??
Bad F%#cking Luck
**Officially CCP declare EVE as a Sandbox, you can do whatever you want however you want.
Reality is, we all play the game the way CCP want us to, from ****** TIDI right down to a stupid niche weapon system..
Do we have a say in how our game is run? We are told we do but not really
|

Arthur Aihaken
The.VOID
1011
|
Posted - 2013.12.24 14:06:00 -
[3678] - Quote
Oh wellGǪ here's hoping for some improvements to missiles in 2014. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.24 17:40:00 -
[3679] - Quote
I am disposable wrote:I tend to think the crap destroyers (ie the Corax) needed to be buffed more than the RLML needed to be completely ruined (this was not a nerf, it was a complete wreck job). But I've read enough of your posts in this thread to see clearly that you are just a turret user who has an agenda against missiles, so we'll have to agree to disagree. I don't have an agenda against missiles, but some missiles are OP and missile users tend to not be happy when their missiles are not OP.
The Corax for example being plain worse than the Talwar, but that's only because of light missile explosion velocity being useless most of the time because LM will hit their target for close to full damage in most cases.
If LM weren't that good at applying damage, the Corax wouldn't look that bad. Because Talwar excepted, the Corax is very good at killing frigates already, so why should we buff something already very good at doing its job ? |

Stitch Kaneland
Sebiestor Tribe Minmatar Republic
15
|
Posted - 2013.12.24 17:43:00 -
[3680] - Quote
Quote:I agree, so lets just leave it here..
You agree you don't know what you're talking about? Good. Stop talking. Now, if you were trying to be witty, and spin my statement. Then you failed miserably. You have not provided any evidence, just emotional dribble. You have clearly lied to try and disprove my arguments, just to favor your scenarios. Seems to me you're just talking out of your ass to make missiles look as weak as possible, so as to help push your own agenda's.
Sgt Ocker wrote: Your happy to say killing 2 low tanked frigates with ships that have relevant bonuses (Navy Scythe, Bellicose) to do that job makes RLML viable. Maybe your right, a Caldari weapon does indeed work more effectively when fitted to Minmatar ships with relevant bonuses. (Shame no Caldari ships have those bonuses, or in fact any relevant bonuses for that matter) I've tried them and for me they don't work.
Hm.. so the Caracal doesn't get doesn't get a RoF bonus, like a bellicose? The bellicose may get a TP bonus, but for LM's is only slightly useful. I've already proved that a caracal with RLML and a TP does more missile dps than a belli with TP, and projects it so much better. So, if i managed to kill an average frigate, meaning, ones you come across under a typical scenario, with a RoF bonused ship, why can't you?
How are the Caldari at a disadvantage, when they share the same RoF bonuses? In fact, i would much rather have the velocity bonus than TP bonus. Means precisions can reach out to 32KM, and with TP, i can do max damage regardless of what the frigate does. With the belli I have to be closer, risking taking more damage. Kind of coming back to what a few of us have been saying for the past 20+ pages. Caldari are a range bonused, tanky faction. Minmatar are the fast and versatile faction. Your ONI at least gets 2 missile bonuses. Where as the ScyFI gets 1 (ONI still gets 50% for kin, and 25% dmg for everything else). You get an extra mid and are still respectably quick. I would happily fly a caracal/ONI if i was spec'd Caldari, as those are ships to get easy fights in. People would fight those, as most aren't aware of the ONI's potential.
The only minmatar hull, that is better than caldari hulls, at least when dealing with RHML, is the Typhoon FI. Caldari don't have any damage bonused battleship hulls that I can think of.
Not entirely sure what you're trying to accomplish here. Do you enjoy making someone repeat themselves on every page? For RLML/RHML, damage bonus is king. You have an ONI with a damage bonus, 25 or 50%, respectable regardless, and a velocity bonus and 6 mids, for tank or utility. Minmatar have scyfi, 50% damage bonus, thats it. Weaker tank, but is faster. So.. do you not understand what pro's and con's are?
They both have 5 mids, 100 m/s speed apart, caracal has 5 launchers, belli 4. Bellicose has 3 more drones. You could mirror my belli fit on a caracal, and have more missile dps, more tank, same damage application (MAX) and more range. Also, the caracal is more agile than the bellicose. But, somehow, Caldari are at a disadvantage how again? |
|

I am disposable
Republic University Minmatar Republic
9
|
Posted - 2013.12.24 23:48:00 -
[3681] - Quote
Bouh Revetoile wrote:I am disposable wrote:I tend to think the crap destroyers (ie the Corax) needed to be buffed more than the RLML needed to be completely ruined (this was not a nerf, it was a complete wreck job). But I've read enough of your posts in this thread to see clearly that you are just a turret user who has an agenda against missiles, so we'll have to agree to disagree. I don't have an agenda against missiles, but some missiles are OP and missile users tend to not be happy when their missiles are not OP. The Corax for example being plain worse than the Talwar, but that's only because of light missile explosion velocity being useless most of the time because LM will hit their target for close to full damage in most cases. If LM weren't that good at applying damage, the Corax wouldn't look that bad. Because Talwar excepted, the Corax is very good at killing frigates already, so why should we buff something already very good at doing its job ?
Precision light missiles only apply 80% of their damage to the average AB frigate on a Talwar, and have terrible paper DPS, so no, damage application is not pointless with light missiles. But again your post reveals that you have little understanding of missiles or missile boats, and that you are an exclusive turret user. The Corax's issues have to do with terrible fitting limitations and putrid speed, not its weapons or damage application. You would know that if you had even a rudimentary knowledge of missile PVP, but you clearly don't. So keep posting your anti-missile propaganda about them being overpowered if you like, just know that you post from a place of ignorance. |

Maldad Asesino
Failed Diplomacy
155
|
Posted - 2013.12.27 07:35:00 -
[3682] - Quote
40s reload is a crock of sh*t!
RLML = garbage status. Thanks CCP Rise, I am NOT a fan of your "fixes" or ideas. Quit dumbing down our game by killing solo. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
173
|
Posted - 2013.12.27 07:39:00 -
[3683] - Quote
What are the usage stats now? Haven't even undocked a rapid launcher ship since the nerf. LP store weapon cost rebalance |

Gorski Car
ElitistOps Pandemic Legion
183
|
Posted - 2013.12.27 08:58:00 -
[3684] - Quote
I tried it recently. Having to warp between every frig kill sucks really hard and you can't really shoot anything other then t1 frigs.
Worst part is when a target gets out after you shot 2-3 volleys at them and you sit there without enough missiles to kill another frig. |

I am disposable
Republic University Minmatar Republic
13
|
Posted - 2013.12.27 10:26:00 -
[3685] - Quote
Gorski Car wrote:I tried it recently. Having to warp between every frig kill sucks really hard and you can't really shoot anything other then t1 frigs.
Worst part is when a target gets out after you shot 2-3 volleys at them and you sit there without enough missiles to kill another frig.
Might as well have just deleted them... |

Arthur Aihaken
The.VOID
2648
|
Posted - 2013.12.27 10:50:00 -
[3686] - Quote
Caleb Seremshur wrote:What are the usage stats now? Haven't even undocked a rapid launcher ship since the nerf. Anyone's guessGǪ I've yet to see them in the Top 20 on any of the kill boards, though. I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
456
|
Posted - 2013.12.27 11:27:00 -
[3687] - Quote
I am disposable wrote:Precision light missiles only apply 80% of their damage to the average AB frigate on a Talwar, and have terrible paper DPS, so no, damage application is not pointless with light missiles. But again your post reveals that you have little understanding of missiles or missile boats, and that you are an exclusive turret user. The Corax's issues have to do with terrible fitting limitations and putrid speed, not its weapons or damage application. You would know that if you had even a rudimentary knowledge of missile PVP, but you clearly don't. So keep posting your anti-missile propaganda about them being overpowered if you like, just know that you post from a place of ignorance. Haha ! You can talk about a narrow minded point of view indeed !
The only destroyers with not too harsh fitting and speed are the minmatar ones. But again, if minmatar are always better than caldari, why don't you fly minmatar instead of whining ? No destroyer but minmatar ones is fast unless you don't tank them ; and no destroyer is easy to fit unless you don't tank them. How is the Corax different ?
The problem is that you are asking for a Caldari hull to be a minmatar hull. That will never work.
Arthur Aihaken wrote:Anyone's guessGǪ I've yet to see them in the Top 20 on any of the kill boards, though. Yeah, because a spcialized niche anti-frigate weapon obviously need to be in the top twenty used weapons to show any sign of usefullness... |

Saul Rogers
Perkone Caldari State
0
|
Posted - 2013.12.27 16:29:00 -
[3688] - Quote
Bouh Revetoile wrote:Yeah, because a specialized niche anti-frigate weapon obviously need to be in the top twenty used weapons to show any sign of usefullness...
Well... you said it yourself RLML is now a specialized niche anti-frigate weapon........... on the paper. And Caldari ships users still search any sign of usefulness for this weapon....
It was just an effective weapon and now it's just crap when it was nerfed to the ground by CCP.
40 sec reload is a joke to the face of caldari ships users.
End of story. |

Bouh Revetoile
TIPIAKS
457
|
Posted - 2013.12.27 19:57:00 -
[3689] - Quote
Saul Rogers wrote:Bouh Revetoile wrote:Yeah, because a specialized niche anti-frigate weapon obviously need to be in the top twenty used weapons to show any sign of usefullness... Well... you said it yourself RLML is now a specialized niche anti-frigate weapon........... on the paper. And Caldari ships users still search any sign of usefulness for this weapon.... It was just an effective weapon and now it's just crap when it was nerfed to the ground by CCP. 40 sec reload is a joke to the face of caldari ships users. End of story. RLML was an OP weapon system, overpowering a whole class of ships and all same size missile launchers.
Now it is indeed a specialized niche anti-frigate weapon, and some people who tryed correctly managed to actually kill stuff with it.
The difference with before is that you can't just blindly warp in a fleet of a dozen frigates and kill half of them without even trying. You now need to have some awareness about what is around you and coming and actually work for your solo kill by separating the fleet and everything you need to do when alone vs blob.
RLML are not easy mode anymore. End of story.
PS : missiles are not the only weapon caldari ship use, and caldari ships are not the only ones to use missiles, but caldari pilots seem to be the most entitled to their OP things when you hear them "because turrets are so much better already" (yes, caldari also have hybrid ships, but shh). |

Saul Rogers
Perkone Caldari State
0
|
Posted - 2013.12.27 21:47:00 -
[3690] - Quote
Bouh Revetoile wrote:RLML was an OP weapon system, overpowering a whole class of ships and all same size missile launchers. Oh you're really a good actor... but your attempt to make people think the moon is made of green cheese fails so bad... so one more time RLML was never OP, it was effective and there is a huge difference.[/quote]
Bouh Revetoile wrote:Now it is indeed a specialized niche anti-frigate weapon, and some people who tryed correctly managed to actually kill stuff with it. Then one more time you speak about "some people" about something you didn't experience yourself lol
Bouh Revetoile wrote:The difference with before is that you can't just blindly warp in a fleet of a dozen frigates and kill half of them without even trying. You now need to have some awareness about what is around you and coming and actually work for your solo kill by separating the fleet and everything you need to do when alone vs blob.
The fact is you show the old RLML like the god mode style is plenty wrong, and by the way I don't know what relationship could exist between "awareness" and a nerfed RLML.... oh wait now I understand.... it's for when you're in 40 sec reload you have the time to think about strategy to separate the fleet and everything you need to do when alone vs blob, but unfortunately you're already dead......
Bouh Revetoile wrote:RLML are not easy mode anymore. End of story. Bouh Revetoile saying crap is not easy mode anymore. End of story.
Bouh Revetoile wrote:PS : missiles are not the only weapon caldari ship use, and caldari ships are not the only ones to use missiles, but caldari pilots seem to be the most entitled to their OP things when you hear them "because turrets are so much better already" (yes, caldari also have hybrid ships, but shh).
Man, you never pilot any caldari ship because if you were, you should know all caldari turret ships are utterly crap from cruiser to BS compared to others races. They could be "not so bad" but never effective, every calda pilot knows that.
Caldari race is all about missiles and shield tank. Just a few exception ships is not mandatory. That's the problem in pvp, ewar is all about mid slots, shield tank too...
|
|

Bouh Revetoile
TIPIAKS
462
|
Posted - 2013.12.27 22:47:00 -
[3691] - Quote
Saul Rogers wrote:Oh you're really a good actor... but your attempt to make people think the moon is made of green cheese fails so bad... so one more time RLML was never OP, it was effective and there is a huge difference. RLML do were OP. Only blind caldari pilots don't know this and it have already been showed why.
I'll say it again just to be sure : when a weapon system obsolete a whole class of ships and all its alternative weapons it's OP. I could add that RLML actually interdict frigates way too effectively.
And yes, destroyers were indeed slower than a Caracal, with 3 times less ehp, less dps and the same range. A destroyer can be killed by a frigate ; an old RLML Caracal couldn't.
Quote:Then one more time you speak about "some people" about something you didn't experience yourself lol Bizarely, what I'm saying since page 20 is actually verified by people trying it. I really wonder why...
But maybe the Earth is flat after all ? I actually never verified it by myself...
Quote:The fact is you show the old RLML like the god mode style is plenty wrong, and by the way I don't know what relationship could exist between "awareness" and a nerfed RLML.... oh wait now I understand.... it's for when you're in 40 sec reload you have the time to think about strategy to separate the fleet and everything you need to do when alone vs blob, but unfortunately you're already dead...... Only stating I'm wrong never made a proof of it. It have already been explained extensively why RLML were OP.
Quote:Man, you never pilot any caldari ship because if you were, you should know all caldari turret ships are utterly crap from cruiser to BS compared to others races. They could be "not so bad" but never effective, every calda pilot knows that.
Caldari race is all about missiles and shield tank. Just a few exception ships is not mandatory. That's the problem in pvp, ewar is all about mid slots, shield tank too... Only bad players believe caldari ships are bad. It's as simple as puting squares in squares instead of in circles or stars, but when you are used to OP things, it's hard to learn again.
Also, if mid slots were the be all end all of pvp, caldari ships would win hands down because they have the most of them you know.
But at least do you know that a year ago you would not see any armor fleet unless it was POS bash fleet ? But people already forgot everything about the advantages of shield ; I suspect now this is because people just followed the fotm and never actually understood why they were doing these things.
PS : criticising the experience of someone with an alt or without any pvp experience is questionable, if not ridiculous. Fly some frigates against missile ships, and then come back with your own experience maybe ? :-) An interesting fact is that whatever the weapon system you use, you can face any weapon system and compare how effective they are against you. Another fact is that when missiles start hurting you, the only thing you can do is warp off or kill him before he kills you, you can't just avoid its dps ; an advantage people here don't seem aware about. |

I am disposable
Republic University Minmatar Republic
14
|
Posted - 2013.12.27 22:55:00 -
[3692] - Quote
Bouh Revetoile wrote: The difference with before is that you can't just blindly warp in a fleet of a dozen frigates and kill half of them without even trying. You now need to have some awareness about what is around you and coming and actually work for your solo kill by separating the fleet and everything you need to do when alone vs blob.
Your mask is slipping. This complete and utter hyperbole shows your real agenda. Maybe you should try using missiles before you act like you know the first thing about them. |

Saul Rogers
Perkone Caldari State
1
|
Posted - 2013.12.27 23:15:00 -
[3693] - Quote
Bouh Revetoile wrote:Also, if mid slots were the be all end all of pvp, caldari ships would win hands down because they have the most of them you know. Use your mind and try to imagine if ewar modules were low slots and if propulsion was too, you will see your tank melting like snow in the sun....
Bouh Revetoile wrote:Another fact is that when missiles start hurting you, the only thing you can do is warp off or kill him before he kills you, you can't just avoid its dps ; an advantage people here don't seem aware about. Oh my god, you are saying it's not possible to avoid missile dps lol I just fell from my chair.... Now I know two things: 1- you don't fly caldari ships. 2-you suck hard at pvp if you can't avoid missile dps
|

Arthur Aihaken
The.VOID
2651
|
Posted - 2013.12.28 00:11:00 -
[3694] - Quote
I am disposable wrote:Your mask is slipping. This complete and utter hyperbole shows your real agenda. Maybe you should try using missiles before you act like you know the first thing about them. FEED TROLL AT OWN RISK! (the one you're referring to)
Saul Rogers wrote:-you suck hard There, fixed it for you. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
14
|
Posted - 2013.12.28 00:27:00 -
[3695] - Quote
Arthur Aihaken wrote:I am disposable wrote:Your mask is slipping. This complete and utter hyperbole shows your real agenda. Maybe you should try using missiles before you act like you know the first thing about them. FEED TROLL AT OWN RISK! (the one you're referring to)
Good point. An admitted turret-only player posting hundreds of contrarion posts in a thread regarding the nerf of a missile weapon system has to be a troll. |

Arthur Aihaken
The.VOID
2651
|
Posted - 2013.12.28 00:30:00 -
[3696] - Quote
Has anyone tried the RLMLs with Fury ammo - or has it all been with Faction? I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
14
|
Posted - 2013.12.28 00:57:00 -
[3697] - Quote
Arthur Aihaken wrote:Has anyone tried the RLMLs with Fury ammo - or has it all been with Faction?
Fury is really bad on them as it runs counter to what they are trying to do which is killing frigs. They would be the go to option for fighting cruisers (which you obviously don't want to do with these things but still) except that you can't swap ammo with the 40s reload.
I'm still wondering when we are going to hear about the ammo swapping feature CCP admitted was needed with these things. I think I'm going to be waiting a long time. |

Arthur Aihaken
The.VOID
2651
|
Posted - 2013.12.28 01:04:00 -
[3698] - Quote
I am disposable wrote:Fury is really bad on them as it runs counter to what they are trying to do which is killing frigs. They would be the go to option for fighting cruisers (which you obviously don't want to do with these things but still) except that you can't swap ammo with the 40s reload.
I'm still wondering when we are going to hear about the ammo swapping feature CCP admitted was needed with these things. I think I'm going to be waiting a long time. I know it kills the range, but it also significantly ups the damage - and if you've double-webbed and scrammed your target anyway - I can't imagine that the damage application would be any less. As for the ammo swap issue, if they were sincere - they'd have addressed it by now. If they can't fix it due to technical aspects, then it's incompetence for releasing this change without the proper testing and peer review. "It sounds cool" doesn't cut it. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
14
|
Posted - 2013.12.28 01:10:00 -
[3699] - Quote
Arthur Aihaken wrote:I am disposable wrote:Fury is really bad on them as it runs counter to what they are trying to do which is killing frigs. They would be the go to option for fighting cruisers (which you obviously don't want to do with these things but still) except that you can't swap ammo with the 40s reload.
I'm still wondering when we are going to hear about the ammo swapping feature CCP admitted was needed with these things. I think I'm going to be waiting a long time. I know it kills the range, but it also significantly ups the damage - and if you've double-webbed and scrammed your target anyway - I can't imagine that the damage application would be any less. As for the ammo swap issue, if they were sincere - they'd have addressed it by now. If they can't fix it due to technical aspects, then it's incompetence for releasing this change without the proper testing and peer review. "It sounds cool" doesn't cut it.
Yeah if you are tackling frigs fury would be good I suppose. I'm not a huge fan of trying to tackle frigs in cruisers though.
And yes, releasing these broken launchers even though they admitted they had issues is a sign of incompetence. Their very existence is a sign of incompetence to be blunt. |

Arthur Aihaken
The.VOID
2651
|
Posted - 2013.12.28 01:23:00 -
[3700] - Quote
I am disposable wrote:Yeah if you are tackling frigs fury would be good I suppose. I'm not a huge fan of trying to tackle frigs in cruisers though. And yes, releasing these broken launchers even though they admitted they had issues is a sign of incompetence. Their very existence is a sign of incompetence to be blunt. I think we've established that they have an extremely limited role, that being frigate-killing under ideal conditions. Since most frigates can probably outrun you, your only chance is to scram and dual-web the suckers. It's already been shown that rate of fire bonuses lose out to pure damage bonuses, hence the Fury ammunition suggestion (since this is probably a 10-15% bump over Faction).
Yes, well - someone says "OP" and the missile nerf bat makes a return appearance... I am currently away, traveling through time and will be returning last week. |
|

I am disposable
Republic University Minmatar Republic
15
|
Posted - 2013.12.28 01:38:00 -
[3701] - Quote
Arthur Aihaken wrote:I am disposable wrote:Yeah if you are tackling frigs fury would be good I suppose. I'm not a huge fan of trying to tackle frigs in cruisers though. And yes, releasing these broken launchers even though they admitted they had issues is a sign of incompetence. Their very existence is a sign of incompetence to be blunt. I think we've established that they have an extremely limited role, that being frigate-killing under ideal conditions. Since most frigates can probably outrun you, your only chance is to scram and dual-web the suckers. It's already been shown that rate of fire bonuses lose out to pure damage bonuses, hence the Fury ammunition suggestion (since this is probably a 10-15% bump over Faction). Yes, well - someone says "OP" and the missile nerf bat makes a return appearance...
Well I guess if we find a niche within the niche it works. But seriously flying a cruiser that can only effectively kill frigs, and only the ones it can tackle, and only if they aren't tanky or have the wrong resist profile? Ick. |

Arthur Aihaken
The.VOID
2652
|
Posted - 2013.12.28 01:44:00 -
[3702] - Quote
I am disposable wrote:Well I guess if we find a niche within the niche it works. But seriously flying a cruiser that can only effectively kill frigs, and only the ones it can tackle, and only if they aren't tanky or have the wrong resist profile? Ick. Once I get Light Missiles trained to V with IV specialization I'll be able to test it out (January-ish). The only scenario I see these working in is one where you completely overwhelm your opponent(s). A combination of EW is probably required as well (sensor disruptors probably being the most effective). I am currently away, traveling through time and will be returning last week. |

Mhari Dson
Lazy Brothers Inc
95
|
Posted - 2013.12.28 07:43:00 -
[3703] - Quote
Vs frigs furies have poorer damage application than faction, you get about the same with either. |

Arthur Aihaken
The.VOID
2653
|
Posted - 2013.12.28 09:31:00 -
[3704] - Quote
Mhari Dson wrote:Vs frigs furies have poorer damage application than faction, you get about the same with either. Not necessarily. If you have your target webbed and painted, they should do more damage. I am currently away, traveling through time and will be returning last week. |

Gorski Car
ElitistOps Pandemic Legion
188
|
Posted - 2013.12.28 09:37:00 -
[3705] - Quote
if you have your target webbed and painted you might aswell use hmls or like you know any other real weapon system. |

I am disposable
Republic University Minmatar Republic
15
|
Posted - 2013.12.28 10:39:00 -
[3706] - Quote
Gorski Car wrote:if you have your target webbed and painted you might aswell use hmls or like you know any other real weapon system.
I think you mean HAMs. Even webbed and painted HMs have horrid damage application against frigs. |

Gorski Car
ElitistOps Pandemic Legion
188
|
Posted - 2013.12.28 11:14:00 -
[3707] - Quote
I think I do.
But if I intent on webbing my targets I might aswell use something real with more dmg then hams, hmls or rlmls. |

Morwennon
Aliastra Gallente Federation
51
|
Posted - 2013.12.28 16:12:00 -
[3708] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
I'd like to follow up on this ~metrics~ post because it's been a month since the RLML nerf was implemented so we can get an idea of how it's affected the game now that players have had a chance to try out the new launchers at length. The following figures are based on sales volumes in The Forge for two seven day periods, one before the nerf was first proposed by CCP Rise (29/09/2013 - 05/10/2013) and the last week (27/12/2013 - 21/12/2013):
RLML II unit sales have fallen by 38%, from 7257 pre-nerf to 4536 post-nerf HAML II sales have fallen by 28%, from 19933 to 14440 HML II sales have fallen by 9%, from 17300 to 15793
For comparative purposes, for the same seven day periods:
425mm Autocannon II sales have increased by 3%, from 7684 to 7925 Heavy Pulse Laser II sales have increased by 4%, from 7877 to 8180 Heavy Neutron Blaster II sales have fallen by 19%, from 8950 to 7246 Total T2 sentry drone sales have increased by 60%, from 87610 to 139946
On average, top-tier medium close-range weapon sales declined by 4% between the two seven-day periods, giving us a baseline figure to use when comparing the sales of the missile launchers.
It seems clear that the nerf has dramatically reduced the sales (and presumably by extension, the usage) of rapid light launchers, to a much greater extent than was apparent in the weeks immediately after the nerf.
t is equally clear that there has been no compensatory increase in the use of HMLs or HAMs, in contrast to Rise's predictions. In fact, the pre-nerf sales figures seem to make the entire rationale for the change rather questionable - even at the peak of their supposed OPness, HMLs and HAMLs were both outselling RLMLs by more than 2:1, which is hardly consistent with Rise's argument that RLMLs were crowding out HMLs and HAMs.
The decrease in missile use is presumably not attributable to an across-the-board change in the number of active players since there have been no major reductions in the sales of medium turrets, and sales of some other weapon systems - notably, sentry drones - are up dramatically.
Similar trends are apparent in the sales of T1 cruisers:
Caracal sales have decreased by 19%, from 2290 to 1850 Vexor sales have decreased by 1%, from 2388 to 2290 Thorax sales have decreased by 5%, from 1538 to 1469 Rupture sales have decreased by 7%, from 1053 to 983 Stabber sales have decreased by 6%, from 868 to 818 Omen sales have increased by 3%, from 776 to 799 Maller sales have increased by 11%, from 590 to 654 Moa sales have decreased by 55% (!), from 1236 to 551
The mean change in sales numbers for non-Caldari cruisers is thus -0.8% The mean change for Caldari cruisers is -37%
In keeping with the trend seen for weapon systems, there was a very pronounced decline in the sales of the most popular missile cruiser and RLML platform in the aftermath of the RLML nerf, which is not reflected in the sales of other racial hulls.
Fozzie, you said that a 6.5% reduction in RLML use was "easily within acceptable ranges." Is the same true for the current 38% reduction? Ceterum censeo, the RLML and HML nerfs must be undone. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
95
|
Posted - 2013.12.28 17:03:00 -
[3709] - Quote
Wait.... Are we using metrics to counter CCP's metrics? I like this. :) Now we just need to drag some CCP in here, or if nothing else some CSM for the moment, and make them stare at that and formulate an actual response instead of some formulaic crap. |

Arthur Aihaken
The.VOID
2654
|
Posted - 2013.12.28 17:23:00 -
[3710] - Quote
scorchlikeshiswhiskey wrote:Wait.... Are we using metrics to counter CCP's metrics? I like this. :) Now we just need to drag some CCP in here, or if nothing else some CSM for the moment, and make them stare at that and formulate an actual response instead of some formulaic crap. DenialGǪ it's not a river in Egypt. I am currently away, traveling through time and will be returning last week. |
|

Liam Inkuras
Chaotic Tranquility Casoff
775
|
Posted - 2013.12.28 18:02:00 -
[3711] - Quote
Welcome to Ishtars Online I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone |

Gorski Car
ElitistOps Pandemic Legion
191
|
Posted - 2013.12.28 18:11:00 -
[3712] - Quote
But rlmls were op and needed a new exiting change so it's ok that they are not used anymore. |

Arthur Aihaken
The.VOID
2654
|
Posted - 2013.12.28 21:04:00 -
[3713] - Quote
Liam Inkuras wrote:Welcome to Ishtars Online Got Drones? I am currently away, traveling through time and will be returning last week. |

Mhari Dson
Lazy Brothers Inc
97
|
Posted - 2013.12.29 02:10:00 -
[3714] - Quote
Gorski Car wrote:But rlmls were op and needed a new exiting change so it's ok that they are not used anymore.
Do I sense an inty pilot?
and RLML's weren't OP, HAM/HML's just sucked worse.
|

Arthur Aihaken
The.VOID
2656
|
Posted - 2013.12.29 02:13:00 -
[3715] - Quote
Mhari Dson wrote:and RLML's weren't OP, HAM/HML's just sucked worse. But now everything sucks equally! Yay....!  I am currently away, traveling through time and will be returning last week. |

Mhari Dson
Lazy Brothers Inc
97
|
Posted - 2013.12.29 02:26:00 -
[3716] - Quote
Arthur Aihaken wrote:Mhari Dson wrote:and RLML's weren't OP, HAM/HML's just sucked worse. But now everything sucks equally! Yay....! 
Let's do this to guns now!
and make drones have to return to your ship to reload! |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
95
|
Posted - 2013.12.29 02:47:00 -
[3717] - Quote
Mhari Dson wrote:Arthur Aihaken wrote:Mhari Dson wrote:and RLML's weren't OP, HAM/HML's just sucked worse. But now everything sucks equally! Yay....!  Let's do this to guns now! and make drones have to return to your ship to reload! Let the true whining begin muahahaha  |

Arthur Aihaken
The.VOID
2656
|
Posted - 2013.12.29 02:55:00 -
[3718] - Quote
I'd be happy eliminating drone assist... I am currently away, traveling through time and will be returning last week. |

Roseline Penshar
Illusory Superiority
37
|
Posted - 2013.12.29 02:58:00 -
[3719] - Quote
can i ask 1 thing? hope there's someone who can answer it, the dps......is it count reload too? |

Arthur Aihaken
The.VOID
2656
|
Posted - 2013.12.29 03:01:00 -
[3720] - Quote
Roseline Penshar wrote:can i ask 1 thing? hope there's someone who can answer it, the dps......is it count reload too? It depends on who's quoting the numbers. DPS with reloads factored in is about 55-60% of stated maximum, though. I am currently away, traveling through time and will be returning last week. |
|

I am disposable
Republic University Minmatar Republic
15
|
Posted - 2013.12.29 03:35:00 -
[3721] - Quote
Mhari Dson wrote:Gorski Car wrote:But rlmls were op and needed a new exiting change so it's ok that they are not used anymore. Do I sense an inty pilot? and RLML's weren't OP, HAM/HML's just sucked worse.
I'm pretty sure he was being facetious. |

Mhari Dson
Lazy Brothers Inc
97
|
Posted - 2013.12.29 05:00:00 -
[3722] - Quote
I am disposable wrote:Mhari Dson wrote:Gorski Car wrote:But rlmls were op and needed a new exiting change so it's ok that they are not used anymore. Do I sense an inty pilot? and RLML's weren't OP, HAM/HML's just sucked worse. I'm pretty sure he was being facetious.
prolly but I really wish the nerfs were evening the playing field instead of shoving missiles off the bottom of the chart. |

Arthur Aihaken
The.VOID
2657
|
Posted - 2013.12.29 06:54:00 -
[3723] - Quote
Mhari Dson wrote:prolly but I really wish the nerfs were evening the playing field instead of shoving missiles off the bottom of the chart. We'll adapt and overcome. I am currently away, traveling through time and will be returning last week. |

Roseline Penshar
Illusory Superiority
37
|
Posted - 2013.12.29 07:23:00 -
[3724] - Quote
Arthur Aihaken wrote:Roseline Penshar wrote:can i ask 1 thing? hope there's someone who can answer it, the dps......is it count reload too? It depends on who's quoting the numbers. DPS with reloads factored in is about 55-60% of stated maximum, though. if it's the dps number at EFT is it count reload? |

Arthur Aihaken
The.VOID
2657
|
Posted - 2013.12.29 08:45:00 -
[3725] - Quote
Roseline Penshar wrote:Arthur Aihaken wrote:Roseline Penshar wrote:can i ask 1 thing? hope there's someone who can answer it, the dps......is it count reload too? It depends on who's quoting the numbers. DPS with reloads factored in is about 55-60% of stated maximum, though. if it's the dps number at EFT is it count reload? If it's higher than heavy assault missiles, then probably not. I am currently away, traveling through time and will be returning last week. |

Sal Landry
School of Applied Knowledge Caldari State
172
|
Posted - 2013.12.29 11:32:00 -
[3726] - Quote
Roseline Penshar wrote: if it's the dps number at EFT is it count reload?
You have to set it in preferences, and I think most people have it turned off. Every dps number used by 40sec in the OP is with the bullshit no reloading dps number.
|

Bouh Revetoile
TIPIAKS
541
|
Posted - 2013.12.29 12:08:00 -
[3727] - Quote
Sal Landry wrote:Roseline Penshar wrote: if it's the dps number at EFT is it count reload?
You have to set it in preferences, and I think most people have it turned off. Every dps number used by 40sec in the OP is with the bullshit no reloading dps number. You only account for reload in pve or for POS bashing to be honest...
The amount of tears here is amazing though a you people should try pvp with turrets, just for comparison. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
181
|
Posted - 2013.12.29 13:01:00 -
[3728] - Quote
Lets look at some cold hard facts for a second. RLML rebalance gave us 30% more damage 400% more reload time 23% of the ammo capacity.
What's wrong with this scenario? LP store weapon cost rebalance |

Markku Laaksonen
EVE University Ivy League
294
|
Posted - 2013.12.29 16:00:00 -
[3729] - Quote
When will Rise and Fozzie come back with some comments about RLML usage now that we've had them on TQ for a while? And maybe some medium missile usage in general, and finally some general missile usage across all classes? |

Harvey James
The Sengoku Legacy
624
|
Posted - 2013.12.29 17:42:00 -
[3730] - Quote
an alternative way of buffing RLML's a bit rather than a straight clip increase and shorter reload time across the board..
meta 0 - base mod 1 - increase clip size to 30 and reload time to 35secs - reduce ROF by .5 secs 2 - reduce reload time to 20 secs - reduce clip size by 1 3 - increased ROF, reduce reload time to 35secs increased fitting need 4 - reduced fitting need .. reduce clip size by 2 reduce reload time to 30 secs T2 - increased ROF increased fitting need .. can use T2 missiles .. reduce reload time to 35secs
p.s. we still need missile mods/ missile rebalance sharpish .... also add medium missiles please a nice inbetween from RLML and HAM's with better tracking missiles Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
|

I am disposable
Republic University Minmatar Republic
15
|
Posted - 2013.12.29 18:12:00 -
[3731] - Quote
Bouh Revetoile wrote:You only account for reload in pve or for POS bashing to be honest...
The amount of tears here is amazing though a you people should try pvp with turrets, just for comparison.
Are you for real? Plenty of us use turrets as well. Turrets > missiles in PVP and everyone knows it. Perhaps you should actually try the missile system you've been talking about for hundreds of pages.
Also I think you have to factor reload times into the DPS of a weapon that spends as much time reloading as firing. Call me crazy. |

I am disposable
Republic University Minmatar Republic
15
|
Posted - 2013.12.29 18:20:00 -
[3732] - Quote
Harvey James wrote:an alternative way of buffing RLML's a bit rather than a straight clip increase and shorter reload time across the board..
meta 0 - base mod 1 - increase clip size to 30 and reload time to 35secs - reduce ROF by .5 secs 2 - reduce reload time to 20 secs - reduce clip size by 1 3 - increased ROF, reduce reload time to 35secs increased fitting need 4 - reduced fitting need .. reduce clip size by 2 reduce reload time to 30 secs T2 - increased ROF increased fitting need .. can use T2 missiles .. reduce reload time to 35secs
p.s. we still need missile mods/ missile rebalance sharpish .... also add medium missiles please a nice inbetween from RLML and HAM's with better tracking missiles
How about they just return them to the way they were with a straight 10-20% ROF nerf? Then just rename them (since they wouldn't really be "rapid" anymore), and be done with it. |

Arthur Aihaken
The.VOID
2658
|
Posted - 2013.12.29 19:39:00 -
[3733] - Quote
Markku Laaksonen wrote:When will Rise and Fozzie come back with some comments about RLML usage now that we've had them on TQ for a while? And maybe some medium missile usage in general, and finally some general missile usage across all classes?
Oh wait, you were seriousGǪ
I am disposable wrote:Also I think you have to factor reload times into the DPS of a weapon that spends as much time reloading as firing. Call me crazy. Especially if you plan on shooting for more than 50 seconds... I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
16
|
Posted - 2013.12.29 19:54:00 -
[3734] - Quote
Arthur Aihaken wrote:I am disposable wrote:p.s. we still need missile mods/ missile rebalance sharpish .... also add medium missiles please a nice inbetween from RLML and HAM's with better tracking missiles. How about they just return them to the way they were with a straight 10-20% ROF nerf? Then just rename them (since they wouldn't really be "rapid" anymore), and be done with it. A medium missile class would be nice (then we could buff heavies) - I just don't see it in the cards, unfortunately. Every time someone even remotely suggests bringing the number of missile-based weapons on par with lasers, hybrids or projectiles - the anti-missile lemmings seem to spring up everywhere. I have no problem with returning RLMLs and RHMLs to the original/first iteration. Instead of a rate of fire or damage nerf, I'd instead suggest just reducing ammunition capacity.
Err...I didn't post that. |

Arthur Aihaken
The.VOID
2658
|
Posted - 2013.12.29 20:44:00 -
[3735] - Quote
Folks - we're clearly on our own here. CCP is either unwilling (hubris) or unable (ineptitude) to address these shortfalls. If missiles are going to be in our future we're going to have to come up with some abstract and creative solutions for them. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2658
|
Posted - 2013.12.29 21:50:00 -
[3736] - Quote
I briefly thought I might have discovered a very limited PvE scenario that RLMLs would excel in. Alas, I was once again proven wrong. It's not just that RLMLs are bizarre - it's that they're entirely useless on any Caldari hull that extends them a rate of fire bonus. Why? They're already fast to begin with, and combined with the limited ammunition capacity (16-18 rounds) this gives a false impression of increased DPS. The reality is that you're just depleting your ammunition faster. With any other missile system an increased rate of fire does translate into more DPS because they all typically hold twice the ammunition supply and there's only a 10-second reload. I actually think you might be further ahead using rockets at this point... I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
17
|
Posted - 2013.12.30 00:15:00 -
[3737] - Quote
Arthur Aihaken wrote:Folks - we're clearly on our own here. CCP is either unwilling (hubris) or unable (ineptitude) to address these shortfalls. If missiles are going to be in our future we're going to have to come up with some abstract and creative solutions for them.
The solution is to stop using them. When something sucks it sucks. Period. |

Arthur Aihaken
The.VOID
2660
|
Posted - 2013.12.30 01:17:00 -
[3738] - Quote
I am disposable wrote:The solution is to stop using them. When something sucks it sucks. Period. Screw that. I've got a sizeable chunk of skill training into them, and I happen to like Caldari hulls. Plus you can't beat the "whoosh" sound for FX. And I refuse to switch over to drones or turrets just to become another lemming... I am currently away, traveling through time and will be returning last week. |

Lloyd Roses
Blue-Fire
458
|
Posted - 2013.12.30 01:38:00 -
[3739] - Quote
I am disposable wrote:Bouh Revetoile wrote:You only account for reload in pve or for POS bashing to be honest...
The amount of tears here is amazing though a you people should try pvp with turrets, just for comparison. Are you for real? Plenty of us use turrets as well. Turrets > missiles in PVP and everyone knows it. Perhaps you should actually try the missile system you've been talking about for hundreds of pages. Also I think you have to factor reload times into the DPS of a weapon that spends as much time reloading as firing. Call me crazy.
Well, 2013 was finally missiles = turrets with the exception of heavies. For me, it's been the first year of heavily utilizing missile ships (HAM, rapid lights, lights, rarely torps) and I was flabbergasted by the amount of dps I apply to targets I've been told to keep my hopes down. Always hated Tengus, flying them pretty much nonstop now cause HAMs are so damn amazingly wonderful.
Rapids used to be my prime choice before that (what a surprise...), and so was at last a 100mn rapid-gu for a mere couple weeks before the rapid-change, with the change though rapids have become a thing for gang-anti-frig-work. And gawd they're beasty at that job. When comparing missile-platforms to other bread-and-butter-ships (sleipnir, daredevil , deimos, Nomen) I'm using frequently, I'd say that missiles are a damn fine choice for pvp - and rapids now truely excel at their niche.
Turrets > Missiles is an outdated statement, and you did well to hide your identity behind a forum alt 
Edit: I agree though that not the clipsize, but the reloadtime needs tweaking. The tendency is great, but the exact numbers aren't that amazing. "I honestly thought I was in lowsec" |

Arthur Aihaken
The.VOID
2660
|
Posted - 2013.12.30 02:06:00 -
[3740] - Quote
Lloyd Roses wrote:Rapids used to be my prime choice before that (what a surprise...), and so was at last a 100mn rapid-gu for a mere couple weeks before the rapid-change, with the change though rapids have become a thing for gang-anti-frig-work. And gawd they're beasty at that job. The problem is that one rarely encounters just one frigate, and if you find yourself facing off against a comparable cruiser the rapid lights aren't going to cut it. Unless you've had success to the contrary, in which case I'd love to hear more details. I am currently away, traveling through time and will be returning last week. |
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
97
|
Posted - 2013.12.30 03:09:00 -
[3741] - Quote
What does it take for CCP to pay some attention to their screw-ups? |

I am disposable
Republic University Minmatar Republic
17
|
Posted - 2013.12.30 03:47:00 -
[3742] - Quote
Arthur Aihaken wrote:I am disposable wrote:The solution is to stop using them. When something sucks it sucks. Period. Screw that. I've got a sizeable chunk of skill training into them, and I happen to like Caldari hulls. Plus you can't beat the "whoosh" sound for FX. And I refuse to switch over to drones or turrets just to become another lemming...
I was referring specifically to RLMLs, not all missile systems. |

I am disposable
Republic University Minmatar Republic
17
|
Posted - 2013.12.30 03:51:00 -
[3743] - Quote
Lloyd Roses wrote: Turrets > Missiles is an outdated statement
Outdated how? Missiles have continuously been nerfed over the last year plus, while turrets have been buffed. Seriously WTF are you talking about? |

Arthur Aihaken
The.VOID
2661
|
Posted - 2013.12.30 04:20:00 -
[3744] - Quote
I am disposable wrote:I was referring specifically to RLMLs, not all missile systems. I'm just writing off Light Missiles I-IV... Three days of skill training - not the end of the world. I am currently away, traveling through time and will be returning last week. |

Roseline Penshar
Illusory Superiority
37
|
Posted - 2013.12.30 09:11:00 -
[3745] - Quote
Sal Landry wrote:Roseline Penshar wrote: if it's the dps number at EFT is it count reload?
You have to set it in preferences, and I think most people have it turned off. Every dps number used by 40sec in the OP is with the bullshit no reloading dps number.
thx for that info it really helps to decide ^^ |

Mhari Dson
Lazy Brothers Inc
99
|
Posted - 2013.12.30 12:20:00 -
[3746] - Quote
Arthur Aihaken wrote:Mhari Dson wrote:prolly but I really wish the nerfs were evening the playing field instead of shoving missiles off the bottom of the chart. We'll adapt and overcome.
(clipped my own snappy comeback)
Just because I like missiles doesn't mean I won't use other options, in fact nowadays mostly I'm using 200mm rails or tachs. cruiser/BC missile systems are seriously underpowered. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
181
|
Posted - 2013.12.30 13:30:00 -
[3747] - Quote
Arthur Aihaken wrote:I am disposable wrote:I was referring specifically to RLMLs, not all missile systems. I'm just writing off Light Missiles I-IV... Three days of skill training - not the end of the world. I think the only fix is green eggs and HAM. 
A short memory is the greatest weapon the elite have over the proliteriat masses. Take an inch, take a mile. LP store weapon cost rebalance |

Silverbackyererse
26
|
Posted - 2013.12.30 13:50:00 -
[3748] - Quote
Markku Laaksonen wrote:When will Rise and Fozzie come back with some comments about RLML usage now that we've had them on TQ for a while? And maybe some medium missile usage in general, and finally some general missile usage across all classes?
+1
Not to put too fine a point on it but this capsuleer firmly believes that the front end sillyness has been pulled from rear-end smelliness.
And yes I could be more constructive........
40 second reload time is too much. 18 is too small a magazine. You went to far with this. Evolution, not revolution.
|

Arthur Aihaken
The.VOID
2663
|
Posted - 2013.12.30 17:12:00 -
[3749] - Quote
Mhari Dson wrote:(clipped my own snappy comeback)
Just because I like missiles doesn't mean I won't use other options, in fact nowadays mostly I'm using 200mm rails or tachs. cruiser/BC missile systems are seriously underpowered. Snappy comebacks are totally acceptable for this particular threadGǪ I think it really depends on the scenario, but I'm finding that creative "out-of-the-box" solutions are the best course of action.
Caleb Seremshur wrote:A short memory is the greatest weapon the elite have over the proliteriat masses. Take an inch, take a mile. To be sure. At the end of the day the best alternative to RLMLs is probably T2 HAMLs running Javelin ammunition with a hydraulic rig or two thrown-in for good measure. The increased damage should offset the reduced damage application - particularly if a target painter or rigors are utilized. If we thought the RLML got brutalized - just wait until the tears start flowing when they nerf drone assistGǪ
Silverbackyererse wrote:40 second reload time is too much. 18 is too small a magazine. You went to far with this. Evolution, not revolution. 19 with Faction launchers, but I digressGǪ RLMLs are now really a "fire and forget" weapon. They will pretty much nail everything within firing range for upwards of 50% damage application. These are no longer a primary or even secondary weapon system, and they are absolutely useless for PvE (any form). I think they may excel (and this is a very, very niche role) at quickly dispatching small targets or applying maximum DPS as part of small gangs. This obviously precludes or really limits use in solo play, which I think is the biggest sticking point. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2663
|
Posted - 2013.12.30 21:58:00 -
[3750] - Quote
I gotta be honest - I'm just not feeling the turret love. Far too much micromanagement for my liking, and I'm not necessarily keen on the range-damage aspect (nor having to run webs, tracking enhancers and target computers to ensure damage application). Yes, they do critical - but I think there's as many pros as cons. Let's face it: for folks that like to sit and gate camp, turrets offer the best bang for your buck.
 I am currently away, traveling through time and will be returning last week. |
|

Lloyd Roses
Blue-Fire
459
|
Posted - 2013.12.31 07:33:00 -
[3751] - Quote
I am disposable wrote:Lloyd Roses wrote: Turrets > Missiles is an outdated statement
Outdated how? Missiles have continuously been nerfed over the last year plus, while turrets have been buffed. Seriously WTF are you talking about?
The statement is outdated as with the recent massive buff to torpedoes and HAMs/rockets (application of guided missile precision) a good deal of application issues got fixed. Now with the LR med. turret buff, these turret variants have become viable for the first time, they yet do not surpass heavies in some cases (artillery outside of a fleet-scenario).
I said that I only started using them recently, so I obviously missed out on usage of formerly broken heavies, but I had the pleasure to toy around with rapids/HAMs and torps. As I'm normally using them in scenarios requiring every bit of dps (sologanking nullratters, tackling people around wormholes - the place where sub 60k tanks and weak half-assed active tanks don't exist) in a tandem of sleipnir+tengu, I'm pretty sure I can draw clean comparisons regarding turret/missile-damage application to potential damage. That quotient (sorry, don't know the correct english term off the bat) appears to be quite favorable for missiles, as especially slightly out-of-scramrange-kiting works like a charm due to them applying their damage regardless of the distance between attacker and victim - within the max-range limits.
The argument that missiles got successively nerfed over the recent years is void. Without doubt. Heavies got nerhammered after reigning over fleet-pvp for a long time (mostly due to obscene cost-efficiency rather than being untouchable - well, slightly untouchable with former resistboni on the drakehull), and tbh a Drake applying 450dps homogeniously over 80km was just OP without limits.
Besides that, GMP for all, Cruises got lifted from oblivion into the pvp-scene (typhoons FTW) with FOTM-ambitions, HAMs got their raw damage increased by 25% at some point (and ratting tengus went from 790 to 1010dps using regular 5% hardwirings.
Tl;dr: Missiles are all but inferior to turrets. They tend to have application issues which are totally equalized by the use of appropriate tackle (2 webs, 1-2 bonused paints). Remaining is high, sometimes even freely selectable damage (like claymore, vengeance, raven, typhoon, interceptorgu).
Regards "I honestly thought I was in lowsec"
Moving pictures: The Enyo |

Zamyslinski
Rionnag Alba Triumvirate.
2
|
Posted - 2013.12.31 08:23:00 -
[3752] - Quote
So,
Just wanted to share,
I took out a cyclone yesterday and was piloting it around curse.
It was ham fitted wit 3bcs and one explosion vel. rig. I got engaged by 2 frigates and one of them got into my scram range. basicly my deadly 600 dps battlecriuser wasnt able to peel off either the ranis (scram range) nor the ares. If not for my ally mates i would diaf.
Missiles? - no thanks |

I am disposable
Republic University Minmatar Republic
20
|
Posted - 2013.12.31 11:23:00 -
[3753] - Quote
Lloyd Roses wrote:I am disposable wrote:Lloyd Roses wrote: Turrets > Missiles is an outdated statement
Outdated how? Missiles have continuously been nerfed over the last year plus, while turrets have been buffed. Seriously WTF are you talking about? The statement is outdated as with the recent massive buff to torpedoes and HAMs/rockets (application of guided missile precision) a good deal of application issues got fixed. Now with the LR med. turret buff, these turret variants have become viable for the first time, they yet do not surpass heavies in some cases (artillery outside of a fleet-scenario). I said that I only started using them recently, so I obviously missed out on usage of formerly broken heavies, but I had the pleasure to toy around with rapids/HAMs and torps. As I'm normally using them in scenarios requiring every bit of dps (sologanking nullratters, tackling people around wormholes - the place where sub 60k tanks and weak half-assed active tanks don't exist) in a tandem of sleipnir+tengu, I'm pretty sure I can draw clean comparisons regarding turret/missile-damage application to potential damage. That quotient (sorry, don't know the correct english term off the bat) appears to be quite favorable for missiles, as especially slightly out-of-scramrange-kiting works like a charm due to them applying their damage regardless of the distance between attacker and victim - within the max-range limits. The argument that missiles got successively nerfed over the recent years is void. Without doubt. Heavies got nerhammered after reigning over fleet-pvp for a long time (mostly due to obscene cost-efficiency rather than being untouchable - well, slightly untouchable with former resistboni on the drakehull), and tbh a Drake applying 450dps homogeniously over 80km was just OP without limits. Besides that, GMP for all, Cruises got lifted from oblivion into the pvp-scene (typhoons FTW) with FOTM-ambitions, HAMs got their raw damage increased by 25% at some point (and ratting tengus went from 790 to 1010dps using regular 5% hardwirings. Tl;dr: Missiles are all but inferior to turrets. They tend to have application issues which are totally equalized by the use of appropriate tackle (2 webs, 1-2 bonused paints). Remaining is high, sometimes even freely selectable damage (like claymore, vengeance, raven, typhoon, interceptorgu).
http://eve-kill.net/?a=top20
Outside of frig class missiles (Arbalest Torpedo Launcher is obviously on there due to Stealth Bombers), guess how many missile systems are in the top 20 in kills.
Zero.
So please just stop with this nonsense. |

Bouh Revetoile
TIPIAKS
542
|
Posted - 2013.12.31 11:46:00 -
[3754] - Quote
Zamyslinski wrote:So,
Just wanted to share,
I took out a cyclone yesterday and was piloting it around curse.
It was ham fitted wit 3bcs and one explosion vel. rig. I got engaged by 2 frigates and one of them got into my scram range. basicly my deadly 600 dps battlecriuser wasnt able to peel off either the ranis (scram range) nor the ares. If not for my ally mates i would diaf.
Missiles? - no thanks Oh sweety, because you think turrets would have changed anything ? That's cute. :-) |

Lloyd Roses
Blue-Fire
460
|
Posted - 2013.12.31 11:53:00 -
[3755] - Quote
Yeah, cause the top 20 on eve-kill have any relation to performance
*missiles got nerfed* - *no they didn't cause* - *but they aren't in the top20 !!11!1* is not a valid argument. If you want to attack my arguments, don't do it by citing meaningless stats. Do it with counterarguments. Going by flavor of the current blobmeta doesn't prove anything but meta4 torps being obviohsly superior to t2. I guess you understand. Well, I hope so...
Else, you just appear like a blind like the guy wondering why his hams don't hurt an untackled inty. The situation would've been identical using guns. You can solo a loki in a rockethawk or enyo if you make it closer than a 2k orbit... "I honestly thought I was in lowsec"
Moving pictures: The Enyo |

I am disposable
Republic University Minmatar Republic
20
|
Posted - 2013.12.31 12:01:00 -
[3756] - Quote
Lloyd Roses wrote:Yeah, cause the top 20 on eve-kill have any relation to performance 
They are much more relevant than your non-sensical ramblings about how great missiles are. People don't tend to use bad weapons in PVP. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
181
|
Posted - 2013.12.31 12:58:00 -
[3757] - Quote
Zamyslinski wrote:So,
Just wanted to share,
I took out a cyclone yesterday and was piloting it around curse.
It was ham fitted wit 3bcs and one explosion vel. rig. I got engaged by 2 frigates and one of them got into my scram range. basicly my deadly 600 dps battlecriuser wasnt able to peel off either the ranis (scram range) nor the ares. If not for my ally mates i would diaf.
Missiles? - no thanks
If you're flying HAM always take a web. A painter isn't much good but a web will do wonders.
Also don't use rage HAM against frigates.. 300+ sig radius against them? LP store weapon cost rebalance |

Lloyd Roses
Blue-Fire
460
|
Posted - 2013.12.31 13:04:00 -
[3758] - Quote
I am disposable wrote:Lloyd Roses wrote:Yeah, cause the top 20 on eve-kill have any relation to performance  They are much more relevant than your non-sensical ramblings about how great missiles are. People don't tend to use bad weapons in PVP.
M8.
Without even looking jp those stats, I'd guess you find the following: Gardes, curators, 250rails, heavy pulses, 350/425rails, bouncers, mrga pulsrs, 1400 artillerirs, maybe meta4 tachs, maybe light neutron blasters, scorch bombs, shrapnel bombs, warriot 2s and 720 arties (depending on the number of muninns BL deployed this month.
That's cause when you join some timerbashfleet, those tend to be hravily utilized. Extra carefully explained for you: the biggest blobs I fly in are 10-15 people in a fleet at once. Just cause missiles suck in 10% tidi doesn't make them the terrible platfom you declare them to be.
Or with your thoughts *oh **** he's actually giving arguments, must defend my f1-fleet movement-therapy-autism by claiming sov-grinds to be relevant pvp-experience... and missiles suck, cause I have never used them yet*
M8. Inexperience doesn't justify your narrowminded experience.
"I honestly thought I was in lowsec"
Moving pictures: The Enyo |

Arthur Aihaken
The.VOID
2664
|
Posted - 2013.12.31 16:21:00 -
[3759] - Quote
Lloyd Roses wrote:Unlike earlier, their damage is frontloaded - with obvious situational advantages and disadvantages. The long reload and limited, though near flawlessly applied damage pushes it into the niche of a support-vessel. For example, try your old Caracal - but instead of running it solo in FW / nullbaby-staging, just try it as a supportvessel for a group of ships skirmishing another, slower fleet reliant on fast moving warp-ins. I'm not entirely sure what my dps is for the short terms I need to cycle launchers anyways, it just seems to excel in that particular role better than ever.
It just lost the 29 other applications avaiable before, like the 400dps rapid light 100mn-gu with large SB. Except the cons now seriously outweigh the pros. The problem with losing the other 29 applications is that we really haven't gained any new ones.
Caleb Seremshur wrote:If you're flying HAM always take a web. A painter isn't much good but a web will do wonders. Also don't use rage HAM against frigates.. 300+ sig radius against them? Webs are good, but that kind of defeats the whole range advantage with most missile systems. Rigors and dual target painters are probably more effective.
What we really need is a Ballistic Enhancer to improve explosion radius, explosion velocity and missile velocity (although arguably that still won't help RLMLs). I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
97
|
Posted - 2013.12.31 16:27:00 -
[3760] - Quote
Arthur Aihaken wrote:Lloyd Roses wrote:Unlike earlier, their damage is frontloaded - with obvious situational advantages and disadvantages. The long reload and limited, though near flawlessly applied damage pushes it into the niche of a support-vessel. For example, try your old Caracal - but instead of running it solo in FW / nullbaby-staging, just try it as a supportvessel for a group of ships skirmishing another, slower fleet reliant on fast moving warp-ins. I'm not entirely sure what my dps is for the short terms I need to cycle launchers anyways, it just seems to excel in that particular role better than ever.
It just lost the 29 other applications avaiable before, like the 400dps rapid light 100mn-gu with large SB. Except the cons now seriously outweigh the pros. The problem with losing the other 29 applications is that we really haven't gained any new ones. Caleb Seremshur wrote:If you're flying HAM always take a web. A painter isn't much good but a web will do wonders. Also don't use rage HAM against frigates.. 300+ sig radius against them? Webs are good, but that kind of defeats the whole range advantage with most missile systems. Rigors and dual target painters are probably more effective. What we really need is a Ballistic Enhancer to improve explosion radius, explosion velocity and missile velocity (although arguably that still won't help RLMLs). I would really like to see missiles expanded as a charge, ECM missiles of some sort and such. No damage, but giving a reason to make use of the long range missiles instead of kiting within disruptor range. |
|

Arthur Aihaken
The.VOID
2664
|
Posted - 2013.12.31 16:34:00 -
[3761] - Quote
Rapid Light Missile Launchers If the 40-second reload will remain remain, and the issue of swapping ammo types can't (or won't) be addressed - then the simplest change to balance this weapon system is to increase the ammunition capacity. A quick comparison of light-medium T2 launchers: Rockets (50), Light (53), Rapid Light (18; 80 pre-nerf), Heavy Assault (66), Heavy (40). I think an increase to 30 would solve most if not all of the sticking issues with them. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2664
|
Posted - 2013.12.31 16:37:00 -
[3762] - Quote
scorchlikeshiswhiskey wrote:I would really like to see missiles expanded as a charge, ECM missiles of some sort and such. No damage, but giving a reason to make use of the long range missiles instead of kiting within disruptor range. Tracking disruptor missiles. No damage, but a cumulative -1% tracking penalty per missile that lasts for 10 seconds.  I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
97
|
Posted - 2013.12.31 17:13:00 -
[3763] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:I would really like to see missiles expanded as a charge, ECM missiles of some sort and such. No damage, but giving a reason to make use of the long range missiles instead of kiting within disruptor range. Tracking disruptor missiles. No damage, but a cumulative -1% tracking penalty per missile that lasts for 10 seconds.  Would be interesting. I would like tosee warp disruptor missiles. Takes 3-5 missiles to equal 1 point of jamming on the targetted ship, or something that keeps it from being stupid OP. Some kind of Painting missile that increases damage application for a short period. Or guidance missiles, when fired as part of a salvo they increase the damage application of the other missiles while doing heavily reduced damage themselves.
Never gonna happen though so I don't know why I bother daydreaming about effective long range missile use against mobile targets. |

Arthur Aihaken
The.VOID
2664
|
Posted - 2013.12.31 17:24:00 -
[3764] - Quote
scorchlikeshiswhiskey wrote:Never gonna happen though so I don't know why I bother daydreaming about effective long range missile use against mobile targets. One can always dream... I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2665
|
Posted - 2013.12.31 18:44:00 -
[3765] - Quote
So after weeks of frustration, I finally found a niche hybrid PvE-PvP role for rapid light missile launchers. It's fairly specialized and requires a very unique (and expensive) setup. ButGǪ It outperforms all other weapon systems (including any kind of missile or turret) as well as extending me options to deal with those uninvited frigates that keep cropping up.
I can't overstate that this is a very specific role, and as such everything with the ship (modules, rigs, implants) conforms to a single theme. I ran several live runs this morning and it performed flawlessly. No kill mails, as this wasn't engineered as a frigate hunter-killer. It's intended to either get you out of a jam or provide a little "incentive" if someone strays too close or launches a flurry of drones at you.
I'm going to train to Light Missiles-V for the extra +5% damage, although I'm sticking with my Faction RLMLs as this gives me an extra volley (or 5.55% more DPS). A lot of the cheaper RLMLs only hold 16 rounds, so Faction actually gives you 18.75% more DPS for the same fitting (albeit more expensive). It's too bad that missile specialization doesn't augment damage, as even with the rate of fire bonuses T2 launchers are still slower than Faction.
For 2014 I'm not holding out much hope that we'll see any changes or improvements with missiles. With the increasing rate of drone use and 'drone assist', I think CCP has opened Pandora's Box. This whole turret vs. launcher debate is moot; drones out-track, out-range and out-alpha anything else. They're not subject to tracking disruption and sentries are almost impervious to ECM. The only thing you can temporarily do is sensor dampen your attackerGǪ that is, until he 'assists' the drones to someone else. Then there's the issue of increasing node load, instability and crashes. So I think that this will have to be urgently dealt with, but with the prevalent usage of drones - expect a lot of tears and opposition that will force this to drag on.
Or maybe they'll just kill Drone Assist a week before the next release.  I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
97
|
Posted - 2013.12.31 19:53:00 -
[3766] - Quote
Arthur Aihaken wrote:So after weeks of frustration, I finally found a niche hybrid PvE-PvP role for rapid light missile launchers. It's fairly specialized and requires a very unique (and expensive) setup. ButGǪ It outperforms all other weapon systems (including any kind of missile or turret) as well as extending me options to deal with those uninvited frigates that keep cropping up. I can't overstate that this is a very specific role, and as such everything with the ship (modules, rigs, implants) conforms to a single theme. I ran several live runs this morning and it performed flawlessly. No kill mails, as this wasn't engineered as a frigate hunter-killer. It's intended to either get you out of a jam or provide a little "incentive" if someone strays too close or launches a flurry of drones at you. I'm going to train to Light Missiles-V for the extra +5% damage, although I'm sticking with my Faction RLMLs as this gives me an extra volley (or 5.55% more DPS). A lot of the cheaper RLMLs only hold 16 rounds, so Faction actually gives you 18.75% more DPS for the same fitting (albeit more expensive). It's too bad that missile specialization doesn't augment damage, as even with the rate of fire bonuses T2 launchers are still slower than Faction. For 2014 I'm not holding out much hope that we'll see any changes or improvements with missiles. With the increasing rate of drone use and 'drone assist', I think CCP has opened Pandora's Box. This whole turret vs. launcher debate is moot; drones out-track, out-range and out-alpha anything else. They're not subject to tracking disruption and sentries are almost impervious to ECM. The only thing you can temporarily do is sensor dampen your attackerGǪ that is, until he 'assists' the drones to someone else. Then there's the issue of increasing node load, instability and crashes. So I think that this will have to be urgently dealt with, but with the prevalent usage of drones - expect a lot of tears and opposition that will force this to drag on. Or maybe they'll just kill Drone Assist a week before the next release.  Rapid Drone Assist? |

Arthur Aihaken
The.VOID
2669
|
Posted - 2013.12.31 22:04:00 -
[3767] - Quote
scorchlikeshiswhiskey wrote:Rapid Drone Assist? That's a scary thought... I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
21
|
Posted - 2013.12.31 23:30:00 -
[3768] - Quote
Lloyd Roses wrote:I am disposable wrote:Lloyd Roses wrote:Yeah, cause the top 20 on eve-kill have any relation to performance  They are much more relevant than your non-sensical ramblings about how great missiles are. People don't tend to use bad weapons in PVP. M8. Without even looking jp those stats, I'd guess you find the following: Gardes, curators, 250rails, heavy pulses, 350/425rails, bouncers, mega pulsrs, 1400 artillery, maybe meta4 tachs, maybe light neutron blasters, scorch bombs, shrapnel bombs, warriot 2s and 720 arties (depending on the number of muninns BL deployed this month) That's cause when you join some timerbashfleet, those tend to be heavily utilized. Extra carefully explained for you: the biggest blobs I fly in are 10-15 people in a fleet at once. Just cause missiles suck in 10% tidi doesn't make them the terrible platfom you declare them to be. Or with your thoughts *oh **** he's actually giving arguments, must defend my f1-fleet movement-therapy-autism by claiming sov-grinds to be relevant pvp-experience... and missiles suck, cause I have never used them yet* M8. Inexperience doesn't justify your narrowminded view. Edit: r's and e's fixed <.<
Maybe you should actually read the list before dismissing it as irrelevant. It doesn't include drones at all. Also structure kills are a tiny minority of the total kills in this game. Seriously dude you are full of ****.
HAMs, light missiles, and rockets are decent in PVP. Everything else sucks. Period. |

I am disposable
Republic University Minmatar Republic
21
|
Posted - 2013.12.31 23:33:00 -
[3769] - Quote
Arthur Aihaken wrote:So after weeks of frustration, I finally found a niche hybrid PvE-PvP role for rapid light missile launchers. It's fairly specialized and requires a very unique (and expensive) setup. ButGǪ It outperforms all other weapon systems (including any kind of missile or turret) as well as extending me options to deal with those uninvited frigates that keep cropping up. I can't overstate that this is a very specific role, and as such everything with the ship (modules, rigs, implants) conforms to a single theme. I ran several live runs this morning and it performed flawlessly. No kill mails, as this wasn't engineered as a frigate hunter-killer. It's intended to either get you out of a jam or provide a little "incentive" if someone strays too close or launches a flurry of drones at you. I'm going to train to Light Missiles-V for the extra +5% damage, although I'm sticking with my Faction RLMLs as this gives me an extra volley (or 5.55% more DPS). A lot of the cheaper RLMLs only hold 16 rounds, so Faction actually gives you 18.75% more DPS for the same fitting (albeit more expensive). It's too bad that missile specialization doesn't augment damage, as even with the rate of fire bonuses T2 launchers are still slower than Faction. For 2014 I'm not holding out much hope that we'll see any changes or improvements with missiles. With the increasing rate of drone use and 'drone assist', I think CCP has opened Pandora's Box. This whole turret vs. launcher debate is moot; drones out-track, out-range and out-alpha anything else. They're not subject to tracking disruption and sentries are almost impervious to ECM. The only thing you can temporarily do is sensor dampen your attackerGǪ that is, until he 'assists' the drones to someone else. Then there's the issue of increasing node load, instability and crashes. So I think that this will have to be urgently dealt with, but with the prevalent usage of drones - expect a lot of tears and opposition that will force this to drag on. Or maybe they'll just kill Drone Assist a week before the next release. 
Queue the drone users posting "but drones are easy to kill". 
|

Arthur Aihaken
The.VOID
2669
|
Posted - 2013.12.31 23:48:00 -
[3770] - Quote
I am disposable wrote:HAMs, light missiles, and rockets are decent in PVP. Everything else sucks. Period. HAMs are better than HMLs, but damage application still sucks against anything smaller than a cruiser. Unless you're outfitted with rigors, target painters or webs - you might as well be throwing rocks.
I am disposable wrote:Queue the drone users posting "but drones are easy to kill".  Yes, because it's so easy to target swarms of them under drone assist at maximum range. I am currently away, traveling through time and will be returning last week. |
|

I am disposable
Republic University Minmatar Republic
21
|
Posted - 2014.01.01 00:09:00 -
[3771] - Quote
Arthur Aihaken wrote:I am disposable wrote:HAMs, light missiles, and rockets are decent in PVP. Everything else sucks. Period. HAMs are better than HMLs, but damage application still sucks against anything smaller than a cruiser. Unless you're outfitted with rigors, target painters or webs - you might as well be throwing rocks.
Notice I said "decent" rather than "good" or "great". The best missile users have is middling weapon systems, and it seems that is the best we can hope for. |

Arthur Aihaken
The.VOID
2669
|
Posted - 2014.01.01 00:10:00 -
[3772] - Quote
I am disposable wrote:Notice I said "decent" rather than "good" or "great". The best missile users have is middling weapon systems, and it seems that is the best we can hope for. If by "decent" you mean "suck less", then we're in agreement.  The only missile systems that don't suck at this point are light and cruise missiles. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2669
|
Posted - 2014.01.01 00:34:00 -
[3773] - Quote
Brief addendum to my RLML update... I ran into a few scenarios where I couldn't complete the task at hand with a single ammunition clip. It did require a reload, but this was preferably to deploying a mobile depot for a 60-second+ refit and sending up a red "here I am" flag. As an interesting side note, it would've taken an extra reload using T2 launchers - or probably an extra two reloads with T1s. Yeah, that extra +1 round with Faction launchers can make a huge difference under the right conditions...
Out of curiosity I wanted to see if you could overheat your rapid launchers and burn them out in a single volley. Turns out you can't (at least with Thermodynamics IV, anyway). 65% and a 500k ISK repair bill was the best I could do. Amazing how much the heat dissipates in 40 seconds. I wonder...
With a bit more ammunition capacity (50% minimum) I think I'd be a happy camper. My preference is to be in and out in under 90 seconds, and forcing a reload or two tends to invite unwanted attention (and mission interruptus). It's always a frigate, one desperately trying to secure point for the slower reinforcements. I even had one sit on a gate last night in a vain attempt to catch me. I still don't like the new RLMLs, but I'm learning to make them work with my particular play style. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2669
|
Posted - 2014.01.01 02:04:00 -
[3774] - Quote
RLML use/configuration tips...
GÇó Faction launchers = 19 ammunition (+1) over T2s (and ROF is faster than max T2) GÇó Light Missiles V = extra +5% damage (more important than T2/specialization) GÇó Zainou 'Snapshot' Light Missiles implants = +3/+5 damage (definite must) GÇó A pair of Caldari Navy Ballistic Controllers gives you the same damage as three T2 ballistic controllers (minus the ROF from the third one, which you really don't need anyway). This reduces CPU requirements and frees up a slot, and you can offset the ROF loss if so desired with a Zainou 'Deadeye' Rapud Launch RL-1003 or 1005 implant. GÇó Medium Warhead Calefaction Catalyst II gives you +15% raw damage, which even though stacking penalized still gives you +8.5% overall damage. Perfect for T2 hulls as it leaves enough for a rigor or hydraulic. GÇó Rigors, rigors and rigors. Both T2 and T1 rigors trump T2 flares, so not that light missiles necessarily need them (they still benefit, obviously) - but two T1 flares are only marginally better than a single T1 rigor. This is part of the missile mechanics, but the short version is that when rigors have maxed out the target signature they then reduce the effects of target velocity; flares do not.
I'll add more if I can think of any. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
21
|
Posted - 2014.01.01 03:48:00 -
[3775] - Quote
I'm kind of amazed at how hard you are trying to make these things not suck. The thought of buying faction RLMLs fills me with revulsion to be honest. |

Arthur Aihaken
The.VOID
2669
|
Posted - 2014.01.01 04:20:00 -
[3776] - Quote
I am disposable wrote:I'm kind of amazed at how hard you are trying to make these things not suck. The thought of buying faction RLMLs fills me with revulsion to be honest. Adapt and overcome. RLMLs have the potential to be a tremendous deterrent against the roving frigate gangs that seem more prevalent now with the warp speed changes. As I said, these are role-specific at this point. My sole purpose with testing them was to see if I could get a decent return on my investment (mainly to see if any of the skill training could be salvaged). Not only did I achieve this, but to my surprise I recouped the entire cost of the Faction launchers in a single evening session. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
182
|
Posted - 2014.01.01 12:53:00 -
[3777] - Quote
http://eve-kill.net/?a=pilot_detail&plt_id=1574542 That's not what your killboard is saying. LP store weapon cost rebalance |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
210
|
Posted - 2014.01.01 16:16:00 -
[3778] - Quote
Caleb Seremshur wrote:http://eve-kill.net/?a=pilot_detail&plt_id=1574542 That's not what your killboard is saying. So many expensive ships lost in a vague attempt to justify something that cannot be justified. Way to go Arthur  |

Arthur Aihaken
The.VOID
2673
|
Posted - 2014.01.01 17:14:00 -
[3779] - Quote
Caleb Seremshur wrote:That's not what your killboard is saying. edit: you are legitimately terrible and I have no idea what the hell you're talking about.
And to think you opposed my bomb-launcher marauder idea. Instead we get this ****-weak mini-triage mode that gargles on ass as your ship slams to a halt in 2 AB cycles. Can't even get a mass increase for that sweet drift. Happy New Year to you too.
First, I've never claimed to excel at PvP - so I'm not sure what your point is. I've offered my honest and tested opinions on RLMLs and RHMLs for discussion only, and they should be taken with a grain of salt. At least I've actually tried these weapon systems in different scenarios as opposed to offering blanket criticism.
Second, not that Marauders have any direct bearing on this discussion - but if you read through the Marauder thread you might find that my biggest criticism was not how they turned out, but rather how the core rebalance was predetermined beforehand. The final iteration of Marauders was essentially the first iteration. The only similarity with RLMLs is that we were presented with an idea for 'feedback' when in reality there wasn't going to be any. Unlike Marauders, there was no testing period or recourse for the RLML and RHML changes.
Niena Nuamzzar wrote:So many expensive ships lost in a vague attempt to justify something that cannot be justified. Way to go Arthur  It helps to be insured where possible.  I am currently away, traveling through time and will be returning last week. |

Lloyd Roses
Blue-Fire
464
|
Posted - 2014.01.01 21:10:00 -
[3780] - Quote
Back to the core, rapids totally need their reload time tweaked. Exact value is not my concern, but it needs to be *better*. "I honestly thought I was in lowsec"
Moving pictures: The Enyo |
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ISD Ezwal
ISD Community Communications Liaisons
752

|
Posted - 2014.01.01 22:06:00 -
[3781] - Quote
I have removed a rule breaking post and those quoting it.
The rules: 4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
34. Posting of kill reports outside of the Crime & Punishment forum channel is prohibited.
More often than not, posts of this nature are made with inflammatory intent and are designed to promote trolling and flaming. Therefore, the posting of links to kill reports from any third party site, or the direct copy-pasting of kill reports from in game is prohibited on all forum channels of the EVE Online Forums, with the exception of the Crime & Punishment Channel. Specific rules regarding the omission of pilot names apply in this instance. Further details can be found in the rules stickies in the Crime & Punishment forum channel. ISD Ezwal Commander Community Communication Liaisons (CCLs) Interstellar Services Department |
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Arthur Aihaken
The.VOID
2675
|
Posted - 2014.01.01 22:28:00 -
[3782] - Quote
Lloyd Roses wrote:Back to the core, rapids totally need their reload time tweaked. Exact value is not my concern, but it needs to be *better*. My preference would be more ammunition, ie: 30 capacity for a T2. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.02 00:38:00 -
[3783] - Quote
Arthur Aihaken wrote: HAMs are better than HMLs, but damage application still sucks against anything smaller than a cruiser. Unless you're outfitted with rigors, target painters or webs - you might as well be throwing rocks.
Snow Balls are fun, Fireworks add a little colour and do nearly as much damage as a Ham Caracal to a frigate (without webs, TP and rigors)
Quote: Yes, because it's so easy to target swarms of them under drone assist at maximum range.
Bomber runs are actually pretty good at this, as long as the bomber fleet FC is half compitent.
|

Arthur Aihaken
The.VOID
2675
|
Posted - 2014.01.02 02:55:00 -
[3784] - Quote
Sgt Ocker wrote:I think this would be reasonable, along with a reduced reload time of say 25 seconds. Slight changes overall but would mean you would have the option of engaging the odd T1 cruiser in your T2 Assault cruiser. If it were up to us... missiles would rule the galaxy!  I can see more ammunition or a reduced loading time. Probably not both, but who knows what 2014 holds.  I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
61
|
Posted - 2014.01.02 04:12:00 -
[3785] - Quote
As requested you would preferebly hear the respect of Power and Fun regarding the Rapid missile launchers.
As many people have layed out before, the main problem with both the power AND fun of Missiles in general is with the abysmal state of the Heavy Missile. When the Heavy missile changes were posted, this was unfortunatly done in a multi topic forum post, both with buffeing some missiles, nerfing ships and other stuff. This made debateing individual aspects of those announced changes virtually impossible.
Pre heavy missile change the Heavy Missile was used predominantly in Battlecruiser sized fleets in regards to caldari pilots. The Drake was areguably the best allround ship, hitting for decent range, and beeing able to survive a lot. Yet never did anyone claim they would use the Drake as the best damage output ship. Just the overal best choice. This was emphasized by the easyness to train for it. For these reasons it was still fun to use Drakes, cause they had the power to be able to do most things without a lot of training.
As pilot skill however goes up, the drake becomes less and less attractive it did have some serious flaws, wich ment that specialized fleets could easily destroy drake blobs. The higher the skill points the pilot had the less you would see him in a drake.
Then became an overal good battlecruiser balance pass. The drake suddenly wasn't the best overall choice of Battlecruisers anymore, many are suddenly good in there roles and are preforming on par or better as drakes. The ferox, with the Hybrid gun changes became a viable option and because the power level of the battlecruisers evened out, it became more fun to fly any of them.
However, in the Heavy missiles post a few people already forseen what was going to happen. People would soon find out that Heavy Missiles were going to be a bad choice against almost any target. Its inherent statistics already suggested that. After the patch it was the ONLY weaponsystem that wasn't able to hit the similar sized vessals for 100% damage if conditions were perfect. Comparable immovable targets at optimal range medium sized guns vs Heavy missiles, the guns would hit for 100% of their damage and Heavy missiles wouldn't. Because of this, a lot of people announced and foresaw that most people would switch to Rapid Light missile launchers, especially on those ships that supported bonuses for both.
People already knew what was going to happen, the power level of the Heavy missile was so much dropped, that in average scenarios the Rapid Light missile just did more DPS then the Heavy Missile.
At the same time the Light missile received a 10% damage bonus overal for all its missiles. With a 21% damage application nerf to the Heavy missile, and a 10% bonus to the Light missile, people were eager to test out the Rapid Light missile launcher. And guess what. The fact that you could actually hit your targets for meaning full amounts made it fun to use. Not because the system was overpowered but because The other options had severe setbacks. Ham Missiles have range and damage application problems, combined with still a strange and undesirable fitting problem makes those except on specialized ships like the sacrilege a poor choice. Heavy Missiles, in the past always chosen because the Ham missiles had these problems, suddenly also had Major damage application problems, however against large (Battleship and up) they still perform reasonably. And then we had the now damaged buffed Rapid Light missile launchers.
With the cruisers beeing rebalanced the Rapid Light missile launchers became even more popular. You could fit larger tanks on the cruiserships that used Rapid lights then on many of the gun based ships, the damage application was often better anyway and with no real alternative choice for medium launchers made those launchers popular, dear i even say it fun to use.
Where previously the most scary sight of a frigate pilot would be a Vagabond, rapier or Cynabal, now suddenly Caracals and Bellicoses were also things to be scared about. For Missile based pilots who for years had troubles finding an ACCEPTED, and USEFULL weapon / ship combination against frigates, without themselves beeing in them Fun began.
And then the Whineing of the Frigate pilots, now suddenly claiming Rapid lights were overpowered. Face it, The only thing that happend was a 10% increase in damage for light missiles. Rapid Lights overpowered? Reverse the 10% increase and no one could claim there overpowered right?
Unfortunatly no. Because people actually now have used them and know how they can make Rapid lights work, even reversing the 10% increase won't stop the major use of the weapon system. Not because the system is actually overpowered, but because there still isn't any viable other option. HAMS still a verry unfavorable damage application to range to fittings problem, and the heavy missile just a abysmal damage application.
The fact that youve only seen a slight drop in the use of Rapid Light missile launchers, is NOT because the changes are accepted, Its NOT because its power is now in line with other systems, and is NOT because its now fun to use those systems. It is because of all things considered, its still the only weaponsystem for ships that size that have any resemblance of good damage projection.
So, what can be done to improve the fun factor of the Rapid launchers, a few ideas have already been said.
Rebalance Missiles a a whole, with a special emphasis on the following Lights might slightly be to strong (although i personally don't agree to this) Heavy missiles suffer in damage application Ham Missiles suffer in module fitting requirements.
Add more Modules that alter Missiles, their behavior, and there damage applications. A missile part for Tracking computers A missile part for Tracking Enhancers A Module that addresses reload times for Rapid Missiles (i would suggest rigs) |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.02 09:44:00 -
[3786] - Quote
Quote:Arthur Aihaken If it were up to us... missiles would rule the galaxy! Twisted I can see more ammunition or a reduced loading time. Probably not both, but who knows what 2014 holds. Lol I did actually mean it as 2 possibilities not both together ( I was really tired and did not re-read it before posting)
I would like to add - after having just spent another 3.5hrs in a Tidi domi fleet - (launch, assign drones - recall drones, take fleet warp - launch assign, recall) I do so miss the old drake blob, (Joke)
On a serious note;
I am really hoping 2014 is the year of the missile, nothing OP, just something that is usable as a general purpose medium weapon for small gang / fleet and solo pvp, that applies its given damage as it is meant to.
EG; HML - a bloody site better than they do now |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
996
|
Posted - 2014.01.02 10:22:00 -
[3787] - Quote
Sgt Ocker wrote:Quote:Arthur Aihaken If it were up to us... missiles would rule the galaxy! Twisted I can see more ammunition or a reduced loading time. Probably not both, but who knows what 2014 holds. Lol I did actually mean it as 2 possibilities not both together ( I was really tired and did not re-read it before posting) I would like to add - after having just spent another 3.5hrs in a Tidi domi fleet - (launch, assign drones - recall drones, take fleet warp - launch assign, recall) I do so miss the old drake blob,  (Joke) On a serious note; I am really hoping 2014 is the year of the missile, nothing OP, just something that is usable as a general purpose medium weapon for small gang / fleet and solo pvp, that applies its given damage as it is meant to. EG; HML - a bloody site better than they do now
PRoblem is, its hard to buff them without becomming overpowered.
Just when the nano nerf was made, the tests on test servers shown missiles completely and utterly dominating over any other form of weaponry. CCP nerfed them not too much.. and they came to be what we have now. So the problwem lies in a mechanics that is balanced on an assintotic curve, where the minimal changes create huge results. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Arthur Aihaken
The.VOID
2678
|
Posted - 2014.01.02 10:41:00 -
[3788] - Quote
I hate to admit it, but I had a lot of fun this evening with the new RLMLs. (yes, I'm half expecting the ground to open up under me any second nowGǪ)
I decided to stop screwing around with PvE for an evening and work on a hardcore PvP fit. Wow. It's amazing how ships flee in terror when you make a point of specifically going after them. I killed two Catalysts, a cyno Reaver, Retriever and Herron. I almost got a Hawk earlier but lacked dual webs so he managed to eek out of jam range. The Retriever even netted me some Russian fan mailGǪ Most of these barely had a chance to establish a lock and fire a volley or two before they exploded. Gate and station guns were actually more of a nuisance.
Now that I have a good idea of what the RLMLs are capable of, I plan to wreak as much havoc as possible. The right fit is key, and good implants certainly don't hurt. It also helps to be fearless. Kill Count: 2 Destroyers, 2 Frigates, 1 Miner GǪ Losses: 0 I am currently away, traveling through time and will be returning last week. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
996
|
Posted - 2014.01.02 10:49:00 -
[3789] - Quote
Arthur Aihaken wrote:I hate to admit it, but I had a lot of fun this evening with the new RLMLs. (yes, I'm half expecting the ground to open up under me any second nowGǪ)
I decided to stop screwing around with PvE for an evening and work on a hardcore PvP fit. Wow. It's amazing how ships flee in terror when you make a point of specifically going after them. I killed two Catalysts, a cyno Reaver, Retriever and Herron. I almost got a Hawk earlier but lacked dual webs so he managed to eek out of jam range. The Retriever even netted me some Russian fan mailGǪ Most of these barely had a chance to establish a lock and fire a volley or two before they exploded. Gate and station guns were actually more of a nuisance.
Now that I have a good idea of what the RLMLs are capable of, I plan to wreak as much havoc as possible. The right fit is key, and good implants certainly don't hurt. It also helps to be fearless. Kill Count: 2 Destroyers, 2 Frigates, 1 Miner GǪ Losses: 0
Point is.... you could have killed all these same way with standard missile launchers... so no effective gain. If you are in a bellicose with a painter and web HAMS are as good to kill frigates and much superior killign everythign else. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
996
|
Posted - 2014.01.02 10:51:00 -
[3790] - Quote
Kesthely wrote: Add more Modules that alter Missiles, their behavior, and there damage applications. A missile part for Tracking computers A missile part for Tracking Enhancers A Module that addresses reload times for Rapid Missiles (i would suggest rigs)
You realize that this basically demands also a counter, therefore a tracking disruptor effect against missiles ? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

I am disposable
Republic University Minmatar Republic
23
|
Posted - 2014.01.02 11:45:00 -
[3791] - Quote
Arthur Aihaken wrote:I hate to admit it, but I had a lot of fun this evening with the new RLMLs. (yes, I'm half expecting the ground to open up under me any second nowGǪ)
I decided to stop screwing around with PvE for an evening and work on a hardcore PvP fit. Wow. It's amazing how ships flee in terror when you make a point of specifically going after them. I killed two Catalysts, a cyno Reaver, Retriever and Herron. I almost got a Hawk earlier but lacked dual webs so he managed to eek out of jam range. The Retriever even netted me some Russian fan mailGǪ Most of these barely had a chance to establish a lock and fire a volley or two before they exploded. Gate and station guns were actually more of a nuisance.
Now that I have a good idea of what the RLMLs are capable of, I plan to wreak as much havoc as possible. The right fit is key, and good implants certainly don't hurt. It also helps to be fearless. Kill Count: 2 Destroyers, 2 Frigates, 1 Miner GǪ Losses: 0
On the one kill I see on your KB that fits this story (Catalyst) you only accounted for 21.87% of the damage done to the target while gate guns accounted for the rest. You are also using a 2+billion isk ship to kill a T1 destroyer it should be pointed out. Are you really changing your tune on RLMLs because you can kill a Catalyst with them mounted on a shiny Tengu with the help of gate guns? Really? |

Arthur Aihaken
The.VOID
2679
|
Posted - 2014.01.02 16:38:00 -
[3792] - Quote
Kagura Nikon wrote:Point is.... you could have killed all these same way with standard missile launchers... so no effective gain. If you are in a bellicose with a painter and web HAMS are as good to kill frigates and much superior killign everythign else Unlikely, except for possibly the Retriever. With this particular fit the DPS with RLMLs is about 60% higher than HAMLs and more than double HMLs. Actual damage application with HAMs or HMs would've been further reduced, as I wasn't running any target painters or rigors. All my targets either burned towards the gate or station, so I had a very limited window of opportunity.
I am disposable wrote:On the one kill I see on your KB that fits this story (Catalyst) you only accounted for 21.87% of the damage done to the target while gate guns accounted for the rest. You are also using a 2+billion isk ship to kill a T1 destroyer it should be pointed out. Are you really changing your tune on RLMLs because you can kill a Catalyst with them mounted on a shiny Tengu with the help of gate guns? Really? Yes, the first Catalyst made the mistake of going suspect within range of the gate guns and I finished him off. And actually it was a $650m Tengu (base Tengu is $300-$325m, so it wasn't ridonkuously expensive), but I digress... As for the other 4 kills, I accounted for 100% of the damage.
Just merely sharing my experiences.  I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2681
|
Posted - 2014.01.03 01:09:00 -
[3793] - Quote
Another day, another roam... I took an improved RLML fit out and got into a skirmish with a Thrasher and Executioner around a gate, but they choose discretion as the better part of valour and jumped. One of them later refit to a Vagabond, and I put him halfway through shields in a few volleys before a Vexor jumped in to join the party. I shot all the Vexor's Hobgoblins (which I don't think he was expecting) and with the Vagabond pointed he choose exit stage left. I burned out the gate timer and ended the engagement because I don't think he was interested in a 1:1.
Would've paid good ISK to see the Vexor pilot's face.  I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
61
|
Posted - 2014.01.03 01:31:00 -
[3794] - Quote
Kagura Nikon wrote:Kesthely wrote: Add more Modules that alter Missiles, their behavior, and there damage applications. A missile part for Tracking computers A missile part for Tracking Enhancers A Module that addresses reload times for Rapid Missiles (i would suggest rigs)
You realize that this basically demands also a counter, therefore a tracking disruptor effect against missiles ?
Yes i do, but that isn't much of an issue, as long as CCP has the common sense to make the Missile disruptor module seperate from the Tracking disuruptor module (by scripts or designing a new module)
A missile variant for Tracking computers/ enhancers was announced 2 expansions ago, but after that deadly silence.
In any case Missiles are the only weapon system, that besides from rigs don't have any modules to alter the damage application, Guns have Tracking Computers and Enhancers, as well as rigs that affect those stats, Drones have Mwd Speed, And tracking modules, and similar rigs, missiles have only rigs.
Could someone from CCP explain to us why this is? |

Arthur Aihaken
The.VOID
2681
|
Posted - 2014.01.03 01:56:00 -
[3795] - Quote
Kesthely wrote:Could someone from CCP explain to us why this is? Maybe they can't fix or otherwise enhance the legacy code... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.03 07:36:00 -
[3796] - Quote
Arthur Aihaken wrote:Another day, another roam... I took an improved RLML fit out and got into a skirmish with a Thrasher and Executioner around a gate, but they choose discretion as the better part of valour and jumped. One of them later refit to a Vagabond, and I put him halfway through shields in a few volleys before a Vexor jumped in to join the party. I shot all the Vexor's Hobgoblins (which I don't think he was expecting) and with the Vagabond pointed he choose exit stage left. I burned out the gate timer and ended the engagement. A few nice advantages with RLMLs... GÇó Grid requirements are about 2/3s HAMLs GÇó You don't need stasis webs, target painters, rigors or flares (this translates into a *lot* of extra slots for tank) GÇó Since they're already uber-fast, you only need two ballistic controls (a third ballistic puts us into the law of diminishing returns with only a 2.5% damage bonus gain) Addendum: While I was casually jumping to my next objective and editing this post, a Cormorant appeared on the other side of the gate and decided to aggro me. I returned the favour in kind and quickly dispatched him (4-5 volleys, tops). It looks like it was fit for an instalock setup, so I'm sure friends weren't that far off. Oops.  Kill Count: 3 Destroyers, 2 Frigates, 1 Miner GǪ Losses: 0 Would you mind linking the fit you are currently using. Not that I see myself flying a 600mil ship to kill ships worth less than 10mil as exciting.
**Is it still PVP when specifically targeting ships you know have no chance of winning? IMO, this is more closely related to a smart bombing battleship on a gate blapping frigates and pods, it has nothing to do with PVP - just pure gank.
Cruiser class Missile users need choice; What we have now is 3 very specific choices. HML - Pve (forget pvp)
Haml - Pvp vs Frigates (yes but if fit for frigates think carefully before fight anything bigger) Destroyers (mostly yes) Cruisers (on par with other weapon systems) Battle cruisers (pilot skill will decide outcome)
RLML - Pvp vs Frigates (yes, mostly) Destroyers (it seems from Arthur's post, yes, if you fly a 600mil tengu) Cruisers (maybe lightly tanked rookie piloted) (generally no) Battle cruisers (run fast and far)
|

Arthur Aihaken
The.VOID
2681
|
Posted - 2014.01.03 09:28:00 -
[3797] - Quote
Sgt Ocker wrote:Would you mind linking the fit you are currently using. Not that I see myself flying a 600mil ship to kill ships worth less than 10mil as exciting. If you fire me an email I'll send you the current fit. It's exciting because you don't have to look for fights in a strategic cruiser - they always seem to find you.
Sgt Ocker wrote:**Is it still PVP when specifically targeting ships you know have no chance of winning? IMO, this is more closely related to a smart bombing battleship on a gate blapping frigates and pods, it has nothing to do with PVP - just pure gang. In fairness, the Cormorant engaged me - as did the Vagabond and Omen. This quote seems appropriate: "If you're in a fair fight, you're doing it wrong. If you find yourself in a fair fight, it's because the other guy's reinforcements haven't arrived yet." I am currently away, traveling through time and will be returning last week. |

Gorski Car
ElitistOps Pandemic Legion
197
|
Posted - 2014.01.03 12:22:00 -
[3798] - Quote
you could have fitted blasters to that tengu and still killed a catalyst bro. |

Kesthely
Fleet of the Damned Ace of Spades.
61
|
Posted - 2014.01.03 12:59:00 -
[3799] - Quote
Tbh he should downgrade to a Caracal and try again, most experianced players know the strenghts and weaknesses of a regular tengu and wont engage them any data provided with RLML only says "Yes its possible to kill a frigate / destroyer in one reload time"
Its never been if you can kill a frigate of destroyer in one reload, its what happens if you face multiple frigates / destroyers, or a similar sized ship. I'd like you to get in a caracal, RLML fit, and then take on a omen |

Arthur Aihaken
The.VOID
2682
|
Posted - 2014.01.03 13:52:00 -
[3800] - Quote
Gorski Car wrote:you could have fitted blasters to that tengu and still killed a catalyst bro. The whole point was to use RLMLs... I am currently away, traveling through time and will be returning last week. |
|

I am disposable
Republic University Minmatar Republic
27
|
Posted - 2014.01.03 16:33:00 -
[3801] - Quote
Arthur Aihaken wrote: So I guess the simultaneous engagement with the Vagabond and Vexor doesn't count...
Are you saying you killed a Vexor and a Vagabond with a RLML Tengu? I don't believe that for one second. I don't believe you could kill either solo to be honest. |

Arthur Aihaken
The.VOID
2682
|
Posted - 2014.01.03 17:26:00 -
[3802] - Quote
I am disposable wrote:Are you saying you killed a Vexor and a Vagabond with a RLML Tengu? I don't believe that for one second. I don't believe you could kill either solo to be honest. Re-read my original post and answer your own question. I think I'm about done with this threadGǪ I am currently away, traveling through time and will be returning last week. |

Coyote Laughing
15
|
Posted - 2014.01.04 09:11:00 -
[3803] - Quote
I'm not sure I brought this idea up, but I'm not going through 190 pages to look.
Rocket Baskets or Light missile pods for bomb bays - selectively targeting enemies in a huge volley (ie - auto targeting) ? l8r \o/ |

Mournful Conciousness
Embers Children TOHA Conglomerate
441
|
Posted - 2014.01.04 11:14:00 -
[3804] - Quote
Coyote Laughing wrote:I'm not sure I brought this idea up, but I'm not going through 190 pages to look.
Rocket Baskets or Light missile pods for bomb bays - selectively targeting enemies in a huge volley (ie - auto targeting) ?
You mean like auto-targeting missiles?
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
157
|
Posted - 2014.01.04 15:10:00 -
[3805] - Quote
As of today, I decided to see if CCP has done any test fixing in Singularity for RLMLs and RHMLs.
*drum-roll*
There has been no change whatsoever to either types stats. Thereby inferring that CCP has NO intention of doing jack-**** about the reload problem they admitted to. To say the least of the other glaring issues of CCP 40sec's "rebalancing" strategies. In addition it has been over a month since the expansion release, plenty of time to do a small fix on reload timers.
CCP you really need to learn how to get things done. Cause, I swear you are more disorganized than the High School clubs I was in almost a decade ago. That is not a compliment and also says something (very negative) about your competence. I suggest you either redo your balancing teams or fire those incompetent workers: CCP 40Sec aka CCP Rise comes to mind as one.
Congrats CCP! Thank you for a ****** 2013 and probably an equally ****** 2014...I dare you to prove me wrong! But I am not worried about being proven wrong cause, past behavior is the best predictor of future/present behavior. Therefore, the odds of me being proven wrong is essentially 0%. Of course, I will eat my words if on the extremely unlikely chance that I am wrong. ______________________________ My predictions for 2014: 1) Missiles will be nerfed again (LMs or CMs this time, balance between missiles themselves will be unaddressed) 2) Caldari ships will become trash (Major nerf to only viable pvp Caldari ship left: Tengu) 3) Turrets and Drones will be buffed again 4) Gallente ships will likely be buffed further 5) Minmatar ships will be either buffed or left as is 6) Amarr ships will likely be buffed very slightly or left alone
End result being Caldari drop off the map entirely and missiles become complete utter trash at all sizes. |

Maxor Swift
Science and Trade Institute Caldari State
1
|
Posted - 2014.01.04 19:29:00 -
[3806] - Quote
I want to call CCP Rises bluff that RLMLs are still being used.
Let them offer a one time only Missle skill point refund that can then only be spent in Turret skills then we will see the truth of the matter. |

Mournful Conciousness
Embers Children TOHA Conglomerate
441
|
Posted - 2014.01.04 20:01:00 -
[3807] - Quote
Scaremongering nonsense.
Missiles are pretty good. They just not automatic fight-winners.
Stop whining.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Moonaura
The Dead Rabbit Society
582
|
Posted - 2014.01.05 00:49:00 -
[3808] - Quote
Mournful Conciousness wrote:Scaremongering nonsense.
Missiles are pretty good. They just not automatic fight-winners.
Stop whining.
Hey Mournful,
We chatted and played on SISI, my offer for you to come on some roams stands 
However, I disagree about tagging all missiles with this bracket. As previously discussed a long, long time ago in this thread, Heavy Missiles in particular are incredibly poor at present. Quite simply not worth undocking in for PvP. The same could be argued for Torpedo's, a missile that only seem to be worth using in POS bashes, and anything else, only with faction torps and both dedicated TP and Webbing ships along, to get close to their damage potential, while living with their poor range.
Sad to say, I'm well past using RLML at this stage. Using gunnery boats atm.
Not tried your Ishtar fit yet, but will do at some point in the future.
On a side note. Wow, this thread is still going? Missile pilots rivers run deep I guess.  "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
190
|
Posted - 2014.01.05 01:26:00 -
[3809] - Quote
Kesthely wrote:Kagura Nikon wrote:Kesthely wrote: Add more Modules that alter Missiles, their behavior, and there damage applications. A missile part for Tracking computers A missile part for Tracking Enhancers A Module that addresses reload times for Rapid Missiles (i would suggest rigs)
You realize that this basically demands also a counter, therefore a tracking disruptor effect against missiles ? Yes i do, but that isn't much of an issue, as long as CCP has the common sense to make the Missile disruptor module seperate from the Tracking disuruptor module (by scripts or designing a new module) A missile variant for Tracking computers/ enhancers was announced 2 expansions ago, but after that deadly silence. In any case Missiles are the only weapon system, that besides from rigs don't have any modules to alter the damage application, Guns have Tracking Computers and Enhancers, as well as rigs that affect those stats, Drones have Mwd Speed, And tracking modules, and similar rigs, missiles have only rigs. Could someone from CCP explain to us why this is?
The thing is: most missile users just want more range.
Missiles are in a manner of speaking immune to *most* ewar. Neuts don't affect them (but active shield tanking OMG you're gonna die), TD don't affect them because they're missiles, ECM kills the boat not the missile (and then there's FOF missiles), damps are same as ECM.
So if you add a midslot missile range module you've covered every base pretty much. TP for the purposes of "tracking" and sig interactions, BCS for raw DPS increase. Midslot range improver inhibits shield tankers and reduces the advantages armour tanking ships (phoon etc) have in terms of EWAR fitting. Making this range increaser a lowslot is asking too much, shield tankers hurt for lows already. Making it a high is kinda stupid too but it might have to happen. I think a midslot range booster for missiles is balanced especially if it just affects flight time and not velocity because then fast ships can still out-run the missiles (they just have to run a little further).
Edit: I should add that missiles are the most easily mitigated weapon in eve without needing special modules or ewar thanks to sig tanking and speed. Turrets at 0 transversal will still pwn the target, missiles will *always* suffer a damage loss if the target is moving above the explosion velocity. I recommend anyone who doesn't understand the missile formula to look at it right now.
C&C? LP store weapon cost rebalance |

Arthur Aihaken
The.VOID
2702
|
Posted - 2014.01.05 01:59:00 -
[3810] - Quote
Caleb Seremshur wrote:The thing is: most missile users just want more range. I wouldn't say this is necessarily the case. I'd gladly give up range for speed and I'd trade raw damage on my heavy missiles for improved damage application. The only players that might want more range are torpedo users, but I think given a choice of more range or damage application that exceeds cruise missiles - it's a no brainer. I am currently away, traveling through time and will be returning last week. |
|

I am disposable
Republic University Minmatar Republic
37
|
Posted - 2014.01.05 06:01:00 -
[3811] - Quote
Caleb Seremshur wrote: The thing is: most missile users just want more range.
That's so wrong it hurts. Most missile users want better damage application. |

CW Itovuo
The Executioners Capital Punishment.
13
|
Posted - 2014.01.05 08:05:00 -
[3812] - Quote
Caleb Seremshur wrote:
The thing is: most missile users just want more range.
Is there any pilot who doesn't want greater optimal/falloff in their primary weapon?
HML users didn't care for the range reduction aka "balancing," but it was workable.
But folks get a bit livid with the stealth nerf via damage application. Same goes for RLML reload times. If turrets received a reduction in range coupled with a tracking nerf... well, you'd see a similar thread as this.
Anyway, the question is moot.
Once CCP unsticks a thread, they're pretty much hands off. Give it a few years, and if they're still in business, perhaps it'll be readdressed. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
190
|
Posted - 2014.01.05 08:41:00 -
[3813] - Quote
I am disposable wrote:Caleb Seremshur wrote: The thing is: most missile users just want more range.
That's so wrong it hurts. Most missile users want better damage application.
I'd recommend fitting a targrt painter. or getting someone in a hyena. LP store weapon cost rebalance |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.05 08:51:00 -
[3814] - Quote
Caleb Seremshur wrote:I am disposable wrote:Caleb Seremshur wrote: The thing is: most missile users just want more range.
That's so wrong it hurts. Most missile users want better damage application. I'd recommend fitting a targrt painter. or getting someone in a hyena. Of course, it's not like missile boats aren't short on mid slots to start with, just drop more tank to fit a TP. I'm sure any missile boat would have great survivability with a 2 slot tank.
|

I am disposable
Republic University Minmatar Republic
38
|
Posted - 2014.01.05 09:36:00 -
[3815] - Quote
Caleb Seremshur wrote:I am disposable wrote:Caleb Seremshur wrote: The thing is: most missile users just want more range.
That's so wrong it hurts. Most missile users want better damage application. I'd recommend fitting a targrt painter. or getting someone in a hyena.
Really? A target painter? I never thought of that. What does it do?
 |

Mournful Conciousness
Embers Children TOHA Conglomerate
442
|
Posted - 2014.01.05 09:41:00 -
[3816] - Quote
Moonaura wrote:Mournful Conciousness wrote:Scaremongering nonsense.
Missiles are pretty good. They just not automatic fight-winners.
Stop whining.
Hey Mournful, We chatted and played on SISI, my offer for you to come on some roams stands  However, I disagree about tagging all missiles with this bracket. As previously discussed a long, long time ago in this thread, Heavy Missiles in particular are incredibly poor at present. Quite simply not worth undocking in for PvP. The same could be argued for Torpedo's, a missile that only seem to be worth using in POS bashes, and anything else, only with faction torps and both dedicated TP and Webbing ships along, to get close to their damage potential, while living with their poor range. Sad to say, I'm well past using RLML at this stage. Using gunnery boats atm. Not tried your Ishtar fit yet, but will do at some point in the future. On a side note. Wow, this thread is still going? Missile pilots rivers run deep I guess. 
I'll be online more now that the holidays are over. It may be true that in many situations there is a better solution than HML. However, if you want long range on a missile cruiser or BC then they are the only option. The upside is that even if long range becomes short range, they still work - unlike railguns etc. which any half decent pilot can evade at close range.
I have been using HML on my command damnation. They seem to work fine. I don't knw what all the fuss is about.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Kesthely
Fleet of the Damned Ace of Spades.
63
|
Posted - 2014.01.05 12:51:00 -
[3817] - Quote
Mournful Conciousness wrote:
I have been using HML on my command damnation. They seem to work fine. I don't knw what all the fuss is about.
When useing HML on a command ship, such as the damnation there are a few things you should really remember.
1) a command ship is designed to give links, doing damage to a target is its 3rd or 4th task. 2) when your in a command ship, most of the targets will either be Battlecruisers or Battleships. 3) when your in a command ship, you have a fleet with you.
Against slow moveing pinned battlecruisers, or battleships the Heavy Missile still works good, thats never been argued about. Whats been argued about is that the Heavy Missile is the worst by -MILES- in damage application to ships it should be intended for: Cruiser sized hulls.
Have you ever had problems with Pulse or Beam lasers applying your damage to a cruiser, No. Heavy Missiles have been "rebalanced" only to workable stats in Blob Warfare, reduced range, increased speed to reduce computeing power, and slightly reduced damage against battleships and up for "balance"
Nobody made much fuss about the range issues almost all missile users knew that it was slightly offbalanced. What people complain about is the fact that Except for tackled battlecruisers and Battleships (A.K.A LARGE TARGETS) Heavy missiles can't hit anything decent.
Were not even talking like vagabond pownage from applying 90% of your max damage from a frigate trying to get into range or orbiting, to you orbiting a battleship in the same vagabond, were talking about maybe doing a little bit more the 1% to 10% of our damage potential to an incomming frigate or a little bit more then 25% of a Mwd T1 cruiser.
Caleb Seremshur wrote: Missiles are in a manner of speaking immune to *most* ewar. Neuts don't affect them (but active shield tanking OMG you're gonna die), TD don't affect them because they're missiles, ECM kills the boat not the missile (and then there's FOF missiles), damps are same as ECM.
Projectile guns have the same Neut immunity, instead of TD you have smart bombs and Defender missiles (granted there broken as well, but what you expect there... *drum rofl* MISSILES) to counter ECM and DAMPS youd have to switch out missiles, oh wait, hes reloading his Rapid fire launchers for FOF? i think we all agree that the notion of THAT is even worse than waiting for an cycle break, or getting into range, or getting out of range and warping... In fact with drones, most non missile ships (wich tend to have (with a few exceptions) better dronebays) are better off anyways. If your ECM'd or damped, your Fof's first have to go trough everything hostile thats closer first, Drones, tacklers, Dps ships, logistic ships, before able to get to the ewar ships |

Jureth22
Perkone Caldari State
149
|
Posted - 2014.01.05 14:03:00 -
[3818] - Quote
long reload time and the missiles themselves (heavy missiles,wich are super bad ) its what makes rapid heavy not to be used. |

Moonaura
The Dead Rabbit Society
583
|
Posted - 2014.01.05 16:09:00 -
[3819] - Quote
Caleb Seremshur wrote:I am disposable wrote:Caleb Seremshur wrote: The thing is: most missile users just want more range.
That's so wrong it hurts. Most missile users want better damage application. I'd recommend fitting a target painter. or getting someone in a hyena.
Previously shown in this thread that this doesn't help with Heavy Missiles. Going over your losses, you are using Heavy Assualt Missiles, whose mechanics we know are improved dramatically with target painting, and also are able to operate within web range. Even with five target painters attached to something like say, the Bellicose, fit with heavy missiles, its missiles still don't hit for 100% damage. Even with Precision missiles against the sort of targets they are intended for, they drop DPS.
That, frankly, is a ludicrous situation, that drove use of the RLML up in the first place. "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Moonaura
The Dead Rabbit Society
583
|
Posted - 2014.01.05 16:28:00 -
[3820] - Quote
Mournful Conciousness wrote:Moonaura wrote:Mournful Conciousness wrote:Scaremongering nonsense.
Missiles are pretty good. They just not automatic fight-winners.
Stop whining.
Hey Mournful, We chatted and played on SISI, my offer for you to come on some roams stands  However, I disagree about tagging all missiles with this bracket. As previously discussed a long, long time ago in this thread, Heavy Missiles in particular are incredibly poor at present. Quite simply not worth undocking in for PvP. The same could be argued for Torpedo's, a missile that only seem to be worth using in POS bashes, and anything else, only with faction torps and both dedicated TP and Webbing ships along, to get close to their damage potential, while living with their poor range. Sad to say, I'm well past using RLML at this stage. Using gunnery boats atm. Not tried your Ishtar fit yet, but will do at some point in the future. On a side note. Wow, this thread is still going? Missile pilots rivers run deep I guess.  I'll be online more now that the holidays are over. It may be true that in many situations there is a better solution than HML. However, if you want long range on a missile cruiser or BC then they are the only option. The upside is that even if long range becomes short range, they still work - unlike railguns etc. which any half decent pilot can evade at close range. I have been using HML on my command damnation. They seem to work fine. I don't knw what all the fuss is about.
A lot has been said about the ineffectiveness of rails, but on cruisers, they only really struggle if something is within 5km range, but past that, loaded with Javelins, they seem to work extremely well for anything sitting at 7-15km range. For solo work, they are only suitable for kite fits, but in a brawling gang I'd still have absolutely no qualms about fitting them, given that targets will be spread out and typical ranges are around that or greater when you consider the overall gang position. Tie that to the fact any primary target will typically turn and burn from the fight, I don't see rails being a major issue in a gang.
This also gives you the extremely wonderful versatility of being able to change ammo and hit anything further out.
Last night for example, with the Vagabonds we use as brawlers, we ended up jumping into a Tristan gang. Lots of em. More drones than you could shake a stick at, and the first thing they did was pull range. I ended up just getting the gang to run down the one minute timer and and escaping the swarm, but if we had rails we would have just taken them out beautifully.
I am planning a future gallente gang, and chances are I'll fit rails, due to that flexibility - also consider that most people will expect blasters on gallente boats and purposefully avoid getting into blaster range, and I can see it working nicely.
I grant you that missiles are without question more flexible in this sort of scenario, neither caring how close or far a target is until the missile fuel runs out, but given that heavy missiles are so poor right now in their application, even with a ton of e-war, then I wouldn't touch them at the moment.
Definitely run the numbers in EFT on them, and see how they apply damage in the DPS graph tool, the math is 100% accurate for missiles and for Heavy Missiles, it isn't pretty.
I'd be more than happy to see damage on heavy missiles taken down even more, if I knew they'd hit targets more reliably, especially heavy precision missiles - which are truly terrible in their supposed role of hitting low signature targets.
"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
442
|
Posted - 2014.01.05 16:29:00 -
[3821] - Quote
Kesthely wrote:Mournful Conciousness wrote:
I have been using HML on my command damnation. They seem to work fine. I don't knw what all the fuss is about.
When useing HML on a command ship, such as the damnation there are a few things you should really remember. 1) a command ship is designed to give links, doing damage to a target is its 3rd or 4th task. 2) when your in a command ship, most of the targets will either be Battlecruisers or Battleships. 3) when your in a command ship, you have a fleet with you. Against slow moveing pinned battlecruisers, or battleships the Heavy Missile still works good, thats never been argued about. Whats been argued about is that the Heavy Missile is the worst by -MILES- in damage application to ships it should be intended for: Cruiser sized hulls. Have you ever had problems with Pulse or Beam lasers applying your damage to a cruiser, No. Heavy Missiles have been "rebalanced" only to workable stats in Blob Warfare, reduced range, increased speed to reduce computeing power, and slightly reduced damage against battleships and up for "balance" Nobody made much fuss about the range issues almost all missile users knew that it was slightly offbalanced. What people complain about is the fact that Except for tackled battlecruisers and Battleships (A.K.A LARGE TARGETS) Heavy missiles can't hit anything decent.
You're right - in the command ship dps is my secondary concern after staying alive, and yes this particular ship is used in a small fleet (actually sometimes just two of us, sometimes you just have to take the opportunity to kill a target when it's there).
You're also right that HMLs are a good fleet weapon, and right that they are not a natural choice for a fight that starts as a 1v1. But then I wouldn't bring a knife to a gunfight either.
In the same way i would not (deliberately, it has happened by accident) take HMLs to a 1v1 brawl, neither would I choose to take railguns, beam lasers and certainly not howitzers. But it does happen occasionally, and when it does you just have to make do and maximise your strengths.
If I was jumped with HMLs, then obviously I'd be looking to burn for range while causing my aggressor to burn cap by healing the damage I was putting on him. Obviously the damnation is not the best ship for that :-)
HMLs bring flexibility at the cost of reduced dps, they bring choice of damage types at the cost of damage application to hypothetical after-burning cruiser targets (I'm not sure how many of those you encounter, personally not many).
Knowing the pros and cons of various weapons systems allows savvy pilots to plan ahead of time of course, so if I see some HML drakes ratting in a wormhole I naturally reach for a dual-prop ishtar, knowing that I have an effective counter in the afterburner. However, savvy drake pilots (you don't meet many) will fit a web, and will have logistics waiting.
It's not the size of the dog in the fight...
o/
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2707
|
Posted - 2014.01.05 21:23:00 -
[3822] - Quote
Mournful Conciousness wrote:It's not the size of the dog in the fight... Yes, but you need to know what kind of fight you're in - otherwise it's like bringing your dog to a c o c k fight... (these censors really need to evaluate words in context...) I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
542
|
Posted - 2014.01.05 22:00:00 -
[3823] - Quote
Moonaura wrote:Mournful Conciousness wrote:Scaremongering nonsense.
Missiles are pretty good. They just not automatic fight-winners.
Stop whining.
Hey Mournful, We chatted and played on SISI, my offer for you to come on some roams stands  However, I disagree about tagging all missiles with this bracket. As previously discussed a long, long time ago in this thread, Heavy Missiles in particular are incredibly poor at present. Quite simply not worth undocking in for PvP. The same could be argued for Torpedo's, a missile that only seem to be worth using in POS bashes, and anything else, only with faction torps and both dedicated TP and Webbing ships along, to get close to their damage potential, while living with their poor range. I checked the numbers : against a cruiser HML are the best weapon from 50km to beyond.
The need for target painter is seen as a huge drawback, but most if not all MLRT fit use one or more TC/TE to extend range and tracking and fitting for LR gun don't leave them anything for tank anyway. HM don't need them because they already *apply* more damage than any other MLR weapon at 50km, yet if you sacrifice tank -- like ALL other need to do -- you can improve this even more.
In fact, IMO the main problem is that most missile users seem to want their HML eventhough they don't actually need range. It's simple though : need range ? Go for HML. Don't need range ? Go for HAML. That's the question any turret pilot asks himself, but for a strange reason it should be different for missile...
Even worse : in fact HML should suffer the same problem beam laser suffer ; pulse have a so long range beams are almost never useful. The problem should be the same if missile users weren't so scared of losing the above 30km range they don't need for most situations.
And if the only concern is pve, then these rivers of cries would make a lot more sense.
As for torps, I just saw a BR with a nullsec alliance fielding Torp Typhoon doctrine. |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.06 13:56:00 -
[3824] - Quote
Mournful Conciousness wrote:
HMLs bring flexibility at the cost of reduced dps, they bring choice of damage types at the cost of damage application to hypothetical after-burning cruiser targets (I'm not sure how many of those you encounter, personally not many).
You do know damage bonus type for most caldari ships is limited to kinetic, so although they do have damage type selection it is at cost of Dps, which funnily enough will also lower application.
Quote:Knowing the pros and cons of various weapons systems allows savvy pilots to plan ahead of time of course, so if I see some HML drakes ratting in a wormhole I naturally reach for a dual-prop ishtar, knowing that I have an effective counter in the afterburner. However, savvy drake pilots (you don't meet many) will fit a web, and will have logistics waiting. I'm wondering how much help a web would be to a HML drake vs a dual prop ishtar.. I would imagine - not much because any smart ishtar pilot is not going to be anywhere near web range. As for logi, well if you can't kill logi 1st your not likely to kill any of the drakes anyway, so it is a mute point
Quote:It's not the size of the dog in the fight...
o/
Personally taking HML to most fights would be like taking a dog with no teeth to fight a wild boar... He might manage to annoy it a bit but that's all.
HML do in fact work far better on anything not Caldari, mainly due to more relevant bonuses. HML fit; (Using my skills) 3 X BCU HML Damnation = 462Dps @ 70.8k Furies, all damage trypes. 3 X BCU HML Nighthawk = 447Dps @ 47.2k Scourge Furies 325 Dps, other damage types. Damnation, 124k EHP Nighthawk, 117k |

Mournful Conciousness
Embers Children TOHA Conglomerate
442
|
Posted - 2014.01.06 15:07:00 -
[3825] - Quote
Sgt Ocker wrote: ...
It seems to me that your complaint is with caldari hulls, rather than missiles.
I can't comment on that since I think the only caldari ships I ever flew into a fight were a naga, a tengu and a basilisk.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Bouh Revetoile
TIPIAKS
542
|
Posted - 2014.01.06 16:19:00 -
[3826] - Quote
Sgt Ocker wrote:You do know damage bonus type for most caldari ships is limited to kinetic, so although they do have damage type selection it is at cost of Dps, which funnily enough will also lower application. Even with a damage bonus swaping ammo will give you a HUGE advantage against most oponents. The ONLY hull for which its not as true as this are the hull with 10% damage/lvl ; and with that 10% damage/lvl they fall just beyond hybrid and laser turrets.
Saying that Caldari hull don't have damage selection is just wrong and uninformed.
Quote:I'm wondering how much help a web would be to a HML drake vs a dual prop ishtar.. I would imagine - not much because any smart ishtar pilot is not going to be anywhere near web range. As for logi, well if you can't kill logi 1st your not likely to kill any of the drakes anyway, so it is a mute point So again a turret (or drone) pilot can be good and position himself wherever he need to mitigate any drawback of its weapon system but a missile ship pilot can't...
Quote: Personally taking HML to most fights would be like taking a dog with no teeth to fight a wild boar... He might manage to annoy it a bit but that's all. Taking HML to all fight is just as stupid as taking railgun to all fights ! The main medium missile system is HAML, not HML !
Come on ! Why would you bring a weapon with 60km range for close quarter combat ?!
HML are useful for *range* combat, that is beyond 40-50km. |

Arthur Aihaken
The.VOID
2712
|
Posted - 2014.01.06 19:35:00 -
[3827] - Quote
Sgt Ocker wrote:HML do in fact work far better on anything not Caldari, mainly due to more relevant bonuses. HML fit; (Using my skills) 3 X BCU HML Damnation = 462Dps @ 70.8k Furies, all damage trypes. 3 X BCU HML Nighthawk = 447Dps @ 47.2k Scourge Furies 325 Dps, other damage types. Damnation, 124k EHP Nighthawk, 117k The problem with HMLs is that the DPS is extremely misleading, regardless of hulls. Great for L1-L4 missions, but beyond that there's not really much application... I am currently away, traveling through time and will be returning last week. |

Maxemus Payne
THE BOARD OF EDUCATION
8
|
Posted - 2014.01.06 19:54:00 -
[3828] - Quote
[Caracal, New Setup 1] Damage Control II Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II
Experimental 10MN Microwarpdrive I Small Capacitor Booster II, Navy Cap Booster 400 Adaptive Invulnerability Field II Large Shield Extender II Warp Disruptor II
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hobgoblin II x2
Our Problems are now gone! 290DPS with my setup... 2058ms 8.2k shields and 24k EHP. What more could you ask for?
[Caracal, New Setup 2] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Large Shield Extender II
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hobgoblin II x2
504 DPS! 19K EHP! Now you pesky missile spewing demons can stop being greedy and play the game.
Sure, all of us want a ship that can either A. have a tank and do damage or B. have range and speed...but you can't have them all on one ship. Will the HAM Caracal beat a Thorax? Probably not. Will the HML Caracal take 10 years to kill something? Probably. This makes the game fun though because it gives your adversaries the opportunities they need to have their backup arrive. This, in turn, gets you more kills in the long run. Enjoy my setups and get lots of kills. Those wanting to make donations are able to do so at their leisure! This may or may not be satyr. |

Arthur Aihaken
The.VOID
2712
|
Posted - 2014.01.06 20:12:00 -
[3829] - Quote
Maxemus Payne wrote:Our Problems are now gone! 290DPS with my setup... 2058ms 8.2k shields and 24k EHP. What more could you ask for? Without rigors, flares or target painters your applied DPS against an AB target is going to be a fraction of that. I am currently away, traveling through time and will be returning last week. |

Maxemus Payne
THE BOARD OF EDUCATION
8
|
Posted - 2014.01.06 20:17:00 -
[3830] - Quote
Arthur Aihaken wrote:Maxemus Payne wrote:Our Problems are now gone! 290DPS with my setup... 2058ms 8.2k shields and 24k EHP. What more could you ask for? Without rigors, flares or target painters your applied DPS against an AB target is going to be a fraction of that.
That is to be expected indeed. |
|

Arthur Aihaken
The.VOID
2713
|
Posted - 2014.01.06 21:11:00 -
[3831] - Quote
Maxemus Payne wrote:That is to be expected indeed. I'm just trying to rationalize your HML fit with this comment: "Now you pesky missile spewing demons can stop being greedy and play the game."
Assuming V skills, you'll do between 40-42% of stated DPS. Against a cruiser. So your 290 DPS Caracal actually has applied DPS of around 120. Less than most frigatesGǪ Granted, the Caracal will survive a bit longer - but I'm not sure what the point would be. I am currently away, traveling through time and will be returning last week. |

Maxemus Payne
THE BOARD OF EDUCATION
8
|
Posted - 2014.01.06 21:19:00 -
[3832] - Quote
Arthur Aihaken wrote:Maxemus Payne wrote:That is to be expected indeed. I'm just trying to rationalize your HML fit with this comment: "Now you pesky missile spewing demons can stop being greedy and play the game." Assuming V skills, you'll do between 40-42% of stated DPS. Against a cruiser. So your 290 DPS Caracal actually has applied DPS of around 120. Less than most frigatesGǪ Granted, the Caracal will survive a bit longer - but I'm not sure what the point would be.
Read the very last line of my post. |

Arthur Aihaken
The.VOID
2713
|
Posted - 2014.01.06 22:11:00 -
[3833] - Quote
Maxemus Payne wrote:Read the very last line of my post. You said "maybe", so I wasn't sure. To non-missile users, on paper it looks good - and therein lies the problem... The solution to addressing any missile shortfalls with the Caracal... is to train the extra SP for a Tengu. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.06 23:34:00 -
[3834] - Quote
Arthur Aihaken wrote:Sgt Ocker wrote:HML do in fact work far better on anything not Caldari, mainly due to more relevant bonuses. HML fit; (Using my skills) 3 X BCU HML Damnation = 462Dps @ 70.8k Furies, all damage trypes. 3 X BCU HML Nighthawk = 447Dps @ 47.2k Scourge Furies 325 Dps, other damage types. Damnation, 124k EHP Nighthawk, 117k The problem with HMLs is that the DPS is extremely misleading, regardless of hulls. Great for L1-L4 missions, but beyond that there's not really much application... I know how bad damage application for HM is, I was simply using the example to show how ship types other than Caldari get more appropriate bonuses to missiles. If you fit the both ships with Hams, the result is the same. Non Caldari ship has better Dps and range, using what is primarily a Caldari weapon system.
I should have said look better on paper rather than work better.
|

Mhari Dson
Lazy Brothers Inc
102
|
Posted - 2014.01.06 23:58:00 -
[3835] - Quote
Maxemus Payne wrote: (stuff)
Ok, I'm a carebear and I can see neither of those fits working in pvp except as KM feeders for other people. Not enough buffer, not enough applied damage, next time set eft to show your applied damage vs a sig of 40 instead of 4,000. |

Domanique Altares
Rifterlings Point Blank Alliance
2253
|
Posted - 2014.01.07 00:18:00 -
[3836] - Quote
Mhari Dson wrote: Ok, I'm a carebear and I can see neither of those fits working in pvp except as KM feeders for other people.
You should probably stick to carebearing. The HAM fit is pretty cookie cutter, and the HML is pretty standard, too, other than HMLs sucking balls.
Quote: next time set eft to show your applied damage vs a sig of 40 instead of 4,000.
Why? Medium weapons are designed primarily to deal damage to cruisers. Which cruiser has a sig radius of 40m? Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Arthur Aihaken
The.VOID
2713
|
Posted - 2014.01.07 00:53:00 -
[3837] - Quote
Domanique Altares wrote:Why? Medium weapons are designed primarily to deal damage to cruisers. Which cruiser has a sig radius of 40m? 40m or 400m - won't matter for HMLs if the target is moving. The only way HMLs have a limited chance of working in PvP is with a 100MN Tengu running nanos and rigors. A target painter wouldn't hurt, either. I am currently away, traveling through time and will be returning last week. |

Moonaura
The Dead Rabbit Society
584
|
Posted - 2014.01.07 00:55:00 -
[3838] - Quote
Maxemus Payne wrote:Arthur Aihaken wrote:Maxemus Payne wrote:That is to be expected indeed. I'm just trying to rationalize your HML fit with this comment: "Now you pesky missile spewing demons can stop being greedy and play the game." Assuming V skills, you'll do between 40-42% of stated DPS. Against a cruiser. So your 290 DPS Caracal actually has applied DPS of around 120. Less than most frigatesGǪ Granted, the Caracal will survive a bit longer - but I'm not sure what the point would be. Read the very last line of my post.
It might have helped if you spelt it as 'Satire' rather than after a Greek mythical creature 
Bouh, are you active and playing? Or do you live here now? lol "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

I am disposable
Republic University Minmatar Republic
42
|
Posted - 2014.01.07 00:58:00 -
[3839] - Quote
Maxemus Payne wrote:[Caracal, New Setup 1] Damage Control II Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II
Experimental 10MN Microwarpdrive I Small Capacitor Booster II, Navy Cap Booster 400 Adaptive Invulnerability Field II Large Shield Extender II Warp Disruptor II
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hobgoblin II x2
Our Problems are now gone! 290DPS with my setup... 2058ms 8.2k shields and 24k EHP. What more could you ask for?
[Caracal, New Setup 2] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Large Shield Extender II
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hobgoblin II x2
504 DPS! 19K EHP! Now you pesky missile spewing demons can stop being greedy and play the game.
Sure, all of us want a ship that can either A. have a tank and do damage or B. have range and speed...but you can't have them all on one ship. Will the HAM Caracal beat a Thorax? Probably not. Will the HML Caracal take 10 years to kill something? Probably. This makes the game fun though because it gives your adversaries the opportunities they need to have their backup arrive. This, in turn, gets you more kills in the long run. Enjoy my setups and get lots of kills. Those wanting to make donations are able to do so at their leisure! This may or may not be satyr.
You honestly think that tank is adequate for a brawling cruiser?  |

Arthur Aihaken
The.VOID
2714
|
Posted - 2014.01.07 01:37:00 -
[3840] - Quote
Moonaura wrote:hmmm pointing people and time to target, and damage application to consider, while those fleet stabbers are chasing you around like Mary Poppins in a lesbian bar Thanks for that mental imagery. 
Moonaura wrote:I know what you're thinking... why oh why didn't I swallow the blue pill... Probably because it was given as a suppository... (at least the last 2 missile changes felt like it anyway).  I am currently away, traveling through time and will be returning last week. |
|

Domanique Altares
Rifterlings Point Blank Alliance
2261
|
Posted - 2014.01.07 02:28:00 -
[3841] - Quote
Arthur Aihaken wrote:Domanique Altares wrote:Why? Medium weapons are designed primarily to deal damage to cruisers. Which cruiser has a sig radius of 40m? 40m or 400m - won't matter for HMLs if the target is moving. The only way HMLs have a limited chance of working in PvP is with a 100MN Tengu running nanos and rigors. A target painter wouldn't hurt, either.
As I noted. HMLs are ****. There's still nothing functionally wrong with either fit. The rest of the fit can't help that HMLs are in a sorry place right now. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Mhari Dson
Lazy Brothers Inc
102
|
Posted - 2014.01.07 02:39:00 -
[3842] - Quote
Domanique Altares wrote:Mhari Dson wrote: Ok, I'm a carebear and I can see neither of those fits working in pvp except as KM feeders for other people.
You should probably stick to carebearing. The HAM fit is pretty cookie cutter, and the HML is pretty standard, too, other than HMLs sucking balls. Quote: next time set eft to show your applied damage vs a sig of 40 instead of 4,000. Why? Medium weapons are designed primarily to deal damage to cruisers. Which cruiser has a sig radius of 40m?
Medium weapons ARE designed to hit CR/BC optimally, with the exception of HML's wich are designed to optimally hit BS+. I see this as a severe handicap, how could I not?
Most cruisers range between 90 and 150m sig radius, throw velocity in (and who doesn't use an AB or MWD in pvp) and the damage falls off dramatically once you cross about 500m/s.
I'd be satistfied if the performance were equal or slightly below that of their comparable turret counterparts but it's not close. |

Arthur Aihaken
The.VOID
2714
|
Posted - 2014.01.07 04:12:00 -
[3843] - Quote
Domanique Altares wrote:As I noted. HMLs are ****. There's still nothing functionally wrong with either fit. The rest of the fit can't help that HMLs are in a sorry place right now. From a PvE standpoint neither is functional, either. Try running both in an L4 and see how long you last... I am currently away, traveling through time and will be returning last week. |

Bouh Revetoile
TIPIAKS
543
|
Posted - 2014.01.07 08:42:00 -
[3844] - Quote
Arthur Aihaken wrote:Maxemus Payne wrote:Our Problems are now gone! 290DPS with my setup... 2058ms 8.2k shields and 24k EHP. What more could you ask for? Without rigors, flares or target painters your applied DPS against an AB target is going to be a fraction of that. Turrets against a TD ennemy will do around 0% dps.
That's called a counter. You can't expect to do full damage on something fitted to counter your weapons... |

Bouh Revetoile
TIPIAKS
543
|
Posted - 2014.01.07 09:46:00 -
[3845] - Quote
Moonaura wrote:PS. I'm 'pretty' sure we covered the issues around fighting with Caracal's at beyond 50km before, vs. the rails debate, and real world application vs. what you read in EFT doesn't make you right. Because there are... you know, a few issues like... hmmm pointing people and time to target, and damage application to consider, while those fleet stabbers are chasing you around like Mary Poppins in a lesbian bar. Good luck with that. I've tried it. Yes, I've actually FC'd fleets of Caracal's at long range several times, and let me tell you what happened when they nerfed the Heavy Missiles. I stopped doing them. Yeah, it have already been covered extensively : if you are alone and in point range why the hell would you ever use a weapon whose operating range is 50km ?!! You run in the same kind of problem with turrets... In an LR fleet, you're supposed to have tackle and support.
And when I say HML are the best MLR weapon at 50km and above, I talk about applyed damage against a MWDing cruiser.
Also, Stabber Fleet Issue chasing you around like Mary Poppins in a lesbian bar are not only a threat to Caracal but to every T1 cruiser gang so I don't know what point you are trying to make here but that can't be related to missiles. Among the threat to cruisers, you also have BC gang and BS or carrier hotdrop, but those work on everything.
And time to target problem is nothing but a legend of the past when fleets happen to shoot eachother at 200km. Time have passed since then and Tengu and Drake proved it's not a big deal. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 09:59:00 -
[3846] - Quote
Arthur Aihaken wrote:Domanique Altares wrote:As I noted. HMLs are ****. There's still nothing functionally wrong with either fit. The rest of the fit can't help that HMLs are in a sorry place right now. From a PvE standpoint neither is functional, either. Try running both in an L4 and see how long you last... Mhari Dson wrote:Medium weapons ARE designed to hit CR/BC optimally, with the exception of HML's wich are designed to optimally hit BS+. I see this as a severe handicap, how could I not? HMLs aren't designed to optimally hit BS+, they just suck at hitting anything smaller (not exactly a feature).
Also BS is not the size, its more BC. THey can hit BC easily for full damage.
Also .. why people think they shoudl be able to do high damage to a ship usign the moduile to avoid damage ? ( i.e AB) You need to use at least 1 or more module since he invested in to not take that damage. Somethign like a WEB and a TP. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Arthur Aihaken
The.VOID
2717
|
Posted - 2014.01.07 10:49:00 -
[3847] - Quote
Kagura Nikon wrote:Also BS is not the size, its more BC. THey can hit BC easily for full damage.
Also .. why people think they shoudl be able to do high damage to a ship usign the moduile to avoid damage ? ( i.e AB) You need to use at least 1 or more module since he invested in to not take that damage. Somethign like a WEB and a TP. If you only knew how dismal the HML numbers actually wereGǪ
GÇó HML vs. AB Battleship GǪ 92% GÇó HML vs. AB Battlecruiser GǪ 70%; w/3 rigors GǪ 100% GÇó HML vs. AB Cruiser GǪ 26% (not a typo); w/3 rigors GǪ 39%; w/3 rigors +1 TP GǪ 48%
If you completely strip your tank, run $50-million worth of rigs and a single target painter - you too can have a 143 DPS Caracal. What about a second target painter you say? That gets you another 6%... Imagine having 2 tracking enhancers or tracking computers, full turret rigs and still only being able to apply 54% damageGǪ
Outside of L4 missions I just can't see any use for HMLs unless you're part of a gang that webs targets. I am currently away, traveling through time and will be returning last week. |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
116
|
Posted - 2014.01.07 13:12:00 -
[3848] - Quote
Oh my...
A weapons system made for hitting smaller ships than yours, effectively, making yourself more vulnerable to ships your size? Interesting.
Burst-like system? Well, could work.
40 seconds reload time? WHAT?? That doesn't even make sense. How do they work, by having guys in spacesuits front-loading the missiles on the launchers one by one?
20 seconds reload time, while keeping 10 seconds to change ammo, sounds much more fair. With 40 seconds, I wonder what is the solo going to do. Ok, I could make 2 groups and alternate firing with reloading, like running 2 ASB's, but it's a weapon system! Not to mention splitting DPS by half.
I again say, try with just 20 seconds. It's quite a long time, but not as desproporcionate as 40. Seriously, what about giving them those 20 seconds on SiSi for some days and let people test? |

Bouh Revetoile
TIPIAKS
543
|
Posted - 2014.01.07 14:45:00 -
[3849] - Quote
Arthur Aihaken wrote:If you only knew how dismal the HML numbers actually wereGǪ
GÇó HML vs. AB Battleship GǪ 92% GÇó HML vs. AB Battlecruiser GǪ 70%; w/3 rigors GǪ 100% GÇó HML vs. AB Cruiser GǪ 26% (not a typo); w/3 rigors GǪ 39%; w/3 rigors +1 TP GǪ 48%
If you completely strip your tank, run $50-million worth of rigs and a single target painter - you too can have a 143 DPS Caracal. What about a second target painter you say? That gets you another 6%... Imagine having 2 tracking enhancers or tracking computers, full turret rigs and still only being able to apply 54% damageGǪ
Outside of L4 missions I just can't see any use for HMLs unless you're part of a gang that webs targets. You are not always required to shoot at AB fast minmatar ships you know...
And exactly like Kagura said, AB is designed to reduce incoming damage. Lower signature than normal is also here to reduce incoming damage. Why are you still expecting full damage on small signature AB Target after all these pages is beyond my understanding.
The best counter to AB is a web. Why don't you try the numbers on a webed AB cruiser ? And a standard cruiser for once, like the Thorax so praised in this thread could be a good start, unlike the AB Stabber which is the absolute worse case you can run into and still completely ignore the fact that this cruiser, while fast, have no tank and poor dps. |

Estella Osoka
Deep Void Merc Syndicate Sicarius Draconis
271
|
Posted - 2014.01.07 15:29:00 -
[3850] - Quote
Arthur Aihaken wrote:Kagura Nikon wrote:Also BS is not the size, its more BC. THey can hit BC easily for full damage.
Also .. why people think they shoudl be able to do high damage to a ship usign the moduile to avoid damage ? ( i.e AB) You need to use at least 1 or more module since he invested in to not take that damage. Somethign like a WEB and a TP. If you only knew how dismal the HML numbers actually wereGǪ GÇó HML vs. AB Battleship GǪ 92% GÇó HML vs. AB Battlecruiser GǪ 70%; w/3 rigors GǪ 100% GÇó HML vs. AB Cruiser GǪ 26% (not a typo); w/3 rigors GǪ 39%; w/3 rigors +1 TP GǪ 48% If you completely strip your tank, run $50-million worth of rigs and a single target painter - you too can have a 143 DPS Caracal. What about a second target painter you say? That gets you another 6%... Imagine having 2 tracking enhancers or tracking computers, full turret rigs and still only being able to apply 54% damageGǪ Outside of L4 missions I just can't see any use for HMLs unless you're part of a gang that webs targets.
Your forgetting precision heavy missiles. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
442
|
Posted - 2014.01.07 15:32:00 -
[3851] - Quote
Arthur Aihaken wrote:Kagura Nikon wrote:Also BS is not the size, its more BC. THey can hit BC easily for full damage.
Also .. why people think they shoudl be able to do high damage to a ship usign the moduile to avoid damage ? ( i.e AB) You need to use at least 1 or more module since he invested in to not take that damage. Somethign like a WEB and a TP. If you only knew how dismal the HML numbers actually wereGǪ GÇó HML vs. AB Battleship GǪ 92% GÇó HML vs. AB Battlecruiser GǪ 70%; w/3 rigors GǪ 100% GÇó HML vs. AB Cruiser GǪ 26% (not a typo); w/3 rigors GǪ 39%; w/3 rigors +1 TP GǪ 48% If you completely strip your tank, run $50-million worth of rigs and a single target painter - you too can have a 143 DPS Caracal. What about a second target painter you say? That gets you another 6%... Imagine having 2 tracking enhancers or tracking computers, full turret rigs and still only being able to apply 54% damageGǪ Outside of L4 missions I just can't see any use for HMLs unless you're part of a gang that webs targets.
I have to agree with Bouth here. I've never been in a short range fight and not been webbed. I've never deliberately used long range weapons systems at short range and I've never used a long range weapons system without someone else at short range doing the tackling. If I am in a small gang that wants to keep range, it would make sense that we took along a couple of recons or electronic attack ships to act as long range tackle and web. In which case, the dps missile (or gun) boats could fit a great deal of damage-enhancing modules.
I think the idea that you're going to build an effective solo ship with long range weapons of any kind is a non starter.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2726
|
Posted - 2014.01.07 15:41:00 -
[3852] - Quote
Estella Osoka wrote:Your forgetting precision heavy missiles. What you gain in damage application with Precision is offset by lower damage. Plus you're giving up half your effective range. I am currently away, traveling through time and will be returning last week. |

Maxemus Payne
THE BOARD OF EDUCATION
8
|
Posted - 2014.01.08 01:42:00 -
[3853] - Quote
I am disposable wrote:Maxemus Payne wrote:[Caracal, New Setup 1] Damage Control II Ballistic Control System II Ballistic Control System II Nanofiber Internal Structure II
Experimental 10MN Microwarpdrive I Small Capacitor Booster II, Navy Cap Booster 400 Adaptive Invulnerability Field II Large Shield Extender II Warp Disruptor II
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hobgoblin II x2
Our Problems are now gone! 290DPS with my setup... 2058ms 8.2k shields and 24k EHP. What more could you ask for?
[Caracal, New Setup 2] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Large Shield Extender II
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hobgoblin II x2
504 DPS! 19K EHP! Now you pesky missile spewing demons can stop being greedy and play the game.
Sure, all of us want a ship that can either A. have a tank and do damage or B. have range and speed...but you can't have them all on one ship. Will the HAM Caracal beat a Thorax? Probably not. Will the HML Caracal take 10 years to kill something? Probably. This makes the game fun though because it gives your adversaries the opportunities they need to have their backup arrive. This, in turn, gets you more kills in the long run. Enjoy my setups and get lots of kills. Those wanting to make donations are able to do so at their leisure! This may or may not be satyr. You honestly think that tank is adequate for a brawling cruiser? 
That is exactly my point. A. You can't brawl with a HAM setup vs another brawler cruiser. No EHP... The HML setup can survive a lot, but the application of damage is abysmal unless you have TPs and rigs to go with it. I have 18+mil SP in missiles... and find them to be pretty useless. Example: Fighting 4-5 cruisers vs my ScyFy(HML) They have a plated AB Exequror that I spend the better part of 10 minutes trying to kill... I thought at the time that it might be slaved and 1600mm because it was dying so slow...but it was 800mm T2. I eventaully killed it and all of its support but they brought in Geddons and I had to leave grid. This should not be the case... Arthur Aihaken- you are exactly right and I appreciate that you're trying to educate others as to the real shame.
|

Arthur Aihaken
The.VOID
2729
|
Posted - 2014.01.08 02:52:00 -
[3854] - Quote
Maxemus Payne wrote:That is exactly my point. A. You can't brawl with a HAM setup vs another brawler cruiser. No EHP... The HML setup can survive a lot, but the application of damage is abysmal unless you have TPs and rigs to go with it. I have 18+mil SP in missiles... and find them to be pretty useless. Example: Fighting 4-5 cruisers vs my ScyFy(HML) They have a plated AB Exequror that I spend the better part of 10 minutes trying to kill... I thought at the time that it might be slaved and 1600mm because it was dying so slow...but it was 800mm T2. I eventaully killed it and all of its support but they brought in Geddons and I had to leave grid. This should not be the case... Arthur Aihaken- you are exactly right and I appreciate that you're trying to educate others as to the real shame. 26% damage application with heavy missiles against AB cruisers. That's assuming V skills, of course. If you completely strip your tank for rigors and a pair of target painters, you can increase this to 54%. With almost a billion dollars of +5 missile implants and a pair of Caldari Navy Faction ballistic controllers, you can probably break the 60% mark. However, all it takes is a single sensor dampener to ruin your fun - so you almost need to run a sensor booster or signal amplifier just to ensure you're not dropped to heavy assault missile range. What you end up with is a glass cannon - not really suitable for PvP. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2729
|
Posted - 2014.01.08 10:22:00 -
[3855] - Quote
RLML Analysis As we've been left to our own devices, I thought it was long overdue for a specific RLML analysis. The test platform is a Tengu with V skills, 3 ballistic controllers (2 faction) and no implants. The first bar (dark blue) represents the average DPS with a T2 launcher/faction ammunition when you factor in reloads. Light blue is T2 with Precision ammunition, light grey T2 with Faction ammunition, dark grey T2 with Fury ammunition and finally red Faction with Faction ammunition.
RLML Comparison
Observations: GÇó Precision ammunition actually fares surprisingly well, delivering 45% damage to MWD Interceptors and peaking at 100% damage against AB Destroyers. The only drawback with Precision is that it's half the range of Faction or T1 ammunition, and even with hydraulic rigs you'll be hard-pressed to extend the speed such that MWD Interceptors can't outrun them. Unless you're in a Caracal or Cerebus there's almost no benefit with Precision outside of PvE, and you'd be further ahead with HAMLs. GÇó Fury ammunition really only starts to pay off against medium-size targets, starting with 79% damage against MWD Heavy Assault Cruisers and peaking at 100% damage against MWD Cruisers. Again, there's a range trade-off compared to Faction or T1 ammunition - but it's only 25% less. Again, with PvE Faction ammunition is probably worth the trade-off in DPS for the extended range. GÇó Faction launchers with Faction ammunition outperform T2 launchers with Precision ammunition against Destroyers and Cruisers, especially when you consider the additional range with Faction ammunition. Aside from the cost, there's a huge SP benefit in not having to also train Light Missile Specialization I through V (most will probably only go to IV).
PvE Considerations: GÇó With the 40-second reload time, RLMLs aren't well-suited as a primary weapon. However, they do shine as a secondary "frigate-clearing" weapon in a pair (leaving 3-4 main launchers for primary use). If you assign HAMLs or HMLs as your primary weapon, you have between 40-66 (or 45-75 with Faction) rounds of ammunition to continue applying DPS while the RLMLs reload as well. GÇó RLMLs only require about 2/3's the power, so in many instances this frees up just enough grid to upgrade your tank. On a Tengu this allows 4x HAMLs and 2x RLMLs using the Augmented Capacitor subsystem, so you can squeeze in more DPS. GÇó RLMLs can be pre-equipped with FoF ammunition such that anything that enters stasis web range will be immediately eliminated with one click (FoF will engage and continue to attack the closet targets), which leaves you more time to focus on the primary targets. I call it "pest control". GÇó Lately we're seeing a lot of mission harassers. These fall into two categories: stupid (those who can't figure out that you're not utilizing drones set to auto-aggres) and devious (those who will go suspect by shooting a tractor module, lure you into a limited engagement, warp out and return with something like a command ship or strategic cruiser). In almost every instance I've seen tanked destroyers utilized, probably with at least one warp core. However, what they're not expecting is to get scrammed. Their only recourse is to then try and run the limited engagement out against your weaker primary weapons, but if you have RLMLs they're effectively screwed - because you can apply full damage in a very short timeframe. One Thrasher just escaped with 5% hull remainingGǪ Since we're going to see more and more of this, it's something to start thinking about when working on PvE mission fits.
Other Considerations: GÇó I've mentioned this previously, but with RLMLs there's almost no benefit with utilizing more than two ballistic controllers. I've used three in this example, but the third is only 57% effective - so you're really only gaining 5.7% damage (since RLMLs are already so fast, another 5.7% ROF isn't going to make a huge difference). A fourth is entirely a waste. This effectively frees up 2 low slots, allowing for a damage control and nanofiber. Nanofibers are the best choice, as inertias blow your signature up and overdrives reduce your cargo capacity. GÇó RLMLs have an amazingly high damage application, so you don't really need to utilize rigors or target painters. I mean, you can - but they're already 61.16% effective against MWD Frigates and 80.08% effective against AB Destroyers. Their whole advantage is range, so I'd forego a target painter that can be dampened in favor of a rigor that can't. When fitting rigs, the order is T2 rigor, T1 rigor and then T2 flare. There is only a marginal difference between a T2 flare and T1 rigor, so forego the additional expense on the T2 flare. Also, the way missile mechanics work is that once you beat the target's signature radius rigors start influencing target velocity.
Addendum: In reviewing my data, I forgot to adjust the DRF for Precision and Fury ammunition - so I went back in and revised the chart (Precision is improved by -0.2 but Fury takes a big +0.4 hit). DRF stands for Damage Reduction Factor, and basically the larger the munition the bigger the value is. This didn't really change the analysis, since Precision basically got better and Fury got worse in their respective applications. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.08 10:22:00 -
[3856] - Quote
Mournful Conciousness wrote:It seems to me that your complaint is with caldari hulls, rather than missiles. I can't comment on that since I think the only caldari ships I ever flew into a fight were a naga, a tengu and a basilisk. Actually my issue is with Devs that can't see how far down the chain the primary Caldari weapon system is. This is made even worse by the types of bonuses inflicted on Caldari ships as compared to other missile boats.
Used to be if you wanted to sit and blap frigates or pods you used RLML, now its a smart bombing battleship.
Quote:Mournful Conciousness Scaremongering nonsense.
Missiles are pretty good. They just not automatic fight-winners.
Stop whining. Really?? If missiles are "pretty good" why do they see no use in current doctrines? |

Mournful Conciousness
Embers Children TOHA Conglomerate
443
|
Posted - 2014.01.08 10:43:00 -
[3857] - Quote
Sgt Ocker wrote:Mournful Conciousness wrote:It seems to me that your complaint is with caldari hulls, rather than missiles. I can't comment on that since I think the only caldari ships I ever flew into a fight were a naga, a tengu and a basilisk. Actually my issue is with Devs that can't see how far down the chain the primary Caldari weapon system is. This is made even worse by the types of bonuses inflicted on Caldari ships as compared to other missile boats. Used to be if you wanted to sit and blap frigates or pods you used RLML, now its a smart bombing battleship. Quote:Mournful Conciousness Scaremongering nonsense.
Missiles are pretty good. They just not automatic fight-winners.
Stop whining. Really?? If missiles are "pretty good" why do they see no use in current doctrines?
Doctrines are like fashions. i've been in this game for 3.5 years and seen them come and go. Once upon a time, dominixes were nowhere to be seen in fleet warfare. Then one day the dominix got a range and tracking bonus for sentry drones.
Now, this bonus could have been achieved easily previously using omnis and curator drones. But that's not the point. The new hull bonus was the catalyst that spawn an *idea*. Suddenly, sentry drones were useful and the slow cat domi fleet was born...
...several years after it could have been done. During those several years, HML drake and tengu fleets were dominant. Again, not because the ships were necessarily dominant in themselves, but because the time was right for the meme to find footing. The range, damage profile and cost fitted with the aspirations of FCs.
At the moment, the most effective fleet doctrine ought to be ravens with cruise. 150km range with >1000dps, massive alpha and very quick time to target. Couple that with an MJD and you have a wall of death you cannot counter or catch (MJD does not break locks). FCs have not made the mental leap yet, but they will, eventually.
Prior to the missile, drake and hurricane nerfs these systems were too strong and were crowding out any choice. CCPs logs demonstrated this conclusively. The fact that there is now an argument about which ship to take to a fight is a great leap forward. It has opened up the game to experimentation with new strategies and tactics.
This of course means that those people who used to dominate in drakes and hurricanes (all of us) have to re-think. Good! I like thinking and I like the freedom to be creative in my fitting choices.
Eve is a better game because of it.
CCP will continue to monitor the logs. If they see an actual, empirical imbalance in the numbers they will tweak missiles, guns or whatever as they have already done with HMLs and rapid lights. Rapid lights were broken, being too powerful. They were damaging the game so they have been replaced by essentially a different experiment. It's for us to work out whether we find that useful and vote with our fits and our kill mails.
This will generate data, which CCP will use to guide future modifications.
This situation really is light years ahead of the previous debacle, where the game designers simply ignored the numbers and allowed the game to degenerate to the point where the player base was so angry they used their own time and money to pro-actively demonstrate by assaulting Jita and Amarr. Really, people were un-subbing in their thousands and the CEO was forced by the shareholders to do a public about-turn and replace his lead game designer.
The Eve you have today because of that is the best it's ever been.
Never forget.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2729
|
Posted - 2014.01.08 11:03:00 -
[3858] - Quote
Mournful Conciousness wrote:Rapid lights were broken, being too powerful. They were damaging the game so they have been replaced by essentially a different experiment. It's for us to work out whether we find that useful and vote with our fits and our kill mails. This will generate data, which CCP will use to guide future modifications. "Different experiment" - that's one way to put it.  The data I'd be most interested in is not the usage, but the buy/sell information for RLMLs post-Rubicon. How many RLMLs were firesale'd after Rubicon was released, and what kind of -¦% are we looking at for buy and sell orders?
Right now I'm using RLMLs as "pest control" for those twits who insist on shooting my Mobile Tractor Units for kicks (not all of us run straight PvE fits). The ones that can't figure out that Tengus don't have dronesGǪ What's interesting is prior to this week, I almost never had a visitor in any of my missions. Now, I do in at least one out of every two missions. And here I thought I had to enlist with FW to smack frigates and destroyers aroundGǪ
I'd be ecstatic with a shorter reload (20 to 30-seconds) or increased ammunition capacity, but I don't think either will be forthcoming as it would place the average DPS for the new RLMLs ahead of the original RLMLs - and this was intended as a nerf that wouldn't also screw-up LMLs. I'm still holding out some slim hope that they can address the ammunition swap, but I have a sinking suspicion this will never materialize. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
444
|
Posted - 2014.01.08 12:07:00 -
[3859] - Quote
Arthur Aihaken wrote:[ I'd be ecstatic with a shorter reload (20 to 30-seconds) or increased ammunition capacity, but I don't think either will be forthcoming as it would place the average DPS for the new RLMLs ahead of the original RLMLs - and this was intended as a nerf that wouldn't also screw-up LMLs. I'm still holding out some slim hope that they can address the ammunition swap, but I have a sinking suspicion this will never materialize.
Yeh the ammo swap is a problem. Difficult to solve.
If you do some missioning in Osmon or any SoE level 4 hub these days you'll find lots of flashies to blap (but watch out for the alt in a logi)
:-)
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2733
|
Posted - 2014.01.08 15:20:00 -
[3860] - Quote
Mournful Conciousness wrote:Yeh the ammo swap is a problem. Difficult to solve. It seemed like we were being thrown a bone, but it just seemed that way... I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
The.VOID
2738
|
Posted - 2014.01.09 02:40:00 -
[3861] - Quote
Rise, we've been patiently waiting for an update since late November. Since you've indicated you've now returned from holidays and that the Nestor is basically proceeding as is, this should finally give you some time to address many of the concerns raised here. If you're not going to give us the time of day then please just finally indicate the RLML and RHML are set in stone and lock this thread. Thanks. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
50
|
Posted - 2014.01.09 06:22:00 -
[3862] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:Yeh the ammo swap is a problem. Difficult to solve. It seemed like we were being thrown a bone, but it just seemed that way...
No, we were being told about a bone that we might be thrown someday, maybe. |

Arthur Aihaken
The.VOID
2738
|
Posted - 2014.01.09 06:24:00 -
[3863] - Quote
I am disposable wrote:No, we were being told about a bone that we might be thrown someday, maybe. All I know is it feels like we got bonedGǪ  I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
448
|
Posted - 2014.01.09 11:22:00 -
[3864] - Quote
Arthur Aihaken wrote:I am disposable wrote:No, we were being told about a bone that we might be thrown someday, maybe. All I know is it feels like we got bonedGǪ 
For all you old boners, you know you're always welcome in my AHAC fleet in a sacrilege right? 20 days to cross-train if you don't have armarr cruiser yet.
One of the easiest ships in the game for a logistics ship to keep alive plus it spews forth a hail of missile death at good range and of any damage type while supporting full tackle and MWD.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Inspiration
Focused Radical Energy Engineering
98
|
Posted - 2014.01.09 12:10:00 -
[3865] - Quote
This peak damage idea followed by cool down is exactly why thermodynamics was introduced...so use THAT!
You could make modules that simply produce less heat and thus can be more readily used to do burst damage without gimping their tactical use by giving it huge reload times. This improved mechanic would also apply to lasers well, which don't use ammo in the same sense as other weapon systems do.
The modules as designed here is close to worthless as it gimps fits as you can't change fits in the mid of a fight if the situation calls for it. This is not adaptive tactics, this is over specializing fits at a heavy price and even then the numbers look laughable.
Tuning reload and RoF statistics on modules only complicates game design and makes balancing and using the modules a total nightmare.
Use Heat mechanics instead...call it T3 or Anciliary and your golden and it can be applied to a lot of modules quite easily! |
|

CCP Rise
C C P C C P Alliance
3416

|
Posted - 2014.01.09 15:43:00 -
[3866] - Quote
Hi, time to visit this thread again!
I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.
For now, I don't have details to give you but I want to let you know what we're looking at.
First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.
Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.
Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it. |
|

MeBiatch
GRR GOONS
1668
|
Posted - 2014.01.09 15:54:00 -
[3867] - Quote
Cool There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Maxor Swift
Science and Trade Institute Caldari State
4
|
Posted - 2014.01.09 15:57:00 -
[3868] - Quote
CCP Rise wrote:Hi, time to visit this thread again!
I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.
For now, I don't have details to give you but I want to let you know what we're looking at.
First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.
Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.
Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it.
So when do i get my missle SP refund as for PVE i can only use HAMs /cruises which is far from ideal. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1085
|
Posted - 2014.01.09 15:57:00 -
[3869] - Quote
Sounds good. As you say, the "fun" aspect is important, and it's simply not much fun to be permanently worrying about the 40 s reload or whether you've got the wrong damage/missile type loaded, and it's currently sufficiently un-fun to generally obscure the actual combat value of the mods, or lack thereof. |

Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.09 16:08:00 -
[3870] - Quote
Wild idea fresh of my head instead of playing with that great idea of huge rate of fire with super long reload why not just give rapids a penalty to application stats ( maybe 10%) while reverting them to pre rubi status - biggest grudge with rapid lights we had that they were to good vs all targets ( nearly perfect application vs all targets ) - this would fix the pesky rapid lights but the problem would remain with the oh god awfull application on heavys ( time to buff those finaly ) |
|

Arthur Aihaken
The.VOID
2742
|
Posted - 2014.01.09 16:14:00 -
[3871] - Quote
CCP Rise wrote:I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.
For now, I don't have details to give you but I want to let you know what we're looking at.
First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.
Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.
Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it. Thanks for the update. It's definitely comforting to those of us who have stuck with our RLMLs to know that our efforts haven't been in vain.
I just wanted to touch base on the one comment you alluded to with respect to the system as a whole. Might we infer that this could mean an overhaul or review of the entire missile system, or would this just apply to the rapid missile launchers? I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
451
|
Posted - 2014.01.09 16:16:00 -
[3872] - Quote
Really there is no place in the game for rapid lights. If you want an anti-frigate missile system it should be light missile launchers. Just the same as it is for turrets.
Giving cruisers the ability to destroy frigates easily without a compensating penalty against cruisers simply obsoletes frigates.
Or are we going to also have a proliferation of "rapid 150mm railgun arrays"?
It's time to end the experiment. Dump this wrong-headed idea. Force anti-frigate cruisers to fit light missiles and (probably) buff heavy missiles a little bit.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2742
|
Posted - 2014.01.09 16:33:00 -
[3873] - Quote
RLML Options Since pictures are better than a thousand words, here are some RLML options. RLML Options
The first bar is the original RLML and the second bar is the new RLML. For an accurate comparison, reload time and ammunition capacity has been factored in. The three options I've presented are: a) 20-second reload time, b) 30-second reload time and c) +50% ammunition increase (40-second reload time).
Although my preference is the 20-second reload time, as you can see from the chart this slightly edges out the original RLMLs. And while the 30-second reload time would be an improvement, my personal preference is more ammunition (18 to 30 rounds) since there's almost no difference in reality between 30 and 40 seconds. This would place the new RLMLs closer to the originals, requiring less reloads as a whole - and as Rise has indicated - they're still working on the ammo swap aspect. I am currently away, traveling through time and will be returning last week. |

Morwennon
Aliastra Gallente Federation
67
|
Posted - 2014.01.09 16:33:00 -
[3874] - Quote
Mournful Conciousness wrote:Giving cruisers the ability to destroy frigates easily without a compensating penalty against cruisers simply obsoletes frigates. The "compensating penalty" is the bit where they have around half the dps of competing cruiser weapon systems. The idea that RLML ships somehow obsoleted frigates is quite simply absurd; their roles do not and never did overlap. RLMLs were good at killing frigates, but so are all of the other effective anti-tackle solutions; that's kind of what makes them effective anti-tackle. Ceterum censeo, the RLML and HML nerfs must be undone. |

Arthur Aihaken
The.VOID
2742
|
Posted - 2014.01.09 16:36:00 -
[3875] - Quote
Mournful Conciousness wrote:Really there is no place in the game for rapid lights. If you want an anti-frigate missile system it should be light missile launchers. Just the same as it is for turrets. I's not the same for turrets, because medium turrets can actually hit frigates. So perish the thought and leggo my RLML... I am currently away, traveling through time and will be returning last week. |

Zircon Dasher
319
|
Posted - 2014.01.09 16:37:00 -
[3876] - Quote
CCP Rise wrote:Hi, time to visit this thread again!
I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.
For now, I don't have details to give you but I want to let you know what we're looking at.
First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.
Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.
Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it.
Thanks for the update re: swapping and reload timers!
In regards to the Up-time vs. Reload-time disjunction: Are you of the mind that it is an either/or situation? While it would not make the melodramatic posters happy, I could see a very small change to both being beneficial. By small I mean ~5sec less reload and ~5 more units of ammo in the clip for RLML. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Arthur Aihaken
The.VOID
2742
|
Posted - 2014.01.09 16:40:00 -
[3877] - Quote
Zircon Dasher wrote:In regards to the Up-time vs. Reload-time disjunction: Are you of the mind that it is an either/or situation? While it would not make the melodramatic posters happy, I could see a very small change to both being beneficial. By small I mean ~5sec less reload and ~5 more units of ammo in the clip for RLML. Personally, I'd simply prefer a bump in ammunition: T2 to 28(+10) and Faction to 30(+11). I am currently away, traveling through time and will be returning last week. |

Kip Troger
Exiled Kings
31
|
Posted - 2014.01.09 16:46:00 -
[3878] - Quote
Mournful Conciousness wrote:Really there is no place in the game for rapid lights. If you want an anti-frigate missile system it should be light missile launchers. Just the same as it is for turrets.
Giving cruisers the ability to destroy frigates easily without a compensating penalty against cruisers simply obsoletes frigates.
Or are we going to also have a proliferation of "rapid 150mm railgun arrays"?
It's time to end the experiment. Dump this wrong-headed idea. Force anti-frigate cruisers to fit light missiles and (probably) buff heavy missiles a little bit.
I actually agree here. The old system was way too effective against all targets and the new one is just dull to fly in combat(though I do think the ammo swap compounds the issue.)
I don't like the idea of making weapon systems for larger ships that let them very easily apply high DPs to small signatures and large signatures. It seems to go against the very grain of the class system that makes eve PvP so unique.
LML always gave cruisers the option to fight frigates with a large penalty to DPs to larger signatures which is a fair trade off.
What is the intended purpose for rlml and rhml? |

Arthur Aihaken
The.VOID
2743
|
Posted - 2014.01.09 16:50:00 -
[3879] - Quote
And the anti-missile crowd returns with a vengeanceGǪ Sorry guys, RLMLs are here to stay - and if anything, missile systems as a whole are due for a buff. I can almost taste the tears... I am currently away, traveling through time and will be returning last week. |

Sentient Blade
Crisis Atmosphere
1161
|
Posted - 2014.01.09 16:57:00 -
[3880] - Quote
Use the standard reload, give 100% bonus to ROF while overheated. Balance using module HP. |
|

Notorious Fellon
Republic University Minmatar Republic
97
|
Posted - 2014.01.09 17:10:00 -
[3881] - Quote
Fixing the underlying issue would be nice. You know, the issue where Heavy Missiles are sized for cruisers and BC and yet they cannot apply full damage to cruisers without 3 painters and 2 webs, thereby losing all range advantage they had.
Fix the core issues with missiles first (mostly just heavy missiles). Otherwise, you will need to re-visit all the band-aids you apply to the launcher. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
113
|
Posted - 2014.01.09 18:09:00 -
[3882] - Quote
Notorious Fellon wrote:Fixing the underlying issue would be nice. You know, the issue where Heavy Missiles are sized for cruisers and BC and yet they cannot apply full damage to cruisers without 3 painters and 2 webs, thereby losing all range advantage they had.
Fix the core issues with missiles first (mostly just heavy missiles). Otherwise, you will need to re-visit all the band-aids you apply to the launcher. Firstly, I agree with Arthur in that it is good to see an update of any kind and especially of the more positive sort. While I'm not entirely satisfied with the limited scope of your update, it is positive and fits this thread well so thank you.
On to the post I chose to quote and highlight, I am of the opinion that a quick fix to RLML/RHML's will help to improve the overall missile atmosphere but the larger goal should be to take a long hard look at missiles as a whole and individually. How does each missile function on it's own, and how does it function as part of the entire progression? And, as a missile pilot and given the discussions I have seen/heard, I feel that the opinion of turret pilots in regard to missiles being "fine" is taken without a big enough grain of salt. Without claiming trolls it is not a far-fetched idea, given the careers available in Eve, that certain factions of players have a vested interest in missiles staying in their current state.
Take for example the incursion community as a whole, they are highly set in their ways, stubborn, and overall resistant to any changes in the "incursion formula". I am not arguing a missiles-in-incursions" point, that does not belong here, instead I bring that up to illustrate that a community like that is highly resistant to anything which might change their accepted play style. A more viable system of missiles, with more than 1 missile-specific module, could hamper certain play styles or force changes and those groups are being represented in some of the posters claiming that missiles do not need changes.
Missiles might have been balanced in the past, but currently they do not measure up to turrets equally and choosing to play with missiles is much too situational a choice to force on an entire weapon group. As a missile pilot I roam the digital Eve-verse feeling like I am harboring a handicap, and coming to the forums and seeing everyone telling me that missiles are "fine" is an affront everyone that has tried to make missiles competitive outside of their, mostly, PvE niche.
In closing, a "quick fix" to make the Rapid launchers more usable is definitely a good thing, but missiles as a whole are due for a lot of love and I know that I would very much appreciate some clarity and feedback as the process evolves to help mitigate the feeling that missile pilots are marginalized and that representatives of the dug-in "don't mess with my play formula" groups have too much of a voice in the process. |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
117
|
Posted - 2014.01.09 18:29:00 -
[3883] - Quote
Thank you for the update! It's good to see you're working hard on trying to find an optimal solution. Looking forward to 1.1 and future patches!
PS: ... Rapid Cruise Launchers? =3? |

Viceorvirtue
The Hatchery Team Liquid
36
|
Posted - 2014.01.09 18:57:00 -
[3884] - Quote
Personally I would rather the rlm nerf be reverted, keep the pg increase to prevent tripe lse from happening and lower rof by 10% instead of raising rof and reload time. Reasoning is simple, extended reload time, especially in a ship with low damage makes you regret undocking it whenever you have to reload or swap ammo. Now I know you wouldn't want to do this mostly because it would be sen as a failure of a 'fun new interesting tense mechanic' that the 40 second reload was intended to be but until you can disassociate the act of ammo swapping with actually reloading the launcher then any extended reload is going to be punishing and unfun.
Also this will make rlms less binary than they are now, right now they can act as a frigate blender but against multiple targets or anything reasonably tanky such as assault frigs or cruisers you wish you had used a different ship instead. Fofs, while I know Rise does not claim to use them or see them as good, are situationally fantastic yet without a 10 second reload time you start playing the 'will I be jammed twice in a row or not' game trying to figure out if you should swap to them or not against common things like ecm drones. Currently you would need to be jammed 3-4 times in a row to make fofs worth it, with a 20 second reload you would need to be jammed twice in a row, 10 second reload means you can switch to fofs and actually immediately respond to being jammed.
The biggest complaints about the rlm is that you can't respond or react well to things with a 40 second reload and that sucks all the fun out of using them. The solution is separating the act of swapping ammo from the act of reloading but since you can't do that then even a 20 second reload time is probably going to be unhelpful. Releasing burst launchers as an entirely different missile launcher would be far preferable as it gives you much more time to actually balance it (no, internal testing and a week on sisi is not enough time for proper balancing) from the ground up as well as potentially having the reload and ammo swap disassociation be specific to the launcher itself for better overall weapon balancing. |

Inspiration
Focused Radical Energy Engineering
103
|
Posted - 2014.01.09 19:33:00 -
[3885] - Quote
CCP Rise wrote:Hi, time to visit this thread again!
I am wondering if you considered playing with the heat statistics of modules instead of playing with reload times and ammo capacity. It is a more natural way to tune things and allow periodic burst damage without having complete damage blackouts. |

Vladimir Norkoff
Income Redistribution Service
307
|
Posted - 2014.01.09 21:50:00 -
[3886] - Quote
The solution is simple - switch them back to normal weapon mechanics instead of the "burst experiment". And then make them do 20-25% less damage than the long-range weapon system (heavy/cruise). Note that previously, RLMLs did about 20% less than HMLs.
And while you are at it, revisit the Light Missile stats. They are significantly better at hitting frigates, than heavy/cruise are at hitting cruisers/BSs. Which is why RLMLs were so useful versus frigs and cruisers. Yes, we understand that Lights had to be uber-buffed because CCP allowed them to wallow in suckitude for so long. But they need to be brought back into line with other missile systems (or the other missile systems need to be brought up to their level - probably a bad choice). |

Arthur Aihaken
The.VOID
2744
|
Posted - 2014.01.09 21:58:00 -
[3887] - Quote
Inspiration wrote:I am wondering if you considered playing with the heat statistics of modules instead of playing with reload times and ammo capacity. It is a more natural way to tune things and allow periodic burst damage without having complete damage blackouts. A faster rate of fire when overheated offers zero benefit because it just compresses the DPS into a shorter timeframe. Extending ammunition capacity is the ticket. I am currently away, traveling through time and will be returning last week. |

Senarian Tyme
Serenity Rising LLC Ishuk-Raata Enforcement Directive
69
|
Posted - 2014.01.09 22:31:00 -
[3888] - Quote
Please fix the heavy missiles first.
Then after that benchmark is back in place, and lights, heavies, cruises can be compared properly, revert the rapid lights and rapid heavies closer to their original forms. If need be, tweak the ROF to keep them in line so they dont overpower their next higher system.
Also please do consider the creation of future burst launchers! Something more akin to the Stealth bombers bomb with a strong alpha and super long reload would be very interesting. But as already mentioned this should be a new system series entirely, with proper testing and balancing prior to deployment.
Also I did like the idea propsed of creating smaller gun "arrays" to combat smaller ships with guns as well as missiles.
My only concern with the creation of dedicated anti frigate systems is easy ability to refit ships on the fly now. CCP should consider putting a refit timer, so while you can refit a ship in space by using an SMA or a mobile system, it takes a good say....... 40 seconds......... for the refit modules to come online. This would provide the operational flexibility but keep tactical usage in check. |

Viceorvirtue
The Hatchery Team Liquid
37
|
Posted - 2014.01.09 22:42:00 -
[3889] - Quote
Extra ammunition does not help the problem of entering a fight with the wrong ammo loaded, or having to swap ammo because a situation changed. Being able to swap ammo actually lets the pilot make a choice during combat and possibly be rewarded for that choice with more damage or in some cases the ability to deal damage at all. A 40 second reload does not give you a choice, even a 20 second reload would feel punishing to use in combat.
I still maintain that frontloading rlm damage like this is a poor mechanic solely because it makes the fights binary, either frigates die remarkably quickly or they live long enough that you have to question the value of using the ship over any of its equivalents. Polarizing weapon systems for launchers (rlm only good vs frigs, hams and hmls only workable vs cruisers or larger) is unfun because it makes the pilot feel like they undocked the wrong ship when they could've taken an omen or thorax or arty rupture and had the ability to kill both cruisers and frigates decently without having to change its entire fit.
Caracal proliferation in small gang was mostly from the triple lse and lse/xlasb style fits where you had enough tank that you could stay on field almost indefinitely. Dual lse caracals were actually very balanced against other cruisers, thorax could project far enough to outdamage them in point range, omens could also hold their own (single lse omens couldn't stand up well but aar omens would have little issue provided you were in point range).
Currently reloading isn't an interesting and tactical choice, but a punishment intended to create 'tense moments of fun'. |

Mournful Conciousness
Embers Children TOHA Conglomerate
452
|
Posted - 2014.01.09 22:48:00 -
[3890] - Quote
Arthur Aihaken wrote:And the anti-missile crowd returns with a vengeanceGǪ Sorry guys, RLMLs are here to stay - and if anything, missile systems as a whole are due for a buff. I can almost taste the tears...
Come on. I have an alt with perfect missile skills. I just have not experienced the so-called "problems" that many here seem to want to complain about. No weapons system has it all - you just fly to your strengths.
As for turrets hitting frigates, you need a web when you have guns - and they need to be short range guns. It seems reasonable to me that you should need a web with a missile boat too. OK, if a frigate flies straight for you (and I mean directly at you) you can blap him with a gun. The same is true for missiles if he stands still, which is just as dull.
An AB frigate in orbit around a medium turret cruiser is pretty safe, just as he is when kiting a missile ship. The solution ought to be to take a destroyer, or a frigate, or a smartbomb, or light drones, or a neutraliser.
Not some kill-all-frigates-while-remaining-immune-from-them abomination, which is what the RLML is designed to be.
The only time a frigate is not safe from medium weapons is when he's fighting a vigilant or a dual-web hurricane or suchlike. Something designed for killing him.
I'm pretty sure a dual-web missile boat would be effective against a frigate too - particularly one with a MWD (which they all do).
The examples I have seen here of cruisers trying to hit AB frigates are just not realistic.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|
|

Inspiration
Focused Radical Energy Engineering
103
|
Posted - 2014.01.09 23:05:00 -
[3891] - Quote
Arthur Aihaken wrote:Inspiration wrote:I am wondering if you considered playing with the heat statistics of modules instead of playing with reload times and ammo capacity. It is a more natural way to tune things and allow periodic burst damage without having complete damage blackouts. A faster rate of fire when overheated offers zero benefit because it just compresses the DPS into a shorter timeframe. Extending ammunition capacity is the ticket.
I do not quite understand your reasoning. If burst damage is the objective followed by lower then average damage, then being able to overheat often is just achieving this objective. What you describe is increasing damage over time by making reloads less frequent. Which still leave switching ammo complexity on the table.
Maybe we talk about different things. In my case its about a module that fills the role the rapid fire ones try to fill. Not per see a modification to the current implementation of these rapid file modules.
|

Inspiration
Focused Radical Energy Engineering
103
|
Posted - 2014.01.09 23:14:00 -
[3892] - Quote
Viceorvirtue wrote:Extra ammunition does not help the problem of entering a fight with the wrong ammo loaded, or having to swap ammo because a situation changed. Being able to swap ammo actually lets the pilot make a choice during combat and possibly be rewarded for that choice with more damage or in some cases the ability to deal damage at all. A 40 second reload does not give you a choice, even a 20 second reload would feel punishing to use in combat.
I still maintain that frontloading rlm damage like this is a poor mechanic solely because it makes the fights binary, either frigates die remarkably quickly or they live long enough that you have to question the value of using the ship over any of its equivalents. Polarizing weapon systems for launchers (rlm only good vs frigs, hams and hmls only workable vs cruisers or larger) is unfun because it makes the pilot feel like they undocked the wrong ship when they could've taken an omen or thorax or arty rupture and had the ability to kill both cruisers and frigates decently without having to change its entire fit.
Caracal proliferation in small gang was mostly from the triple lse and lse/xlasb style fits where you had enough tank that you could stay on field almost indefinitely. Dual lse caracals were actually very balanced against other cruisers, thorax could project far enough to outdamage them in point range, omens could also hold their own (single lse omens couldn't stand up well but aar omens would have little issue provided you were in point range).
Currently reloading isn't an interesting and tactical choice, but a punishment intended to create 'tense moments of fun'.
I fully agree, thats why i suggested a different take on this sort of module (however its implemented). Allow just 1 to be fit, make it good for the class its designed for and against. That way you can sacrifice some big DPS on larger ships to have moderate burst defense against smaller classes of ships.
For a BS it would mean a rlm system that has BS like fitting stats and is good at making life difficult for a small ship while bursting). Similar for a cruise class ship vs frigate class and similar for a BS class vs cruiser class.
Fitting a ship then become a question if its worth to have anti-lower class capability that applies well at the expense of main dps that might not apply so well. Limiting the fits to just one module per anti-class prevents boating fits that apply damage in burst to all targets very well....which seems impossible to balance right.
Put it another way, these systems should be similar to point defense options versus smaller craft and nothing else. |

Arthur Aihaken
The.VOID
2745
|
Posted - 2014.01.09 23:18:00 -
[3893] - Quote
Viceorvirtue wrote:Extra ammunition does not help the problem of entering a fight with the wrong ammo loaded, or having to swap ammo because a situation changed. Being able to swap ammo actually lets the pilot make a choice during combat and possibly be rewarded for that choice with more damage or in some cases the ability to deal damage at all. A 40 second reload does not give you a choice, even a 20 second reload would feel punishing to use in combat.
I still maintain that frontloading rlm damage like this is a poor mechanic solely because it makes the fights binary, either frigates die remarkably quickly or they live long enough that you have to question the value of using the ship over any of its equivalents. Polarizing weapon systems for launchers (rlm only good vs frigs, hams and hmls only workable vs cruisers or larger) is unfun because it makes the pilot feel like they undocked the wrong ship when they could've taken an omen or thorax or arty rupture and had the ability to kill both cruisers and frigates decently without having to change its entire fit.
Caracal proliferation in small gang was mostly from the triple lse and lse/xlasb style fits where you had enough tank that you could stay on field almost indefinitely. Dual lse caracals were actually very balanced against other cruisers, thorax could project far enough to outdamage them in point range, omens could also hold their own (single lse omens couldn't stand up well but aar omens would have little issue provided you were in point range).
Currently reloading isn't an interesting and tactical choice, but a punishment intended to create 'tense moments of fun'. Rise indicated they're working on the ammunition swap issue, so that's a separate issue. And yes, that was exactly my point with increased ammunition capacity being more beneficial than a shorter reload time. 20-seconds is never going to happen since this boosts the average DPS beyond the original RLMLs, and 30-seconds is marginally more useful than 40-seconds. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
452
|
Posted - 2014.01.09 23:21:00 -
[3894] - Quote
How would it look if you halved the missile capacity but made the reload time 10s?
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

James Amril-Kesh
4S Corporation Goonswarm Federation
8245
|
Posted - 2014.01.09 23:23:00 -
[3895] - Quote
Looking forward to "[Rubicon 1.1] Rapid Missile Launchers - v3" My EVE Videos |

Gorski Car
ElitistOps Pandemic Legion
205
|
Posted - 2014.01.09 23:41:00 -
[3896] - Quote
or Rubicon 1.1 hml ham torp v1 |

Arthur Aihaken
The.VOID
2745
|
Posted - 2014.01.09 23:42:00 -
[3897] - Quote
Mournful Conciousness wrote:How would it look if you halved the missile capacity but made the reload time 10s? More RLML Options The DPS with 10-round capacity/10-second reload is more powerful than 18-rounds/20-second reload, and both still have a higher DPS than the original RLMLs. Not sure how I'd like 20 seconds of shooting followed by a 10-second reload. I am currently away, traveling through time and will be returning last week. |

Domanique Altares
Rifterlings Point Blank Alliance
2282
|
Posted - 2014.01.09 23:59:00 -
[3898] - Quote
Arthur Aihaken wrote:The DPS with 10-round capacity/10-second reload.
At the point that you drop this module back to a 10 second reload, you have invalidated the fundamental purpose to the change, and may as well slow them back down, revert the ammo capacity to pre-Rubicon, and leave them the way they were originally. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Hasikan Miallok
Republic University Minmatar Republic
129
|
Posted - 2014.01.10 00:12:00 -
[3899] - Quote
Here is an interesting question.
Assuming PvE and missioning (clearly not going to work in PvP) would a mobile depot bypass the 40 second reload problem? |

Arthur Aihaken
The.VOID
2745
|
Posted - 2014.01.10 00:13:00 -
[3900] - Quote
Domanique Altares wrote:At the point that you drop this module back to a 10 second reload, you have invalidated the fundamental purpose to the change, and may as well slow them back down, revert the ammo capacity to pre-Rubicon, and leave them the way they were originally. Basically, yes. Expand ammunition capacity to 28 rounds (T2), keep the reload at 40-seconds and implement a 10-second ammunition type swap. What I might suggest with respect to the ammunition swap is to only replenish 25% of the ammunition capacity when you switch types thus allowing it to also function as an emergency reload.
Hasikan Miallok wrote:Here is an interesting question. Assuming PvE and missioning (clearly not going to work in PvP) would a mobile depot bypass the 40 second reload problem? It actually works great in PvP if you know how to utilize it properly. But in answer to your question, no - mobile depots force a 40-second reload (first thing everyone probably tried). I am currently away, traveling through time and will be returning last week. |
|

BadAssMcKill
Love Squad
595
|
Posted - 2014.01.10 01:07:00 -
[3901] - Quote
Only took 194 pages http://i.imgur.com/6j6cIZE.gif-á |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
484
|
Posted - 2014.01.10 01:08:00 -
[3902] - Quote
CCP Rise wrote:Hi, time to visit this thread again!
I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.
For now, I don't have details to give you but I want to let you know what we're looking at.
First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.
Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.
Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it.
please fix light missiles and stop being terrible |

Capqu
Love Squad
402
|
Posted - 2014.01.10 01:18:00 -
[3903] - Quote
CCP Rise wrote:Hi, time to visit this thread again!
I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.
For now, I don't have details to give you but I want to let you know what we're looking at.
First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.
Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.
Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it.
I think my main issue with RLML right now is RoF bonuses are absolute garbage on them and so many missile ships that used to be good with RLML rely on RoF bonuses for their damage.
The only ship that seems suited to RLMLs right now is ScyFI, and admittedly it's pretty good - but not being able to swap ammo types means you have to fly around with 3 launchers loaded with one thing and 2 with another, so you don't get completely screwed when you come up against that t2 resist assault frigate with perfect resists for what you have loaded.
I think if you fixed RoF bonuses basically not applying to RLML (maybe make RoF also reduce reload for rapids?) and the swapping ammo isse (which you already mentioned, so it's cool that you're aware) they'd be in a decent place. http://pizza.eve-kill.net |

Arthur Aihaken
The.VOID
2746
|
Posted - 2014.01.10 02:46:00 -
[3904] - Quote
Capqu wrote:I think my main issue with RLML right now is RoF bonuses are absolute garbage on them and so many missile ships that used to be good with RLML rely on RoF bonuses for their damage. Yeah, but it's a Caldari thing. More ammunition would fix that on the RLMLs... I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
54
|
Posted - 2014.01.10 02:49:00 -
[3905] - Quote
CCP Rise wrote:Hi, time to visit this thread again!
I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.
For now, I don't have details to give you but I want to let you know what we're looking at.
First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.
Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.
Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it.
You do understand that Tranquility is not the test server yes? This post combined with the way you stubbornly forced the rapid launcher changes into Rubicon despite a lack of proper testing makes me wonder. |

Arthur Aihaken
The.VOID
2746
|
Posted - 2014.01.10 02:53:00 -
[3906] - Quote
I am disposable wrote:You do understand that Tranquility is not the test server yes? This post combined with the way you stubbornly forced the rapid launcher changes into Rubicon despite a lack of proper testing makes me wonder. I think we need to get past this and focus on what we can do to improve the rapid launchers at this point. I'd rather see a small update in Rubicon 1.1 that at least gets us headed in the right direction. I am currently away, traveling through time and will be returning last week. |

Clean Protagonist
Minmatar War Orphans Fund
1
|
Posted - 2014.01.10 03:53:00 -
[3907] - Quote
Arthur Aihaken wrote:I am disposable wrote:You do understand that Tranquility is not the test server yes? This post combined with the way you stubbornly forced the rapid launcher changes into Rubicon despite a lack of proper testing makes me wonder. I think we need to get past this and focus on what we can do to improve the rapid launchers at this point. I'd rather see a small update in Rubicon 1.1 that at least gets us headed in the right direction.
Id rather the test server get used for testing changes, and then released tested and proven changes to the actual server, instead of pushing changes out over 200 pages of posts arguing against it, and then going :oops: |

Arthur Aihaken
The.VOID
2748
|
Posted - 2014.01.10 04:31:00 -
[3908] - Quote
Clean Protagonist wrote:Id rather the test server get used for testing changes, and then released tested and proven changes to the actual server, instead of pushing changes out over 200 pages of posts arguing against it, and then going :oops: What's to test? More ammunition is the way to go... I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
64
|
Posted - 2014.01.10 10:44:00 -
[3909] - Quote
@CCP Rise
By now you should have a little bit of extended data over launchers, and i can predict the following to have occored, right after rubicon, a great deal of people will have tested out the RHML and then switched back to Cruise missile launchers. If at this point your still trying to figure out why this is, is that the damage application of a Precision Cruise Missile launcher, outperforms any and all Heavy Missile.
RHML were intended to be a viable solution against smaller targets, yet Heavy missiles are currently ballanced to only work against Larger targets. Your RHML are forced to compete against Torpedo launchers.
And while torpedo's don't work as intended except on maybe stealth bombers, the Heavy Missile, even in a RHML is still a worse choice.
You've also seen in this topic that INSTEAD of discussing the RHML all attention diverted to the RLML, if again you don't realise why this is, this is because the RLML was the only working missile system until you -Fixed- it.
Are you worried about a small frigate community thinking that RLML are overpowered? Do they actually complain about the RLML or the Light missile? As far as i can tell they don't complain about the Light missile but only to the fact that each and every cruiser sized missile boat, or cruiser sized ship that supplements its missile hardpoints with launchers chooses RLML launchers. This should tell you that instead of RLML beeing overpowered, there is something wrong with the other systems.
In order to -FIX- Rapid launchers you don't actually go to the rapid launchers, but focus on the underlying problem.
HEAVY MISSILES and HEAVY ASSAULT MISSILES
With Heavy Missiles unable to properly apply damage to cruisers, let alone something smaller, RHML will never be the the go to system for that. Cruise Missiles outperform Heavy's in such way, that in every thinkable scenario against smaller targets, there still the better option
With Heavy missiles unable to properly apply damage to cruisers, let alone something smaller, RLML will always be the go to system. Because face it, even with lower DPS then heavy missiles, and now the Absurd reload time given to them people STILL pick RLML over Heavy Missile launchers, because you can actually overcome the passive shield recharge of a armor tanked cruiser or smaller with it.
So CCP could you PLEASE PLEASE PLEASE stop thinkering with the Rapid missile systems and fix that what truelly needs to be fixed ?
*gives them the Heavy Missile and the Heavy Assault Missile launcher* |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
484
|
Posted - 2014.01.10 13:22:00 -
[3910] - Quote
Kesthely wrote:
In order to -FIX- Rapid launchers you don't actually go to the rapid launchers, but focus on the underlying problem.
HEAVY MISSILES and HEAVY ASSAULT MISSILES
I think you mean light missiles |
|

Julian DeCroix
Socialist Death Panel
15
|
Posted - 2014.01.10 17:42:00 -
[3911] - Quote
I believe that one of the primary issues in this entire debate is a basic misunderstanding regarding missile weapon systems, which is emphasized by missiles' faulty progression. In any particular comparisons I make, I will stick to basic, standard, T1 equipment, partly because much of the faction/T2 equipment is specifically designed to address some of the shortcomings inherent in these systems, and also because I haven't trained for any T2 weapons short of Scout Drones, and as such have little practical experience from which to speak. I don't think anyone could honestly raise an objection with using T1 as a baseline for discussion.
Turret weapon systems glean the vast majority of their combat values from the turrets themselves, which are only slightly modified by the ammunition loaded into them. Missile weapon systems, on the other hand, glean the vast majority of their combat values from the missiles loaded, which are only slightly modified by the launchers from which they are fired.
Turret systems have a relatively clear progression from one size class to the next, and have at least two different options for each size and range class. Hence, when selecting a medium size, long range turret, if I feel I would benefit from a turret with slightly less range but better tracking, that option is afforded me. Missile systems do not inherently include this functionality; there is only one medium size, long range missile, and I can not make minor tweaks to it by selecting a different launcher.
Furthermore, moving from one size class to the next follows a relatively clear linear progression for turrets. Turrets of a specific size class vary somewhat in their damage modifier values, but the ammunition they load gives a very standardized baseline: Antimatter XL has twice the potential damage value of Antimatter L, which has twice the potential damage value of Antimatter M, which has twice the potential damage value of Antimatter S. Missiles, however, follow no such clear progression, and the launchers have absolutely no influence on the amount of damage a given missile can inflict. Citadel Cruise Missiles have four times the potential damage value of Cruise Missiles, which have 2.7 times the potential damage value of Heavy Missiles, which have 1.6 times the potential damage value of Light Missiles...and those values don't even begin to bring into play actual damage application, which, again, is inherent in the missile for Missile Weapon Systems, versus the turret for Turret Weapon Systems.
Long story short: saying that Rapid Launchers are too powerful is basically like saying that Fusion rounds are too powerful.
I've not followed this thread zealously, but I have tried to keep up, and I'd be surprised to learn I'd skimmed over more than 10% of the nearly 200 pages here. There have been some very good points raised, and many attempts at keeping the discussion at "debate" levels, rather than "brawl". Arthur, Moonaura, I specifically would like to thank you two for your concerted efforts to keep discussion both civil and informative; you certainly weren't alone in this, but I do feel you put in more effort for longer periods of time than most anyone else involved.
As I said last time I posted here, I'm primarily a PvE pilot, and as such I realize that many of the concerns here don't really apply to my chosen play style, but even I had found value in using RLMLs and was eagerly anticipating the introduction of RHMLs. If it seemed RLMLs were too widely preferred, the faults were not with the launchers, but with the missiles themselves. In their current iteration, I feel these launchers are useless to me; the burst DPS is a false reading due to the reload delay and near-guarantee of wasted volleys due to missile travel time.
I think that the best solution to the situation would be to rehash the entire missile damage application progression to be more intuitive and useful. Once this is accomplished, return the RLML to at least near its pre-Rubicon statistics, and reintroduce the RHML to be in line with the RLML, but keep the "rapid" functionality accessible via the overheating mechanism, thus allowing the systems to be viable as reliable primary weapon systems, but introducing all those "exciting and meaningful choices" that are apparently so in vogue at the moment.
Thanks for your time. |

Domanique Altares
Rifterlings Point Blank Alliance
2283
|
Posted - 2014.01.10 20:03:00 -
[3912] - Quote
Arthur Aihaken wrote: Basically, yes. Expand ammunition capacity to 28 rounds (T2), keep the reload at 40-seconds and implement a 10-second ammunition type swap. What I might suggest with respect to the ammunition swap is to only replenish 25% of the ammunition capacity when you switch types thus allowing it to also function as an emergency reload.
That's an awful lot of bandaids to apply to a now fundamentally flawed and broken system.
Where CCP ****** up, and will mot admit that they ****** up, was in altering the original Rapid Missile modules. Instead of offering choice via introducing a new Rapid Missile module that would let pilots make situational fitting choices, the Devs squatted down and took a fat **** in the sandbox by altering an already functioning system, rendering it into a niche toy, and removing choice.
Now they are left with dissatisfied customers, and repair iterations that may not be seen until the next expansion, all because someone decided to start experimenting at the last moment. Change can be good, but when you shovel away all the excuses and manure heaped on top of these changes as justification, we arrive at the fact that this was change simply for the sake of change, because Rise or someone else decided a week or two before Rubicon that they had a clever idea. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Arthur Aihaken
The.VOID
2753
|
Posted - 2014.01.10 20:19:00 -
[3913] - Quote
Domanique Altares wrote:That's an awful lot of bandaids to apply to a now fundamentally flawed and broken system. Increasing the ammunition capacity isn't a band-aid; it was probably cut too drastically in the first release. As for the ammunition swap, this is a feature that's been requested (and we have acknowledgement they're working on) - but I don't see a way of preventing abuse unless we limit it to replenishing only 25% with a 10-second reload. Otherwise you could abuse this to go from T2 Scourge Fury to Faction Scourge and back again. I am currently away, traveling through time and will be returning last week. |

Domanique Altares
Rifterlings Point Blank Alliance
2284
|
Posted - 2014.01.10 21:08:00 -
[3914] - Quote
Arthur Aihaken wrote:Domanique Altares wrote:That's an awful lot of bandaids to apply to a now fundamentally flawed and broken system. Increasing the ammunition capacity isn't a band-aid; it was probably cut too drastically in the first release. As for the ammunition swap, this is a feature that's been requested (and we have acknowledgement they're working on) - but I don't see a way of preventing abuse unless we limit it to replenishing only 25% with a 10-second reload. Otherwise you could abuse this to go from T2 Scourge Fury to Faction Scourge and back again.
That much alteration simply to bring these modules in line with the normal operation of other ammunition based weapon systems is nothing less than a band-aid; it frankly borders on life-saving measures. As it is, CCP will apparently have to devise an entirely new loading system for these things in order to allow one to swap ammo, while still retaining the deplorable core function of a long combat reload.
The whole thing could have been easily avoided, and could be easily rectified, by simply introducing the current iteration of Rapid Missiles as an entirely new module class; something that they were very likely loathe to do for fear that the idea would flop on its face if they did not force the player base into using it as they have done. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Viceorvirtue
The Hatchery Team Liquid
38
|
Posted - 2014.01.11 00:38:00 -
[3915] - Quote
Giving the launchers more ammo without touching reload time does not solve the problem at all. In fact it only assures that you will continue to mulch frigates potentially regardless of having to switch ammo types, which only serves to remove more potential decision making in combat. The problem is the 40 second reload, rise has essentially said that they cant decouple ammo swapping from actual reloading which would be the main way to actually start balancing these things out.
More ammo will only make the situation worse for frigates while not in any way improving the situation for the rlm pilot because when he needs to reload (and he will need to reload eventually) he will likely reconsider the value of using the ship. Too much ammo or too little reload time with the current rof means you are either amazing or useless depending on the numbers. There is no real balance in that since high dps with a long reload time is not fun and borderline overpowered because you have to atleast be able to kill something before reload time hits or you have no reason to use the system at all.
The system does not need tweaking, it needs an entire balance overhaul and until you can successfully do that (which rise has stated isn't happening anytime soon) reverting to the prenerf rlms while keeping the pg increase and lowering the rof by about 10% would be a much better balance decision because it gives you time to work on your launcher idea from the ground up for extensive balancing and while you do this the playerbase isn't left with something that feels incomplete and unfun.
Additionally hmls aren't seeing more use in small gang since as stated many many times before they have so much trouble actually applying damage, even to other cruisers. This left rlm as the best choice since you do more applied damage than hml, and even though it was still pretty low damage you generally had enough tank and projection that by kiting at longpoint range you could take down other cruisers eventually. Why the idea was that they should be even better vs frigates while being worse against cruisers I don't know, although the intent as CCP Rise stated was to lower the use of rlms, so mission complete.
Honestly, and this is a serious question, if rlm use was still lowered into acceptable ranges, why are you even bothering with changing the weapon system again at all then? Nothing has been said about looking into the missile damage application formula so it can't be that you are trying to actually rebalance missiles, but only launcher use. I find it very confusing and would appreciate that cleared up. |

Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.11 03:06:00 -
[3916] - Quote
In regards to how rapid launchers could work, to immitate the best of both options would to make it truelly an Ancilliary Missile Launcher.
Here is my idea to switch to a usefull burst weapon system.
1) Change the Rapid launcher rate of fire to the value of a normal launcher (Light missile or heavy missile)
2) Keep the reload time of missiles at 10 seconds
3) Add a second ammo type Cap boosters and while haveing cap boosters the rate of fire dramaticly increases while overloading. While overloading a cap charge is consumed wich prevents module heat (damage as well as the heat bar) Once cap charges are gone have a really big amount of overheating.
4) If there are no cap booster charges in the launcher, chance the reload time to 40 seconds.
5) Reloading cap boosters to the launcher takes 40 seconds dureing wich ofcourse it can't be active
Now what would this mean. This would mean that the launcher itself can be tweaked in many different ways, first of all, its basic dps / burst damage will be inline with a regular launcher, simplifying that aspect of balancing the weaponsystems depending on that ammo type. Second, you can tweak with the amount of time you can overload, independantly of how many missiles the weapon has, eg you could opt to have the launcher 50 charges, but max the cap booster charges to 18, allowing to burst fire up to 18 missiles dureing that 50 charge interval. Third the player needs to make concious choice when and how long to burst fire. Since the cap booster charges will be limited not only in the launcher, but also the total amount he has brought will decide what he can do later in the battle(s). If he burns trough all the cap boosters he brought, every reload, till he gets new cap boosters will be penalized to 40 seconds.
And yes this would mean alot of extra work adding that second ammo type to a weapon, but how i read it, the new system that needs to fix the reload / ammo swapping already requires that.
|

Inspiration
Focused Radical Energy Engineering
103
|
Posted - 2014.01.11 03:24:00 -
[3917] - Quote
Kesthely wrote:In regards to how rapid launchers could work, to immitate the best of both options would to make it truelly an Ancilliary Missile Launcher.
Here is my idea to switch to a usefull burst weapon system.
1) Change the Rapid launcher rate of fire to the value of a normal launcher (Light missile or heavy missile)
2) Keep the reload time of missiles at 10 seconds
3) Add a second ammo type Cap boosters and while haveing cap boosters the rate of fire dramaticly increases while overloading. While overloading a cap charge is consumed wich prevents module heat (damage as well as the heat bar) Once cap charges are gone have a really big amount of overheating.
4) If there are no cap booster charges in the launcher, chance the reload time to 40 seconds.
5) Reloading cap boosters to the launcher takes 40 seconds dureing wich ofcourse it can't be active
Now what would this mean. This would mean that the launcher itself can be tweaked in many different ways, first of all, its basic dps / burst damage will be inline with a regular launcher, simplifying that aspect of balancing the weaponsystems depending on that ammo type. Second, you can tweak with the amount of time you can overload, independantly of how many missiles the weapon has, eg you could opt to have the launcher 50 charges, but max the cap booster charges to 18, allowing to burst fire up to 18 missiles dureing that 50 charge interval. Third the player needs to make concious choice when and how long to burst fire. Since the cap booster charges will be limited not only in the launcher, but also the total amount he has brought will decide what he can do later in the battle(s). If he burns trough all the cap boosters he brought, every reload, till he gets new cap boosters will be penalized to 40 seconds.
And yes this would mean alot of extra work adding that second ammo type to a weapon, but how i read it, the new system that needs to fix the reload / ammo swapping already requires that.
I think this is a very complex method to achieve what is already in game. Heat...make the module have lower base dps, give it excellent overheat capability and then tweak the amount of missiles it can hold to your hearts desire and your done. No new coding....at all...and you got your burst weapon! |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.11 05:13:00 -
[3918] - Quote
Arthur Aihaken wrote:Domanique Altares wrote:That's an awful lot of bandaids to apply to a now fundamentally flawed and broken system. Increasing the ammunition capacity isn't a band-aid; it was probably cut too drastically in the first release. As for the ammunition swap, this is a feature that's been requested (and we have acknowledgement they're working on) - but I don't see a way of preventing abuse unless we limit it to replenishing only 25% with a 10-second reload. Otherwise you could abuse this to go from T2 Scourge Fury to Faction Scourge and back again. Increasing the ammunition capacity is actually a good idea as is a ammo swap 10 sec reload time.
Basic stats - T2 RLML;
40 missiles - 40 second reload 15 missiles - 10 second reload
Why? I'm in a T2 fit Caracal and run across a T2 fit Omen, as RLML are now, my only option is to run - fast and far. When I set out from the station I was looking for a frigate or 2 (had 40 precision scourge loaded) but ran across the Omen 1st. Precision Scourge are not going to do the job vs an Omen so I switch to Scourge Furies (15 loaded in 10 sec).
Problems; 40 Scourge Navy Missiles is going to do the job vs most frigates and light cruisers - OP? a little 40 Precision Lights is OP vs frigates 40 Furies, well the same said. In current guise that would be OP.
Solution; The problem with RLML was never the launcher, it was light missile damage application. Due to the Buffs Light Missiles received (for Light Missile Launchers) RLML damage application became OP (in the eyes of some). To fix this simply reduce the firing rate of RLML, they will still apply damage as needed but at a slower rate. With a 10 second reload option for a reduced load of missiles, users will have a choice.
Choice between 40 second 40 missiles reload and 10 second 15 missile reload could be an option. So you have either 1 or the other, not both. This would basically mean the Launcher would have to separate styles of use.
To further enhance the "choice" factor, the 10 second 15 missile reload option would also have 50% reduced range for all missiles. This would turn the faster reload iteration into an assault type weapon, more suited to brawling at close range.
|

Arthur Aihaken
The.VOID
2755
|
Posted - 2014.01.11 09:52:00 -
[3919] - Quote
I took the day to consider the feedback and suggestions, and I think I've come up with a solid proposal for RLMLs. It's something that should address the majority of concerns and could be implemented very easily for Rubicon 1.1. While there were a lot of great ideas, I opted for KISS (keep-it-simple-stupid)
RLML Proposal The above chart shows the RLMLs from Odyssey, Rubicon and the proposed fix. I've included overheated values just for comparison even though there were no changes to heat mechanics. In short, we put RLMLs back to the Odyssey stats, retain the increased grid and CPU fittings from Rubicon and slash the ammunition to 28 for T2 launchers (everything else adjusted accordingly).
This allows gameplay to essentially return to normal for RLMLs, with the caveat that players will be reloading approximately 3 times as often. And it solves the ammunition swap dilemma. This works out to an approximate 7% damage nerf for RLMLs, but does not affect light missiles or light missile launchers for frigates and destroyers - something I felt was important. The same premise should be applied to RHMLs as well (return them to the 1st pre-Rubicon iteration, slash the ammunition capacity and reduce the reload time to 10-seconds). GǪ..
HAMLs and HMLs still need to have their damage application addressed, and this proposal is not intended to (nor can it) address any of those shortcomings. Comments and feedback welcome, thanks. I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.11 10:32:00 -
[3920] - Quote
Arthur Aihaken wrote:I took the day to consider the feedback and suggestions, and I think I've come up with a solid proposal for RLMLs. It's something that should address the majority of concerns and could be implemented very easily for Rubicon 1.1. While there were a lot of great ideas, I opted for KISS (keep-it-simple-stupid) RLML ProposalThe above chart shows the RLMLs from Odyssey, Rubicon and the proposed fix. I've included overheated values just for comparison even though there were no changes to heat mechanics. In short, we put RLMLs back to the Odyssey stats, retain the increased grid and CPU fittings from Rubicon and slash the ammunition to 28 for T2 launchers (everything else adjusted accordingly). This allows gameplay to essentially return to normal for RLMLs, with the caveat that players will be reloading approximately 3 times as often. And it solves the ammunition swap dilemma. This works out to an approximate 7% damage nerf for RLMLs, but does not affect light missiles or light missile launchers for frigates and destroyers - something I felt was important. The same premise should be applied to RHMLs as well (return them to the 1st pre-Rubicon iteration, slash the ammunition capacity and reduce the reload time to 10-seconds). GǪ.. HAMLs and HMLs still need to have their damage application addressed, and this proposal is not intended to (nor can it) address any of those shortcomings. Comments and feedback welcome, thanks.
thats the best proposal so far and it doesnt seem to have any weakspots - now only how do we get RISE to reconsider this ? |
|

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.11 11:36:00 -
[3921] - Quote
Arthur Aihaken wrote:I took the day to consider the feedback and suggestions, and I think I've come up with a solid proposal for RLMLs. It's something that should address the majority of concerns and could be implemented very easily for Rubicon 1.1. While there were a lot of great ideas, I opted for KISS (keep-it-simple-stupid) RLML ProposalThe above chart shows the RLMLs from Odyssey, Rubicon and the proposed fix. I've included overheated values just for comparison even though there were no changes to heat mechanics. In short, we put RLMLs back to the Odyssey stats, retain the increased grid and CPU fittings from Rubicon and slash the ammunition to 28 for T2 launchers (everything else adjusted accordingly). This allows gameplay to essentially return to normal for RLMLs, with the caveat that players will be reloading approximately 3 times as often. And it solves the ammunition swap dilemma. This works out to an approximate 7% damage nerf for RLMLs, but does not affect light missiles or light missile launchers for frigates and destroyers - something I felt was important. The same premise should be applied to RHMLs as well (return them to the 1st pre-Rubicon iteration, slash the ammunition capacity and reduce the reload time to 10-seconds). GǪ.. HAMLs and HMLs still need to have their damage application addressed, and this proposal is not intended to (nor can it) address any of those shortcomings. Comments and feedback welcome, thanks. That is the simplest and by far best option, for missile users BUT CCP has made it clear we are getting a burst weapon as "it is fun" and "This would provide new strategic gameplay for Rapid Missile users as well as their opponents". Now I don't believe this for 1 second and my minimum use of RLMLS since Rubicon has not proven to me they can be at all "fun" to use.
Arthur, would you mind looking at my suggestion and comment. I'm not good with math but after playing around with EFT found, increasing firing rate (before skills) from 6.24 to 6.63 reduces DPS by around 8%. This is a fairly substantial drop in Dps but as light missiles have pretty good damage application, combined with my previous suggestion I think it would work well.
As for Haml and Hml, all we can do is hope Ccp buff them to a usable state (Hml especially)
|

Humang
Sefem Velox Swift Angels Alliance
41
|
Posted - 2014.01.11 12:42:00 -
[3922] - Quote
Arthur Aihaken wrote:I took the day to consider the feedback and suggestions, and I think I've come up with a solid proposal for RLMLs. It's something that should address the majority of concerns and could be implemented very easily for Rubicon 1.1. While there were a lot of great ideas, I opted for KISS (keep-it-simple-stupid) RLML ProposalThe above chart shows the RLMLs from Odyssey, Rubicon and the proposed fix. I've included overheated values just for comparison even though there were no changes to heat mechanics. In short, we put RLMLs back to the Odyssey stats, retain the increased grid and CPU fittings from Rubicon and slash the ammunition to 28 for T2 launchers (everything else adjusted accordingly). This allows gameplay to essentially return to normal for RLMLs, with the caveat that players will be reloading approximately 3 times as often. And it solves the ammunition swap dilemma. This works out to an approximate 7% damage nerf for RLMLs, but does not affect light missiles or light missile launchers for frigates and destroyers - something I felt was important. The same premise should be applied to RHMLs as well (return them to the 1st pre-Rubicon iteration, slash the ammunition capacity and reduce the reload time to 10-seconds). GǪ.. HAMLs and HMLs still need to have their damage application addressed, and this proposal is not intended to (nor can it) address any of those shortcomings. Comments and feedback welcome, thanks. I like this, It melds with the idea of a system designed to murder smaller class ships, but not out-perform the equivalent sized medium weapons.
I just wanted to sum something up to fortify this idea:
Both turrets and missiles have different sized tiers; small, medium, large and X-large, that are designed to engage the equivalent hull size. Turrets have no dedicated tier for a ship to engage a smaller class hull, however this can be overcome by careful piloting and still be effective. This is not true for missiles, as the pilots flying has no impact on the damage that missiles do (granted they stay in range) to counter this, missiles are given a separate tier (Rapid launchers) to engage smaller hulls.
This is the important bit.
This "Rapid" tier should be able to engage the equivalent ship hull (cruiser vs cruiser) but with the caveat that it requires careful piloting similar to turret based ships engaging smaller hulls
How this can be achieved I am unsure, but Arthur has a good solution of rapids having good dps and great application when compared to the smaller hull size, but competitively low dps when compared to the equivalent hull sized weapons. Witty Comment Here |

Arthur Aihaken
The.VOID
2757
|
Posted - 2014.01.11 17:02:00 -
[3923] - Quote
Sgt Ocker wrote:Arthur, would you mind looking at my suggestion and comment. I'm not good with math but after playing around with EFT found, increasing firing rate (before skills) from 6.24 to 6.63 reduces DPS by around 8%. This is a fairly substantial drop in Dps but as light missiles have pretty good damage application, combined with my previous suggestion I think it would work well. My numbers seem to indicate it works out to a DPS hit of between 6-9% depending on ammunition capacity. To avoid inadvertently causing grief for frigate and destroyer fits that may use light missile launchers, the solution needs to remain with the rapid light missiles themselves (and not the ammunition). I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2757
|
Posted - 2014.01.11 18:17:00 -
[3924] - Quote
"I would not eat green eggs and ham. I do not like them, Sam-I-am."
Something a bit different to mull around while we wait for the next RLML updateGǪ Which cruiser-class ship has the best damage application for heavy and heavy assault missiles? What to chooseGǪ You're in for some interesting resultsGǪ
Cruiser, HML Comparison Cruiser, HAML Comparison Notes: V skills, T2 launchers with Faction Scourge ammunition, 3x T2 ballistic controllers and no implants for each setup.
Heavy Missiles It shouldn't come as any surprise that the Tengu dominates with both weapon systems, but what did come as a shock is how well the Caracal Navy performed. Up to AB Battlecruisers, the Caracal Navy is 82% as effective as a pricier Tengu - and only 1% less effective than the Drake Navy. And the standard Drake actually outperforms the Navy Drake for MWD Battlecruisers and up where the Navy Drake actually outperforms the Drake for cruisers and smaller. Bizzare!
Heavy Assault Missiles This chart really blew me awayGǪ When it comes to HAMLs, the Caracal Navy is soundly trumped by everything. To say it sucks is a mild understatement: a Caracal Navy HAML setup is only 38% as effective as a Tengu. The others? 56% for the standard Caracal, 77% for the Drake and 88% for the Drake Navy. Was totally not expecting thisGǪ
For PvE, the clear winner is the Tengu. But for the most cost-effective mission ships, the Caracal Navy and Drake are the best choices for HML setups. For a HAML setup, the standard Caracal or either of the Drakes (don't touch the Caracal Navy with a 100-foot poleGǪ). I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.11 18:55:00 -
[3925] - Quote
a cool comaprison on the hulls but its somehow creating a false belief that HML/ HAMs are "good" could you post the base stats of the tengu HML/HAMs as the base value for comparison especialy when you are using % values
|

Arthur Aihaken
The.VOID
2758
|
Posted - 2014.01.11 19:44:00 -
[3926] - Quote
Vinyl 41 wrote:a cool comaprison on the hulls but its somehow creating a false belief that HML/ HAMs are "good" could you post the base stats of the tengu HML/HAMs as the base value for comparison especialy when you are using % values
Sure, no problem. Base values for the Tengu are as follows:
Heavy Assault Missile, Heavy Missile Interceptor: 27.29 dps ... 32.52 dps AB Frigate: 34.21 dps ... 38.73 dps MWD Assault Frigate: 64.93 dps ... 63.57 dps MWD Frigate: 69.94 dps ... 67.33 dps AB Destroyer: 103.70 dps ... 91.31 dps AB Cruiser: 143.15 dps ... 117.16 dps MWD HAC: 206.48 dps ... 155.53 dps MWD Destroyer: 226.24 dps ... 166.91 dps MWD Cruiser: 295.26 dps ... 205.08 dps AB Battlecruiser: 551.25 dps ... 332.36 dps MWD Battlecruiser: 663.72 dps (max) ... 481.43 dps (max) AB Battleship: 663.72 dps (max) ... 441.02 dps MWD Battleship: 663.72 dps (max) ... 481.43 dps (max)
Yes, your eyes aren't deceiving you - heavy missiles actually outperform heavy assault missiles against Interceptors and AB Frigates. They're roughly the same for MWD Assault Frigates, MWD Frigates and AB Destroyers. Considering the range advantage with heavy missiles, I certainly wasn't expecting heavy missiles to perform this good... From the numbers you can clearly see why heavy assault missiles are the preferred medium of choice for wormhole Tengus. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.11 19:47:00 -
[3927] - Quote
so from these numbers we can conclude that HMLs are in an ok place?
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2758
|
Posted - 2014.01.11 19:56:00 -
[3928] - Quote
Mournful Conciousness wrote:so from these numbers we can conclude that HMLs are in an ok place? That depends... Do you want to see the original RLML numbers for comparison? I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
121
|
Posted - 2014.01.11 19:57:00 -
[3929] - Quote
Mournful Conciousness wrote:so from these numbers we can conclude that HMLs are in an ok place?
If applying less than half of their potential damage against a Cruiser (same size hull and all that) with an MWD blown up sig counts as ok, then yea it looks like you're right. |

Arthur Aihaken
The.VOID
2758
|
Posted - 2014.01.11 20:04:00 -
[3930] - Quote
Rapid Light Missiles (original) Interceptor: 115.71 dps AB Frigate: 135.08 dps MWD Assault Frigate: 209.46 dps MWD Frigate: 220.41 dps AB Destroyer: 288.62 dps AB Cruiser: 359.87 dps MWD HAC and up: 377.98 dps (max)
So yeah, you can certainly see the appeal of applying a minimum of 31% base damage and pretty much the maximum against medium-sized targets. Basically even though they do less overall damage, RLMLs apply 2.5x more damage to cruisers than HMLs. I am currently away, traveling through time and will be returning last week. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.11 20:05:00 -
[3931] - Quote
scorchlikeshiswhiskey wrote:Mournful Conciousness wrote:so from these numbers we can conclude that HMLs are in an ok place?
If applying less than half of their potential damage against a Cruiser (same size hull and all that) with an MWD blown up sig counts as ok, then yea it looks like you're right.
What would be the damage when using a railgun to shoot at the same target travelling across the guns at optimal range? This is an equivalent situation.
I would wager the missiles will do a lot better. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
2758
|
Posted - 2014.01.11 20:13:00 -
[3932] - Quote
Mournful Conciousness wrote:What would be the damage when using a railgun to shoot at the same target travelling across the guns at optimal range? This is an equivalent situation.
Optimal conditions, the rails will outperform the missiles. Not too mention the instant applied damage. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.11 20:26:00 -
[3933] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:What would be the damage when using a railgun to shoot at the same target travelling across the guns at optimal range? This is an equivalent situation. Optimal conditions, the rails will outperform the missiles. Not too mention the instant applied damage.
Shall we prove that with some numbers? A ship travelling across the guns is in no way optimal.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
121
|
Posted - 2014.01.11 20:29:00 -
[3934] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:What would be the damage when using a railgun to shoot at the same target travelling across the guns at optimal range? This is an equivalent situation. Optimal conditions, the rails will outperform the missiles. Not too mention the instant applied damage. Shall we prove that with some numbers? A ship travelling across the guns is in no way optimal. And shooting at a moving target is in no way optimal for missiles. :) |

Arthur Aihaken
The.VOID
2758
|
Posted - 2014.01.11 20:31:00 -
[3935] - Quote
Mournful Conciousness wrote:Shall we prove that with some numbers? A ship travelling across the guns is in no way optimal.
There's so much that can influence this... Do we use rigors, flares or target painters for missiles? Tracking enhancers, tracking computers and tracking rigs for rails? I'm not entirely sure where we're going with this... Under ideal conditions rails, even against a moving target - rails can still apply 100%+ damage. Even with full rigors and a pair of target painters - missiles will barely break the 50% mark. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.11 20:36:00 -
[3936] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:Shall we prove that with some numbers? A ship travelling across the guns is in no way optimal.
There's so much that can influence this... Do we use rigors, flares or target painters for missiles? Tracking enhancers, tracking computers and tracking rigs for rails?
No, but before we argue that missile should or should not be buffed, we need a baseline. If people are happy with guns let's use that as the baseline.
We can calculate the average damage when the frigate/cruiser etc is travelling at any angle to the guns by taking the integral of the damage formula between the limits 0 and 2 PI radians.
You have specified a rational tengu fit, so lets also do it with rational proteus 250mm railguns, legion beam lasers and loki 720mm artillery.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2759
|
Posted - 2014.01.11 20:51:00 -
[3937] - Quote
Mournful Conciousness wrote:No, but before we argue that missile should or should not be buffed, we need a baseline. If people are happy with guns let's use that as the baseline.
We can calculate the average damage when the frigate/cruiser etc is travelling at any angle to the guns by taking the integral of the damage formula between the limits 0 and 2 PI radians.
You have specified a rational tengu fit, so lets also do it with rational proteus 250mm railguns, legion beam lasers and loki 720mm artillery. I think players are more or less happy with guns and drones - although I think there's a bit of overall "drone envy" in terms of damage application. But I digress... Missiles can more or less hit anything (regardless of conditions), just that the damage usually sucks. The reality is that missiles should really receive an explosion velocity bonus if the target is on an intercept angle. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.11 20:58:00 -
[3938] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:No, but before we argue that missile should or should not be buffed, we need a baseline. If people are happy with guns let's use that as the baseline.
We can calculate the average damage when the frigate/cruiser etc is travelling at any angle to the guns by taking the integral of the damage formula between the limits 0 and 2 PI radians.
You have specified a rational tengu fit, so lets also do it with rational proteus 250mm railguns, legion beam lasers and loki 720mm artillery. I think players are more or less happy with guns and drones - although I think there's a bit of overall "drone envy" in terms of damage application. But I digress... Missiles can more or less hit anything (regardless of conditions), just that the damage usually sucks. The reality is that missiles should really receive an explosion velocity bonus if the target is on an intercept angle.
That may be the case, but my central point is this:
1. We are collectively happy with gun damage application 2. We have not measured what that actually is in reality (as we have for missiles) 3. Before we do that, we will not know what it is we are happy with.
The key to optimisation is to measure first, optimise later.
So lets measure what the average damage of a long range gun is, and then compare the damage of the missile under similar conditions of target radius and speed.
I think you'll be surprised as to how good missiles appear.
I accept that guns do full damage when at zero transversal, but that requires some skill. This is the key difference between missiles and guns - the level of player involvement.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.11 21:33:00 -
[3939] - Quote
All these numbers against different sized targets don't really contribute to anything (no offense)
Whats important is the relation between the different launchers. Since the Cerberus already has been redesigned and the tengu hasn't, plus it supports all bonuses for all 3 weapon systems, i've chosen the Cerberus as a comparison platform, with T2 High damage (scourge) ammo.
Cerberus, same setup, all lvl 5, only thing that differes are the launchers, Rubicon 1.1 values (thats current build) Ive Underlined where the the stats of the missile are the best in the 3 comparissons. I've compared them to stationary targets of cruiser sized and finally to targets cruiser sig radius moveing at 500 m/s (obtainable by most cruisers with an afterburner)
Light Missile
Damage: 251.9 Kin Velocity: 8437 M/S Range: 71.2 Km Explosion Velocity: 214.5 m/s Explosion Radius: 51.75
DPS: 614 Dps vs Sig 125: 614 Dps vs Sig 125 at 500 m/s: 263.4
DPS (With reloads): 329.3 Dps vs Sig 125 (With Reloads): 329.3 Dps vs Sig 125 at 500 m/s (With Reloads): 141,2
Heavy Missile
Damage: 395.3 Kin Velocity: 9675 M/S Range: 106.2 Km Explosion Velocity: 102 m/s Explosion Radius: 180.75 m
DPS: 501 DPS vs Sig 125: 346.47 Dps vs Sig 125 at 500 m/s: 70.67
DPS (With reloads): 475.6 Dps vs Sig 125 (With Reloads): 328.9 Dps vs Sig 125 at 500 m/s (With Reloads): 67.09
Heavy Assault Missile
Damage: 293.2 Kin Velocity: 4218 M/S Range: 38.0 Km Explosion Velocity: 130.5 m/s Explosion Radius: 161.25
DPS: 696.3 DPS vs Sig 125: 539.76 Dps vs Sig 125 at 500 m/s: 140.87
DPS (With reloads): 656.9 Dps vs Sig 125 (With Reloads): 509.22 Dps vs Sig 125 at 500 m/s (With Reloads): 132.90
So what do I conclude from this.
While the heavy missile clearly has the most damage, range and velocity, its uses are only to alpha large slow moveing targets at range. If you need a steady stream of dps against such targets, Heavy Assault Missiles are a better choice. Infact even against smaller slow moveing targets these are better.
However if you expect to fight cruisers or smaller targets that are capable of moveing faster then 161 m/s (At the top of my head i can't even think of a T1 cruiser that can't move faster then that even without a propulsion mod) The best choice was, and still is Rapid Light Missile launchers.
What does this mean in reality: Unless your going to fight another blob of ships, or are certain your only going to fight Battlecruiser or bigger ships the best choice is without thinking the Rapid Light Missile Launcher.
You can apply as much bandages as you want to the Rapid Light Missile launcher, but as long as the current missile mechanics state that a medium sized missile can never on its own damage a cruiser sized target for 100% of intended damage.
|

I am disposable
Republic University Minmatar Republic
59
|
Posted - 2014.01.11 21:56:00 -
[3940] - Quote
Those numbers simply reveal how god-awful HMs are and that HAMs must have a web to be worth using.
And no, RLMLs are not the best choice for fighting cruisers. That's just dumb. Just because they apply damage better without any damage application modules fit, does not mean they are actually the best choice. HAMs with a web are the only viable choice for cruiser on cruiser combat, and they are highly mediocre. |
|

Viceorvirtue
The Hatchery Team Liquid
38
|
Posted - 2014.01.11 22:13:00 -
[3941] - Quote
The thing about missiles is they always hit, but depending on what they are shooting they may not be able to kill anything. Guns on the other hand require you to manually pilot but can still hit targets. Missiles tend to make up for always hitting by not being able to apply their damage without truly excessive amounts of support. Guns on the other hand don't require nearly as much, since you can rely mostly on manual piloting and be far more effective against everything solo.
The previous iteration of rlm gave pilots the ability to project just enough damage while having just enough tank to be viable against both cruisers and frigates solo. Triple lse and lse/xlasb fits were broken however making what would be a very close fight (caracal vs thorax or caracal vs omen) into joke fights where you could just ram them and win anyways. Triple lse also allowed you to fight cynabals and vagabonds without really trying since you had such massive buffer they couldn't break you before they died.
Dual lse fit such as dual lse/cap booster or dual lse/web we actualy very balanced against other ships. Cap booster gave you an advantage against cruisers, allowing you to force them to cap out chasing you and then turn around and assure the kill against ships like ac cynas and vegas, yet if they realized what was happening they could still turn around and break point range or just warp off since you had to keep them at about 40km to leverage your projection/tank against theirs until they had about half shields before attempting to turn and finish them.
Dual lse web fits were superior vs frigates and things like blaster thorax since you could hold them off for just a bit longers that when combined with nearly burning out your mwd you could have a fair chance of killing them, they would still catch you (a thorax will almost always catch a caracal even when starting from 30k) but you had a decent chance of killing them thanks to the second lse. Ham caracals couldn't really deal with frigates and hml caracals couldn't really deal with anything well. Rlm allowed you to deal with both, and was on par with many medium turret ships.
The reason metrics were so skewed was that the game has turned heavily into a frigate and cruiser meta, and the easiest (note how I say easiest and not most effective) weapon system to get into to be competitive against the widest array of ships was rlms. The most efficient system was actually still turrets, yet they require far more sp and piloting ability in order to make them shine. So in the interest of training time and newbie friendliness we had our newbies train for rlm caracals since it only took like 2 weeks to get into something workable from scratch.
Rlm use increased due to these reasons and once the cerb got buffed you had the newbies go from caracal straight to cerb, having no reason to go gunneries. The problem was actual fitting and the comparatively speedy training time, the solution was to reduce rlm use by turning them into something that was very subpar for solo and small gang, because that was the only context they were being used in. There was and still is a lot of backlash because instead of just fixing the fitting issue you effectively remove any reason to use them, or more precisely you introduced a reason to not use them with the absurd reload time.
CCP Rise would probably say the community is complaining too much but I haven't seen a single vocal member of the solo/small gang community actually enjoy and/or endorse the current iteration of rlm and even Rise hasn't shown how a 40 second reload is fun. Theres even a video on the my eve section with rlm and the only thing it does is make me not want to use rlm. |

Arthur Aihaken
The.VOID
2759
|
Posted - 2014.01.11 22:19:00 -
[3942] - Quote
Kesthely wrote:All these numbers against different sized targets don't really contribute to anything (no offense) I include them for frame of reference as there can be a large variation in performance between different hull/weapon types depending on the target size. Case in point, the example above that demonstrates how brutally horrible the Caracal Navy is in a heavy assault missile setup.
Quote:Whats important is the relation between the different launchers. Since the Cerberus already has been redesigned and the tengu hasn't, plus it supports all bonuses for all 3 weapon systems, i've chosen the Cerberus as a comparison platform, with T2 High damage (scourge) ammo. To-mato, toh-mato... The relationship is fairly straight-forward: heavy assault missiles are short-range, rapid light missiles are mid-range and heavy missiles are long-range. HAMLs lend themselves towards stasis webs, RLMLs don't really need anything and HMLs basically need rigors and target painters.
As for ammunition, no one (and I mean no one) uses non-Faction ammunition in PvP. The main reason for this is there's a huge range hit, and damage application goes entirely to crap. For example, Faction heavy missiles do about the same damage as Precision, plus the range. I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.11 23:49:00 -
[3943] - Quote
I am disposable wrote:Those numbers simply reveal how god-awful HMs are and that HAMs must have a web to be worth using.
And no, RLMLs are not the best choice for fighting cruisers. That's just dumb. Just because they apply damage better without any damage application modules fit, does not mean they are actually the best choice. HAMs with a web are the only viable choice for cruiser on cruiser combat, and they are highly mediocre.
Actually thats not the case. If your able to kill the cruiser within one load of the RLML the RLML is a better choice in cruiser vs cruiser. Untill it has to reload it still does over 100 dps more, requires fewer webs to apply max dps, has nearly twice the range, and can fit a lot more tank.
Hams in my opionion are less broken then Heavy missiles, a slight decrease in explosion radius and a significant reduce in powergrid use for the launchers fixes them. However current comparison keeping difference in range and tank in mind id still choice the RLML every time.
Viceorvirtue wrote:The previous iteration of rlm gave pilots the ability to project just enough damage while having just enough tank to be viable against both cruisers and frigates solo. Triple lse and lse/xlasb fits were broken however making what would be a very close fight (caracal vs thorax or caracal vs omen) into joke fights where you could just ram them and win anyways. Triple lse also allowed you to fight cynabals and vagabonds without really trying since you had such massive buffer they couldn't break you before they died.
I'm not argueing that those fits are in line with the intended, yes they are to powerfull even. However That is an issue regarding the individual ships and or LSE / (X)LASB problems, NOT the rapid light missile launcher
Viceorvirtue wrote:
The reason metrics were so skewed was that the game has turned heavily into a frigate and cruiser meta ...
Rlm use increased due to these reasons
I have to disagree. While i agree that the shift to frigate and cruiser meta had some impact to favoring RLML, mainly because of the phased rebalanceing, i believe the major contributor to favoring RLML almost excluseively is to the fact that HAM and HEAVY missiles are in such disfavorable state, that its not advisable to use those systems in most situations.
I believe that if Heavy and ham missiles were balanced to a degree that they were a better choice against cruiser and above, and rlml only better to ships SMALLER then a cruiser, RLML would never been this popular.
Arthur Aihaken wrote:Kesthely wrote:All these numbers against different sized targets don't really contribute to anything (no offense) I include them for frame of reference as there can be a large variation in performance between different hull/weapon types depending on the target size. Case in point, the example above that demonstrates how brutally horrible the Caracal Navy is in a heavy assault missile setup.
While i agree to your data, that the Caracal Navy is horrible with that weapon system, and that some of the other data is surpriseing, your still compareing ships. This threat however is not about wich missile system is best on what ship and the pro and cons of that ship / missile system / fit but about the Rapid missile launcher itself.
Your data on the ships and weapons certainly does warrent a discussion, However that is better done in a topic created for those issues, not this topic regarding the launchers. |

Arthur Aihaken
The.VOID
2759
|
Posted - 2014.01.12 01:05:00 -
[3944] - Quote
Kesthely wrote:Actually thats not the case. If your able to kill the cruiser within one load of the RLML the RLML is a better choice in cruiser vs cruiser. Untill it has to reload it still does over 100 dps more, requires fewer webs to apply max dps, has nearly twice the range, and can fit a lot more tank. It's definitely not the case if you have a Caracal NavyGǪ 
Quote:While i agree to your data, that the Caracal Navy is horrible with that weapon system, and that some of the other data is surprising, your still comparing ships. This threat however is not about wich missile system is best on what ship and the pro and cons of that ship / missile system / fit but about the Rapid missile launcher itself.
Your data on the ships and weapons certainly does warrent a discussion, However that is better done in a topic created for those issues, not this topic regarding the launchers. It's actually not a ship comparison; it's a reference chart for alternative medium-based weapon systems. It is applicable, because while we're waiting on the next RLML update it gives players some idea of what missile systems their particular hull might be bested suited for. And yes, discussion of alternatives is relevant until such time as the RLMLs are perceived differently. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
59
|
Posted - 2014.01.12 01:13:00 -
[3945] - Quote
Kesthely wrote: Actually thats not the case. If your able to kill the cruiser within one load of the RLML the RLML is a better choice in cruiser vs cruiser. Untill it has to reload it still does over 100 dps more, requires fewer webs to apply max dps, has nearly twice the range, and can fit a lot more tank.
Too bad there are no cruisers in the game that can be killed before having to reload. |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.12 01:14:00 -
[3946] - Quote
1 Thing keeps popping up which nobody seems to take into account when saying how good or bad missiles are.
In a lot of pvp situations you will need to be in point range (at least) so whatever range advantage missiles may have is pretty much mute, unless your fighting nothing but blaster fits and can keep them at range. Once within point range (24k) any extra range the missiles have becomes mute. Within scram range any over 10k is useless.
Could someone do a comparison between ships that actually uses a "common" PVP scenario.
EG; Ham Cerberus vs AB Cruiser - Mwd Cruiser - Another Hac, fighting in point, web range.
As an extra, I'd likee to see the outcome of. HML Tengu Vs 250MM Rail Proteus - fighting in web and point range. I know a 100Mn AB Tengu is pretty good but how would it fair vs other T3's.
|

I am disposable
Republic University Minmatar Republic
59
|
Posted - 2014.01.12 01:17:00 -
[3947] - Quote
Sgt Ocker wrote: As an extra, I'd likee to see the outcome of. HML Tengu Vs 250MM Rail Proteus - fighting in web and point range. I know a 100Mn AB Tengu is pretty good but how would it fair vs other T3's.
Neither of those ships would want to engage at that range. |

Viceorvirtue
The Hatchery Team Liquid
38
|
Posted - 2014.01.12 01:19:00 -
[3948] - Quote
Kesthely- I did mention in the paragraph previous to the one you quoted about the damage application problems of hams and hmls leading to rlm being considered the best launcher for cruisers in solo/small gang because it is the only launcher that is good against both cruisers and frigates without sacrificing too much to apply damage.
Yes the fitting was an issue and that was fixed, the only other reason rlm was used instead of hams and hmls is the latter lack any effective application to be considered worth using without excessive amounts of support. You cant normally sick all that support onto your ship solo or small gang because then you can't stay on field due to lack of tank given you are normally shield tanked and all your application modules are either rig slots or mids. Turret ships don't have this problem when shield or armor tanking because they have application and projection modules for both mid and lowslots so you are rarely in a situation where you feel like you brought the wrong ship or weapon system and instead feel 'I could have manually piloted better/gotten a better warpin/etc'.
I will agree that the problem is the poor state of hmls and hams, rlms were fine with the exception of fitting. Since the fitting issue was fixed ideally we can go back to the previous iteration and pretend this 40 second reload idea was just some bad dream. Really hml need serious application tweaking to be viable for solo small gang compared to the majority of other weapon systems especially vs cruiser sized targets because right now they simply aren't worth using in the majority of cases solo/small gang.
There is no doubt that Rise could turn rlms back into something people would want to use, but he seems to shut down whenever excessive negative criticism is given. The 40 second reload was a terrible idea, everyone in the solo and small gang community has expressed this many times, but there's no other reasonable explanation for Rise refusing to really discuss the system and instead hold to his point about 'internal testing and other forums being full of great response so were doing it' despite a clear lack of development which was brushed off with 'we can iterate later'. Well the time for that promised iteration has finally come and surprise, its not happening, rise still hasn't responded to most of the math and well thought out arguments in the thread and were running into the problem of having said everything multiple times with no visible results. |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.12 01:25:00 -
[3949] - Quote
I am disposable wrote:Sgt Ocker wrote: As an extra, I'd likee to see the outcome of. HML Tengu Vs 250MM Rail Proteus - fighting in web and point range. I know a 100Mn AB Tengu is pretty good but how would it fair vs other T3's.
Neither of those ships would want to engage at that range. Are you saying they would not engage each other or at all in web range?? Some time ago I got caught jumping into a WH in a tengu by a prot. At the time I 'just' had the skills to fly the Tengu and should not have been jumping into an un-scouted WH but alas it did happen. Not sure about everyone else but I have often found myself in situations I don't want to be in and have numerous loss mails to show for it.
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Arthur Aihaken
The.VOID
2759
|
Posted - 2014.01.12 01:48:00 -
[3950] - Quote
Sgt Ocker wrote:In a lot of pvp situations you will need to be in point range (at least) so whatever range advantage missiles may have is pretty much mute... It's "moot", but I get your point.  Range can definitely have an advantage if you're shooting at a particularly fast ship. I had an Interceptor outrun my light missiles. Not because his ship was faster, but just fast enough to run out the range. I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
The.VOID
2759
|
Posted - 2014.01.12 01:56:00 -
[3951] - Quote
Unrelated question... Is there an animation for the Rapid Heavy Missile Launchers, or are they supposed to be static? I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.12 03:01:00 -
[3952] - Quote
Arthur Aihaken wrote:Sgt Ocker wrote:In a lot of pvp situations you will need to be in point range (at least) so whatever range advantage missiles may have is pretty much mute... It's "moot", but I get your point.  Range can definitely have an advantage if you're shooting at a particularly fast ship. I had an Interceptor outrun my light missiles. Not because his ship was faster, but just fast enough to run out the range.
And it isn't even moot. If your fleet contains an Arazu, Lachesis or Keres then "point range" means the following: T2 disruptor with heat - 57.600km Republic Fleet with heat - 72km T2 disruptor with (unimplanted) cyclone fleet boost - 71.4km republic fleet disruptor with (unimplanted) cyclone fleet boost - 89.2km
in which case the range versatility of heavy missiles is very relevant indeed.
2 ships brawling in a 1v1 is a nice thought experiment, but it only actually happens regularly on SISI.
The vast majority of real fights involve more than 2 ships. If your fleet has 6 or more, you'd be wise to consider a lachesis/Huginn pair as part of the makeup if you're sporting heavy missiles as the means of delivering dps. If you do this, your primary target, who will be burning towards (or away from) you under MWD will take full damage from HMLs. If he's sporting short range weapons, he'll die in a fireball before ever landing a shot.
PVP is not won by thought experiments and hypothetical arguments. It's won through superior tactics that match your available hardware.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
2760
|
Posted - 2014.01.12 03:07:00 -
[3953] - Quote
Mournful Conciousness wrote:And it isn't even moot. If your fleet contains an Arazu, Lachesis or Keres then "point range" means the following: T2 disruptor with heat - 57.600km Republic Fleet with heat - 72km T2 disruptor with (unimplanted) cyclone fleet boost - 71.4km republic fleet disruptor with (unimplanted) cyclone fleet boost - 89.2km And people wonder why players run with a single warp core stabilizer... Heavy missiles - we're doing it wrong, lol.  I am currently away, traveling through time and will be returning last week. |

Viceorvirtue
The Hatchery Team Liquid
39
|
Posted - 2014.01.12 03:22:00 -
[3954] - Quote
Razus and Lachs are not fast ships. Most t1 cruisers can easily outrun them so you would require the huginn or rapier to be there assuming you are operating on the end of bonused pointrange. Although you can also sit at 50k and be able to likely hold point vs another gang, yet you still run into the drag race issue where a group of 6 rail thorax will burn in and kill you. ignoring most of your missile damage.
Additionally you have to remember some people solo and wont have the 2-3 ships you need to make that happen and there are plenty of gangs that don't run with recons. The main reason not to use recons is that it becomes much harder to get a fight out of other people not to mention you require the people in your fleet to have skilled for recons, which isn't something everyone can just pull out at the drop of a hat.
If you need 2-3 ships solely dedicated to be able to apply more than half of your damage to other cruisers using a cruiser based weapon system (and I daresay hml are a cruiser based weapon system) then there's likely a problem there.
I have seen people use noobship fleets of velators and ibiss (ibii?) against brave newbies in barlegut to surprisingly good effect but that does not mean that it is anything other than a jokefleet which only works under specific circumstances (skirmish/siege/info linked and snaked). If you need to have 2-3 ships just to make a weapon system viable against something it should be balanced against in the first place then your fleetcomp is not a standard everyday thing that anyone can do at any time. |

Arthur Aihaken
The.VOID
2760
|
Posted - 2014.01.12 03:32:00 -
[3955] - Quote
Just a brief RHML PvE update with some feedback... There are many takes on the ultimate L4 mission ship, but I have to say my favourite is the Rattlesnake. There's a 1000+ DPS L4 fit floating around that's quite popular, but I took mine to the next level...
Without giving away the fit (sorry), one tip I will pass along is to swap out the four standard cruise launchers for rapid heavy missile launchers. This actually does the same DPS, the RHMLs fit easier and you almost have the same number of volleys (23 vs. 27). When you consider the reduced damage application of cruise missile against non-battleships, the damage is probably higher with heavy missiles. Plus you don't need to run rigors or expensive implants to improve damage application against frigates (which cruisers missiles are borderline useless at). Most importantly, this frees up two low slots that you can run a signal amplifier and damage control to boost your range, lock speed and EHP. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
112
|
Posted - 2014.01.12 03:35:00 -
[3956] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:Sgt Ocker wrote:In a lot of pvp situations you will need to be in point range (at least) so whatever range advantage missiles may have is pretty much mute... It's "moot", but I get your point.  Range can definitely have an advantage if you're shooting at a particularly fast ship. I had an Interceptor outrun my light missiles. Not because his ship was faster, but just fast enough to run out the range. And it isn't even moot. If your fleet contains an Arazu, Lachesis or Keres then "point range" means the following: T2 disruptor with heat - 57.600km Republic Fleet with heat - 72km T2 disruptor with (unimplanted) cyclone fleet boost - 71.4km republic fleet disruptor with (unimplanted) cyclone fleet boost - 89.2km in which case the range versatility of heavy missiles is very relevant indeed. 2 ships brawling in a 1v1 is a nice thought experiment, but it only actually happens regularly on SISI. The vast majority of real fights involve more than 2 ships. If your fleet has 6 or more, you'd be wise to consider a lachesis/Huginn pair as part of the makeup if you're sporting heavy missiles as the means of delivering dps. If you do this, your primary target, who will be burning towards (or away from) you under MWD will take full damage from HMLs. If he's sporting short range weapons, he'll die in a fireball before ever landing a shot. PVP is not won by thought experiments and hypothetical arguments. It's won through superior tactics that match your available hardware. And most of all it seems it is won if your not playing solo or in a T1 gang.. Funny that, if you have a T2 gang you can use missiles but if you don't - well use something else.
Thanks Mournful.. you just proved the point I was trying to make.
Without the right support ships missiles aren't viable.
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Arthur Aihaken
The.VOID
2760
|
Posted - 2014.01.12 03:45:00 -
[3957] - Quote
Sgt Ocker wrote:Thanks Mournful.. you just proved the point I was trying to make. Without the right support ships missiles aren't viable. I think to be viable... we need to think outside the box. I went out 2 days in a Tengu with 2 different fits, and I had the least success with the "traditional" Caldari setup. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
59
|
Posted - 2014.01.12 04:09:00 -
[3958] - Quote
Sgt Ocker wrote:I am disposable wrote:Sgt Ocker wrote: As an extra, I'd likee to see the outcome of. HML Tengu Vs 250MM Rail Proteus - fighting in web and point range. I know a 100Mn AB Tengu is pretty good but how would it fair vs other T3's.
Neither of those ships would want to engage at that range. Are you saying they would not engage each other or at all in web range?? Some time ago I got caught jumping into a WH in a tengu by a prot. At the time I 'just' had the skills to fly the Tengu and should not have been jumping into an un-scouted WH but alas it did happen. Not sure about everyone else but I have often found myself in situations I don't want to be in and have numerous loss mails to show for it.
The bigger issue is that neither is likely to run webs. The Tengu's best bet however would be to get in as close as possible so as to get under the tracking of the rails. |

EvEa Deva
State War Academy Caldari State
428
|
Posted - 2014.01.12 11:06:00 -
[3959] - Quote
Dear CCP for the love of God stop derping missiles, thank you. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.13 00:00:00 -
[3960] - Quote
Arthur Aihaken wrote:Sgt Ocker wrote:Thanks Mournful.. you just proved the point I was trying to make. Without the right support ships missiles aren't viable. I think to be viable... we need to think outside the box. I went out 2 days in a Tengu with 2 different fits, and I had the least success with the "traditional" Caldari setup.
So here's a real-world situation. This engagement just took place. We ambushed and took down a heavily plated proteus and falcon (in revenge for an earlier loss).
kill mail
My toons were flying the stratios and damnation. The damnation arrived at the fight about 20 seconds after the stratios and I forgot to launch drones. It was fitted with 3 gang links and only four T2 heavy missile launchers. I was firing caldari nova fury heavy missiles for a total theoretical DPS of 250. My damage application skills on this toon are slightly imperfect.
The stratios was dual-rep with 3 small neutron blasters, void and ogres. Its theoretical DPS was 498 (about double). The drone and blaster skills on this toon are 100% perfect.
Note that the damnation did MORE THAN 50% of the damage that the stratios did. It applied exactly as much damage as the proteus.
I am perfectly satisfied with the performance of heavy missiles. Against this cruiser-sized target they perform exactly as well as bonused ogres and small blasters and seemingly better than bonused medium neutron blasters (although let's not get too carried away - the proteus had just popped a falcon so there could have been a targeting and maneuvering delay).
These are real numbers, in a real situation that is common in Eve. Webs are common, the vast majority of cruisers carry MWD. A warp scrambler leaves them extremely vulnerable to anything.
My fits: [Damnation, goody]
Armored Warfare Link - Passive Defense II Armored Warfare Link - Damage Control II Armored Warfare Link - Rapid Repair II 4x Heavy Missile Launcher II (Nova Fury Heavy Missile)
10MN Microwarpdrive II Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I Small Capacitor Booster II (Cap Booster 150)
Damage Control II 2x Energized Adaptive Nano Membrane II 1600mm Reinforced Steel Plates II 2x Ballistic Control System II
Medium Processor Overclocking Unit I Medium Trimark Armor Pump I
5x Vespa EC-600 5x Hammerhead II
[Stratios, covert gank- MC]
Covert Ops Cloaking Device II 3x Light Neutron Blaster II (Void S) True Sansha Medium Energy Neutralizer
Domination Warp Scrambler 10MN Afterburner II Federation Navy Stasis Webifier Medium Capacitor Booster II (Navy Cap Booster 400) Large Capacitor Battery II
Damage Control II 2x Energized Adaptive Nano Membrane II Medium Armor Repairer II Medium Ancillary Armor Repairer (Nanite Repair Paste)
Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump II Medium Anti-Explosive Pump II
4x Ogre II 5x Hammerhead II 5x Warrior II 3x Ogre II 4x Curator II 5x Vespa EC-600
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.13 00:57:00 -
[3961] - Quote
You also forget to mention that the blasters and ogres are shooting Kin / Thermal with that setup i'm negating the small amount of kin damage. Keep in mind that the absolute value of your damage of the stratios is higher due to some of it beeing kin, and thats beeing resist more.
Stratios 12765 / 20 * 100 = 63825 dam If it had 0 resists Damnation 7683 / 29 * 100 = 26493 dam if it had 0 resists
20 seconds of not beeing there = 250*20 = 5000 missing damage from not beeing there simultaneous.
26.493 + 5000 = 31.493 wich is less then your 50% of damage done.
That proteus had a MWD, and i can see your initial tackler had a scram and web, as well as your damnation haveing a web. So that means with a 168 minimum sig radius and a 126 max speed after 1 web, the heavy missiles do almost full damage. Did the Raven Have a paint on it, did someone apply the second web? if so the Heavy missiles indeed did there full dps.
Yes at first glance it looks like the heavy missile is behaveing adequatly, but you have to really -READ- the kills
Intresting note: Ogres have a shooting signature of only 125 with the proteus moveing at less then 300 m/s the damage application of the Ogres was better then your heavy missiles wich require a signature of 180 and less then 102 m/s (Damnation at Lvl 5 skills)
BTW: NICE KILL CONGRATS :D
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Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.13 08:29:00 -
[3962] - Quote
Kesthely wrote:You also forget to mention that the blasters and ogres are shooting Kin / Thermal with that setup i'm negating the small amount of kin damage. Keep in mind that the absolute value of your damage of the stratios is higher due to some of it beeing kin, and thats beeing resist more.
Stratios 12765 / 20 * 100 = 63825 dam If it had 0 resists Damnation 7683 / 29 * 100 = 26493 dam if it had 0 resists
20 seconds of not beeing there = 250*20 = 5000 missing damage from not beeing there simultaneous.
26.493 + 5000 = 31.493 wich is less then your 50% of damage done.
That proteus had a MWD, and i can see your initial tackler had a scram and web, as well as your damnation haveing a web. So that means with a 168 minimum sig radius and a 126 max speed after 1 web, the heavy missiles do almost full damage. Did the Raven Have a paint on it, did someone apply the second web? if so the Heavy missiles indeed did there full dps.
Yes at first glance it looks like the heavy missile is behaveing adequatly, but you have to really -READ- the kills
Intresting note: Ogres have a shooting signature of only 125 with the proteus moveing at less then 300 m/s the damage application of the Ogres was better then your heavy missiles wich require a signature of 180 and less then 102 m/s (Damnation at Lvl 5 skills)
BTW: NICE KILL CONGRATS :D
I take your point on the damage type, but that's rather the point of missiles isn't it? To be able to select damage type? That's part of what makes them so good.
Yes, the raven had a painter - of course!! Who would not fit a target painter to a raven? Again, this is just part of good pvp practice - optimising your available force projection.
Note that this particular damnation fit gave me a number of options - not only was I boosting the fleet, I could tackle (at the expense of another painter) or I could choose to keep range (which I would have done when facing a larger force). The stratios did not have this option. That's the price you pay for higher dps.
Yes the proteus had mwd. In most pvp, not taking one means you can't get into blaster range so all short range dps ships will carry one. My stratios has a very specialised fit for covertly tackling T3 wormhole pve tengus and staying alive long enough for help to arrive. In an engagement where it had to maneuver to catch a target, it would be of limited use, being reduced to curator damage only. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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I am disposable
Republic University Minmatar Republic
61
|
Posted - 2014.01.13 08:40:00 -
[3963] - Quote
Mournful Conciousness wrote: I take your point on the damage type, but that's rather the point of missiles isn't it? To be able to select damage type? That's part of what makes them so good.
Seeing as they aren't very good, not really. Also, Caldari hulls say hello. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.13 08:50:00 -
[3964] - Quote
I am disposable wrote:Mournful Conciousness wrote: I take your point on the damage type, but that's rather the point of missiles isn't it? To be able to select damage type? That's part of what makes them so good.
Seeing as they aren't very good, not really. Also, Caldari hulls say hello.
I guess if I agreed with you, I'd choose an absolution over the damnation. I also use a (caldari) nighthawk when the fleet is shield tanked. I have no issue with it.
That same toon also uses a covert ham tengu (overpowered!)
I've never been able to make caracals and the like work for me, so maybe this is where your missile discontent comes from? The weapons themselves are fine and quite well balanced. It's possible that some caldari hulls need a look, but I'm no expert there. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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I am disposable
Republic University Minmatar Republic
61
|
Posted - 2014.01.13 08:58:00 -
[3965] - Quote
Mournful Conciousness wrote:I am disposable wrote:Mournful Conciousness wrote: I take your point on the damage type, but that's rather the point of missiles isn't it? To be able to select damage type? That's part of what makes them so good.
Seeing as they aren't very good, not really. Also, Caldari hulls say hello. I guess if I agreed with you, I'd choose an absolution over the damnation. I also use a (caldari) nighthawk when the fleet is shield tanked. I have no issue with it. That same toon also uses a covert ham tengu (overpowered!) I've never been able to make caracals and the like work for me, so maybe this is where your missile discontent comes from? The weapons themselves are fine and quite well balanced. It's possible that some caldari hulls need a look, but I'm no expert there.
I'm happy for you that you are satisfied with missiles. The truth is though that outside of LMLs and torps on SBs, none of them are in the top 20 weapon systems in this game and missile doctrines are all but extinct at this point. That seems to support the arguments that myself and others are making regarding the overall poor quality of missile systems in PVP. Now for your purposes they may well be okay, but in the overall EVE PVP landscape they are anything but. |

Viceorvirtue
The Hatchery Team Liquid
40
|
Posted - 2014.01.13 09:05:00 -
[3966] - Quote
When a cruiser is scrammed, dual (possibly triple) webbed and target painted even cruise missiles are going to apply nearly full damage. The only thing you've shown with that kill is that fury heavy missiles do full damage when a target is scram/webbed and painted, yet not how little damage you apply even with cn or precision vs a target that is not scram/webbed and painted compared to hams and light missiles. You generally don't go scram/web on caldari hulls with hml because you don't have the damage to make up for throwing away your ability to tank which is why if youre going to be fighting in web range you bring hams. Hams give you the damage you need to make up for having far less tank due to requiring scram/web. This is why you rarely see solo hml boats because the majority of them cant afford to sacrifice their ability to stay on field in order to apply damage.
As far as missiles able to swap damage type that is exactly the reason the current iteration of rlms and rhml are considered worthless. They can't swap damage types when they need to (which is generally in the middle of combat) because they have a 40 second reload. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.13 11:49:00 -
[3967] - Quote
I am disposable wrote: I'm happy for you that you are satisfied with missiles. The truth is though that outside of LMLs and torps on SBs, none of them are in the top 20 weapon systems in this game and missile doctrines are all but extinct at this point. That seems to support the arguments that myself and others are making regarding the overall poor quality of missile systems in PVP. Now for your purposes they may well be okay, but in the overall EVE PVP landscape they are anything but.
That's one explanation. Another is that being a user of all weapon systems, I see the benefits and drawbacks of them all and use other modules to compensate.
Such modules include webs, scrams, target painters and neutralisers.
In the example above, of the destruction of a proteus (who had a gang of three more 2 systems away, so time was of the essence ), it would have been implausible to try to take him down with just missiles and a warp disruptor. It would have taken too long. But it would have been equally implausible to try to take him down with just railguns and disruptors also, which is an equivalent gunnery strategy.
This does not mean that railguns, missiles or disruptors are unuseable or poor quality. It simply means they have their place alongside supporting technologies.
Look at this encounter from the proteus pilot's point of view. He had 1 heavy and 1 medium neutraliser on him plus a falcon's worth of ECM. His guns did not work at all. He might argue that 'blasters suck' because they were neutralised in that fight. The truth is that blasters don't suck, it's just that I anticipated blasters and asked people to bring asymmetric weapons systems to defeat him quickly and without risk. Why fight him on his own terms?
Doctrines are fashions. They come and go and are largely the product of a single person in each corp or alliance (the head FC). A doctrine being the flavour of the day does not mean it's the only one that works. It just means it's one that happens to be one that works well enough for now. It does not mean there is not a better one waiting to be discovered and mandated, and it does not mean that it cannot be defeated through creative use of the myriad of weapon systems available in Eve.
This thread seems to be asking that missiles be effective in all situations and without support. This is an unreasonable request. It applies to no other weapon system.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.13 12:35:00 -
[3968] - Quote
On that kill, the HML shines in comparison, you have a combination setup that guarantees, that if your target is caught, your HML will apply full dps. Truth is, that that HML still isn't the only, or best choice, of medium sized weapons. Hams, Beam Lasers, and Artillery would probably been even more effective.
Like i said earlier, against slow large targets the HML performs good, its the fact that in an average scenario they will be performing less then what you would want.
What i'm pleeing for is the ability to be able to apply 100% of damage against an average cruiser sized weapon (sig 125) That wouldn't have changed the damage on this particular kill, but would make the heavy missile launcher workable in more scenarios, wich would reduce the amount of people feeling they have no other option then useing RLML for applying damage, and wich would in return make a lot of Frigate and destroyer sized pilots happy.
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Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.13 13:20:00 -
[3969] - Quote
I understand that, and increasing the missile velocity of HMLs may or may not we warranted. My earlier argument was that until we have measured HML and railgun (for example) damage application in all scenarios, including where the target has transversal velocity as well as radial, we all have no basis for comparison.
To say that "railguns are fine and missiles are worse" does not wash because there has been no impartial, methodical comparison. All we have is the collective subjective perception of missile users who have recently suffered a nerf - with respect, they are unlikely to be completely objective about the situation. They are feeling hard done by.
This I completely understand.
So, lets do the comparison.
What is the damage application of a 250mm railgun with antimatter at 18km against a 145m2 cruiser with afterburner?
[give me a few minutes to do the calculation]
Then let's com are that with the same for caldari navy HMLs at any range.
one sec...
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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I am disposable
Republic University Minmatar Republic
61
|
Posted - 2014.01.13 13:54:00 -
[3970] - Quote
Mournful Conciousness wrote: That's one explanation. Another is that being a user of all weapon systems, I see the benefits and drawbacks of them all and use other modules to compensate.
The key question to me is why LMLs and SB torps launchers are the only missile systems in the top 20. I'm still waiting for the "missiles are fine" crowd to come up with an explanation for that beyond the "usage isn't everything" argument. |
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Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.13 14:20:00 -
[3971] - Quote
Mournful Conciousness wrote: What is the damage application of a 250mm railgun with antimatter against a cruiser with afterburner?
Do that damage application again, but instead load it with Javelin, in fact i urge you to fit those 250 railguns with javelins on a Diemos, now compare those stats with a Ham Cerberus, or HML Cerberus but include javelin and spike ammo to the equation.
Mournful Conciousness wrote: Sorry, I'm still failing to see how missiles fall short.
Are you still saying this after that comparison? |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.13 14:26:00 -
[3972] - Quote
Javelins improve damage application at short range, at the expense of zero damage further out. So that's a trade-off which the missile launchers do not have to make.
A deimos does not get the tracking bonus. It will apply a great deal less damage than the proteus.
I chose the proteus because it gives rail guns the best possible chance to work well.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.13 17:53:00 -
[3973] - Quote
Apperently you don't know your redesigned Gallente gunboat, Deimos
With 200 rails, Javelin ammo, 3 Mag stabs and 2 tracking comps you outperform a ham cerb from 10 to 40 km with javelin, and from 50 to 94 Km with Spike With the same 200 Rails, if the target has the best possilbe transversal on you you do exactly the same applied dps from 40 to 60 km, or from 8 to 83 if you have the better transversal. With the same 200 rail setup you also beat the Rapid light current build from 8 to 25 km, if your able to keep your transversal, and from 90 km onwards.
So if your a somewhat competent pilot that means that regardless of what the Cerb is useing as weapons, you always have the upper hand from 10 to 25 km, with depending of what weapon is truelly fitted a lot more options.
The Deimos, with the 200 rail, and spike, behaves much like an autocannon, true it doesn't have the autocannon tracking, but its principle is the same (optimal 8.8 km with 31 km falloff (2x optimal range script) (those actually work the best on a deimos) with as added bonus, that if you swap ammo, you can shoot out to 94 km
Rails aren't bad, they can outshine missiles by far if properly used. And i'm not calling for a nerf rails, or nerf deimos, i'm just advocateing that saying "missiles are currently working fine", is more like the propaganda speech you hear on Fox -news-: We all hear it, we all sympathise with you that you actually believe it, but we know its just not the truth.
(no offense intended to those (in)directly affiliated to fox -news- or happen to like the show) |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.13 20:12:00 -
[3974] - Quote
The comparison I put forward did not use any damage application mods on either the railgun ship or the missile ship. These can be added. and the numbers recalculated.
It's fair to say the the cerberus lacks the option to fit damage application modules in lieu of ballistics. Rise has already hinted that modules like this are on the agenda. However, the cerberus can fit target painters, rigors and flares.
[placeholder for calculation results]
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Morwennon
Aliastra Gallente Federation
67
|
Posted - 2014.01.13 22:09:00 -
[3975] - Quote
This entire comparison is dumb as all hell (hi yes, let us talk about the ever so common AB stabber and also disregard the fact that maintaining low transversal against an ab ship of your own class is laughably trivial if you're mwd fit) but even within these stupid confines, it's remarkably disingenuous to compare one ship with four damage application modules (two rigs and two painters on your cerberus) to one with only two. Second, your damage figure for the cerberus includes its drones (60 dps worth of hobgoblins) whereas you strangely neglected the Deimos' rather bigger drone bay.
Even in this ridiculously artificial benchmarking scenario, If you compare the ships on an equal footing (i.e. without drones on either ship and with four damage application rigs/modules each), the cerberus does 206 dps to the target while the Deimos' dps peaks at 281 dps with javelin or 311 dps with faction antimatter. If you include drones on both sides, the Deimos' advantage naturally becomes much bigger because it fields more and bigger drones. Ceterum censeo, the RLML and HML nerfs must be undone. |

Viceorvirtue
The Hatchery Team Liquid
40
|
Posted - 2014.01.14 00:01:00 -
[3976] - Quote
So your cerb has 2 painters, a point and a prop mod, with 2 rigs designed for application. This leaves you with a single lse and 0 em resist outside of your dcu. We are forced to assume the fight starts on 0 because if it does not then you are ble to easily kite the stabber and win regardless. However you has what is likely a dual lse scram ab stabber on 0 with you and you have no tank outside of your single lse and a gaping em hole. Unless you get absurdly lucky with ecm drones you are going to lose that Cerberus to the stabber.
If the deimos has a defensive web (and its quite easy to get an armor tanked kiting deimos with 200mm rails and a defensive web to fly much like a Navy Omen) you basically load short range ammo and the stabber dies.
As far as he proper gunnery response to a proteus the ship you are looking for is the oracle, it can project north of 800 dps past 60km with reasonably good tracking using scorch and manual piloting. Unlike rails it does not run into the problem of hitting the proteus in its highest resists.
I am not arguing for rlm to be able to do everything, in fact let me go through what rlm was bad at before the 40 second reload change. Rlm was bad at fighting ships that had substantial amounts of buffer, and failed miserably against the popular dual rep sfi as well as many other dual rep cruisers. In a gang you were very easily ignored by enemy gangs with a single t1 logi, the reason for all of this is that rlm did about half the damage you would get out of an omen or a rail thorax.
The solution to this problem was to bring along ships designed to just provide large amounts of damage, main 3 ships being the oracle with megapulse and scorch, the typhoon with precision cruise, and the Ishtar with sentries. When solo you often had to force the opposing cruiser to chase you until it potentially capped out when using the dual lse cap booster fit. Most of its low dps problems were ignored by fitting a third lse which gave it enough uptime to just brawl with rlms, which was clearly absurd and has been fixed.
What I am complaining about is the same thing many other solo and small gang pvpers have said, 40 second reload prevents you from responding to any change in the fight and having such a high damage until this reload happens is potentially massively overpowered against light tackle. Changing it back to its previous iteration and gives light tackle more uptime in a small fight and lets you actually adapt to a new ship landing on field. As long as you keep the pg increase so triple lse and lse/xlasb cant be easily done then everything should be fine.
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Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.14 00:55:00 -
[3977] - Quote
The point of the comparison is to demonstrate that HMLs are equivalent in power to long range railguns, when all factors are considered.
If you disagree with the methodology of the comparison, by all means suggest an alternative. Until then, you'll look wiser not commenting.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
2766
|
Posted - 2014.01.14 01:01:00 -
[3978] - Quote
This has been an interesting side discussionGǪ Without agreeing or disagreeing one way or the other, I did want to offer a few points for considerationGǪ
GÇó Armor tank always beats shield tank. Armor gets a penalty to speed which can be offset with a nanofibers, but shield gets a penalty to signature which makes it easier for basically everything to hit - and there is no counter. GÇó Armor tanks can run twice the buffer as shield tanks, which can then be further expanded through Slave implants; Shields do not have a comparable implant buffer. GÇó Armor hulls typically have more capacitor, more grid, are faster and have a lower signature; Shield hulls (and let's just say "Caldari") are slower with larger signatures. GÇó Armor tanks benefit from passive adaptive plating and reactive armor hardeners, and there are no 0% gaps in any armor resistances. Armor tanks have the option of running active or passive fits, where shields are almost always active - making them highly susceptible to neutralizers and vampires. GÇó Armor tanks have basically all of their mid-slots free for EW, and many armor hulls receive bonuses for stasis webs, warp disruptors/scramblers and target painters. It's ironic when one considers the dependence on EW for missile damage application that Caldari hulls have zero target painter or web bonuses outside of the Golem. GÇó Armor hulls typically have larger drone capacity and bandwidth over shield hulls (*cough*, Caldari). GÇó Armor hulls that receive missile bonuses aren't pigeon-holed to a specific damage type (*wheeze*, Caldari).
Basically, any armor hull that can run missiles will smite a comparable shield hull. So maybe it isn't entirely a question of damage application - maybe Caldari hulls just suck outside of PvE. It would be interesting to see how Caldari ships would fare by trading a few mid slots for lows, more grid and larger capacitor - while retaining any shield bonuses. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2766
|
Posted - 2014.01.14 01:13:00 -
[3979] - Quote
Mournful Conciousness wrote:The point of the comparison is to demonstrate that HMLs are equivalent in power to long range railguns, when all factors are considered. I think the issue is that most Caldari ships are at an extreme advantage just by the nature of their layout. Take the Caracal, swap the shield and armor strength, reassign a mid to a low, buff the power grid and watch that thing just fly. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.14 01:27:00 -
[3980] - Quote
But to be fair, that is an entirely separate argument.
On the subject of missiles, I am 100% convinced that I am at no disadvantage when using them when compared to equivalent gunnery systems. Missile boats would benefit from the introduction of a missile version of the tracking enhancer. It would not increase damage application, but would leave shield missile pilots the option of fitting both a damage application mod plus 3 shield extender rigs, which is something they cannot currently do.
I have always favoured armour tanking (even when it really sucked) so I can't comment on the comparison of shield and armour tanks. However I would say that if you ask any fleet logi pilot he'll tell you that the fact that armour reps land at the end of the cycle has caused them to lose ships they were trying to save.
The shield (sort of) equivalent to slaves is crystals. These are often used in conjuction with blue pill to create unbeatable shield tanks in solo fights and small skirmishes. When I take a hyperion to a firefight I can only dream of having a armour boosting implant set...
Eve is swings and roundabouts. You have to take the rough with the smooth. But you should at least take comfort that the balancing team have done a pretty good job of balancing missiles and guns.
Now if they could only bring themselves to remove the silly RLMLs, all would be well again. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
2766
|
Posted - 2014.01.14 01:43:00 -
[3981] - Quote
Mournful Conciousness wrote:Missile boats would benefit from the introduction of a missile version of the tracking enhancer. It would not increase damage application, but would leave shield missile pilots the option of fitting both a damage application mod plus 3 shield extender rigs, which is something they cannot currently do. How does that not increase damage application then - just increase missile velocity? Because explosion radius and explosion velocity will improve damage application...
 I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.14 02:35:00 -
[3982] - Quote
The damage projection of HML missiles compared to other long range weapons is abysmal, the cerberus with all its bonuses, can't even keep up, and is the lowest in damage projection vs an Eagle, Muninn, Diemos and Zealot, but is still able to do 4x the damage projection as another HML bonused heavy assault cruiser, the Sacriledge. In addition to this poor damage projection The Cerberus gets trumped by all in terms of effective hp, sig radius or speed. Many times by multiple factors of this.
The sacriledge, even with a 50 Mbit drone bay, and 3 midslots dedicated to painting still doesn't do full damage projection, to achieve that you still need a 4th Target painter!
And this all is against a Cruiser sized target. Against a Assault frigate, the guns remarkably are still able to achieve 3x (worst possible transvesal) to 8x (no transversal) the applied dps than that of the missile counterparts before taking in webs and paints.
Against a Assault frigate, the missile users need 4 webs and paints to be competitive against the gun useing heavy assault ship if they can just keep their transversal down.
Haveing to apply 4 webs AND paints for a weapon system that is predominantly used by shield tankers vs keeping your transversal up, haveing a comparative weaker tank, sig radius or speed, is not balanced.
Yes on the cerberus the Heavy missile potentially has better ranged damage projection, but this is only after 83 km, a range the sacriledges Heavy Missiles can't even reach!
Its this flaw in mechanics for medium sized weapons that made everyone go to RLML's in the first place. Now with the 40 second reload time, even that system is useless in many scenarios. So missile users are limited to either crosstrain to a different weapon system, or forget about medium weapons as a whole |

Arthur Aihaken
The.VOID
2766
|
Posted - 2014.01.14 03:07:00 -
[3983] - Quote
Caldari ships suck, and players are mislead about the "real world" potential of HMLs as a result of PvE missioning. The solution is to revamp Caldari hulls and overhaul the PvE mission to feature fewer (more rewarding) NPC ships sporting actual PvP fits. I am currently away, traveling through time and will be returning last week. |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
91
|
Posted - 2014.01.14 03:16:00 -
[3984] - Quote
Arthur Aihaken wrote:Stuff about armor being better than shield Leave my hookbill alone!!!!!!!!
Oh wait... my hookbill is armor tanked :D |

Arthur Aihaken
The.VOID
2767
|
Posted - 2014.01.14 03:18:00 -
[3985] - Quote
Iyacia Cyric'ai wrote:Leave my hookbill alone!!!!!!!! Oh wait... my hookbill is armor tanked :D Exactly. Best PvP Hawk fit I've seen? Armor tank... I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2767
|
Posted - 2014.01.14 03:55:00 -
[3986] - Quote
Mournful, out of curiosityGǪ Why weren't you running a Nighthawk? Let me see if I can answer that for youGǪ
Caldari Battlecruiser skill bonus per level: 7.5% bonus to Heavy Assault and Heavy Missile Kinetic damage
Compare: 5x T2 HMLs, 3x T2 BCs, V skills. No drones - just missiles. GÇó Nighthawk: HML, 341 DPS; 1347 volley, 62.9km range, 78.7m ER / 122m/s EV GÇó Damnation: HML, 320 DPS; 2020 volley, 94.3km range, 105m ER / 122m/s EV
DPS is marginally less, but the Damnation outranges the Nighthawk by 50% - and volleys are 50% greater also. The Nighthawk gets a nice kinetic bump (not included here), but that's pretty easy to counterGǪ Damnation also gets 50mbit/s drone bandwidth/100m3 drone storage compared to the 25mbit/s drone bandwidth/25m3 drone storage on the Nighthawk. And since the Nighthawk can use rigs and Slave implants for tank, it can actually run 2 drone damage amplifiers if so desired. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.14 09:20:00 -
[3987] - Quote
Arthur Aihaken wrote:Mournful, out of curiosityGǪ Why weren't you running a Nighthawk? Let me see if I can answer that for youGǪ
Caldari Battlecruiser skill bonus per level: 7.5% bonus to Heavy Assault and Heavy Missile Kinetic damage
Compare: 5x T2 HMLs, 3x T2 BCs, V skills. No drones - just missiles. GÇó Nighthawk: HML, 341 DPS; 1347 volley, 62.9km range, 78.7m ER / 122m/s EV GÇó Damnation: HML, 320 DPS; 2020 volley, 94.3km range, 105m ER / 122m/s EV
DPS is marginally less, but the Damnation outranges the Nighthawk by 50% - and volleys are 50% greater also. The Nighthawk gets a nice kinetic bump (not included here), but that's pretty easy to counterGǪ Damnation also gets 50mbit/s drone bandwidth/100m3 drone storage compared to the 25mbit/s drone bandwidth/25m3 drone storage on the Nighthawk. And since the Nighthawk can use rigs and Slave implants for tank, it can actually run 2 drone damage amplifiers if so desired.
In the proteus gank? I took the damnation because I wanted to give my stratios the best survival opportunity, we had an oneiros cloaked on standby and this toon currently happens to be sporting a fed navy gang link implant which I use for giving armour and web boosts to our c6 fleet.
I have a nighthawk, eos, damnation and claymore all fitted up in the pos ready to go and I use them all.
The claymore and nighthawk are fitted with 5 hams and gang links. But yes, the damnation is a wonderful ship. Strong, good PG, can support neuts easily. It has enough ehp to survive for a while if the logi pilot discos.
When I mentioned that missile application mods would not increase damage application what I mean to say is that low slot exp radius and velocity mods would replace the rigs, leaving the rig slots available for tank. Stacking penalties would discourage fitting rigs and low slot mods in both cases.
In your above comparison, you have demonstrated that the nighthawk applies missile damage a good deal more effectively than a damnation at the cost of 5% of dps. For my purposes the range penalty is not an enormous issue. The nighthawk is very attractive to me in a shield fleet. It can of course also fit 4bcs without compromising tank to make up for the deficiency.
Granted, it's not quite as strong and carries less tackle.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.14 12:53:00 -
[3988] - Quote
I have a wry smile on my face at this point, as only 24 months ago I was lamenting how badly armour tanking sucked in comparison to shield, and how it was not possible to fit any gallente ship to stand a real chance in pvp. Really, at the time Gallente ships were the laughing stock of the pvp community. They were overwhelmed by shield tanked drakes and hurricanes.
It seems that the wheel has turned somewhat since then, or is it that in Eve we all assume that our chosen ship is the worst in all engagements?
Could it be that there is bias in our recollection, in that we have stronger memories of fights lost than fights won?
I would still not consider taking a myrmidon or brutix to a fight - their capacitors are not strong enough to allow them to survive. I would take a drake, but only with logistics available. But a cyclone... now that's a hell of a ship - even solo.
Solo, the deimos and ishtar shine in a way that other hacs cannot. Having said that, I have 1v1'd a well-fitted cerberus in an ishtar and was unable to make headway into its tank. Eventually (we're talking 20 minutes here) he managed to kill all my drones and start working on exhausting my cap charge supply. Of course this kind of fight can only happen on SiSi. On tranquility, 20 minutes of non-stop pvp may as well be an eternity. It won't be a 1v1 for long...
I've also had a lot of success with the sacrilege, and friends of mine swear by the zealot. The vagabond is of course without peer for kiting blaster ships, particularly now that its capacitor is so strong it can MWD permanently.
I think there are a lot of options in Eve right now. Many more than there were 2 years ago. It's not perfect, but it's light years ahead of where it was. In those days you flew a drake or a hurricane or you died in a fireball.
And as Rise has said, we have missile damage application mods to come. When they arrive, shield missile ships are likely to start to outperform armour missile ships. Particularly the nighthawk!
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
2767
|
Posted - 2014.01.14 13:29:00 -
[3989] - Quote
Mournful Conciousness wrote:Could it be that there is bias in our recollection, in that we have stronger memories of fights lost than fights won? ProbablyGǪ 
Quote:And as Rise has said, we have missile damage application mods to come. When they arrive, shield missile ships are likely to start to outperform armour missile ships. Particularly the nighthawk! That would be a welcome change. In the interim, my brief fling with Amarr missile ships is turning into a full-fledged courtship. I can't stand the way Minmatar ships look on general principal, and I've grown bored with Caldari hulls. Maybe I'll train for a missile Legion next... I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
454
|
Posted - 2014.01.14 14:07:00 -
[3990] - Quote
Arthur Aihaken wrote: That would be a welcome change. In the interim, my brief fling with Amarr missile ships is turning into a full-fledged courtship. I can't stand the way Minmatar ships look on general principal, and I've grown bored with Caldari hulls. Maybe I'll train for a missile Legion next...
I would say that this is starting to look like a natural and normal evolution of your experience in Eve.
I think very often people are advised to start the game in caldari and gallente ships - they are after all the kings of PVE, to be later drawn either towards the brash elegance of the shiny imperial death bricks, or the guerrilla-style minmatar death traps.
In a fleet fight, i'm always happy to have amarr ships around me. I can rely on them still being there on the next server tick...
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
2769
|
Posted - 2014.01.14 16:55:00 -
[3991] - Quote
Mournful Conciousness wrote:I would say that this is starting to look like a natural and normal evolution of your experience in Eve.
I think very often people are advised to start the game in caldari and gallente ships - they are after all the kings of PVE, to be later drawn either towards the brash elegance of the shiny imperial death bricks, or the guerrilla-style minmatar death traps.
In a fleet fight, i'm always happy to have amarr ships around me. I can rely on them still being there on the next server tick...
I know this is a poor excuse, but I was drawn to the Caldari because I liked the aesthetic appeal of the ships as a whole. But this is a valid observation, and I can't help but think that the root of the problem is how PvE is treated in EVE. I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.14 16:56:00 -
[3992] - Quote
Mournful Conciousness wrote:
And as Rise has said, we have missile damage application mods to come. When they arrive, shield missile ships are likely to start to outperform armour missile ships. Particularly the nighthawk!
Depending only on what becomes available ofcourse. Armor tank is still Better then shield, and on current mechanics a ham Sacriledge is scary if you use ahac principles in a fleet. if like guns they get the equivalent of tracking computers, and thus can opt to increase the damage application (short range small targets) or increase the range vs larger targets the sacrilege can become a truelly terror to bigger sig radius ships (battlecruiser and battleship blobs) due to sig tanking ahac mechanics.
Improveing damage application on Ham, HML and Torpedo's is a must; allowing more flexibility to the fits (or even in fights) with range / damage application altering mods is a must as well.
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Arthur Aihaken
The.VOID
2769
|
Posted - 2014.01.14 17:16:00 -
[3993] - Quote
Kesthely wrote:Improveing damage application on Ham, HML and Torpedo's is a must; allowing more flexibility to the fits (or even in fights) with range / damage application altering mods is a must as well. Truth be told, they just need to get rid of the Caldari-specific kinetic damage bonuses. I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.15 05:05:00 -
[3994] - Quote
so missle application mods where would we place those: lows - would need to saccrifice BCUs so we would need to go with some damage rigs and sacrifice 1-2 tank rigs - seems a bad idea mids - so this one looks easy just kick the tps and replace but wait shield tanked ships tend to have 0-2 tps at best rest is tank and webs / points - hmm so we get into 2 problems we make tps obsolete and we get into no space to fit those - seems its time to remake TPs high - missle ships usualy have 1 spare high slot so maybe those could go in here but that application mod would need to have so absurd stats since it would need to make a difference on the stats with just 1 mod |

I am disposable
Republic University Minmatar Republic
62
|
Posted - 2014.01.15 06:50:00 -
[3995] - Quote
Vinyl 41 wrote:so missle application mods where would we place those: lows - would need to saccrifice BCUs so we would need to go with some damage rigs and sacrifice 1-2 tank rigs - seems a bad idea
Swapping out the third BCU that is so common on shield tanking missile boats would yield much better results in most cases. Armor tanking missile boats might have trouble fitting them but they have more flexibility in mid slots for TPs and/or webs. I think it's obvious that low slots are where such modules should go. |

Arthur Aihaken
The.VOID
2774
|
Posted - 2014.01.15 07:02:00 -
[3996] - Quote
Lows would be preferable for a ballistic enhancer. I'd even trade a few more mids for lows so I can run an armor tank instead. I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.15 07:18:00 -
[3997] - Quote
I am disposable wrote:Vinyl 41 wrote:so missle application mods where would we place those: lows - would need to saccrifice BCUs so we would need to go with some damage rigs and sacrifice 1-2 tank rigs - seems a bad idea Swapping out the third BCU that is so common on shield tanking missile boats would yield much better results in most cases. Armor tanking missile boats might have trouble fitting them but they have more flexibility in mid slots for TPs and/or webs. I think it's obvious that low slots are where such modules should go.
this still leaves us with what 1 aplication ench so what ******* godly % to stats must it add to make the missles work - this leaves the same problem as making it a high slot mod - you would need 2 of those to make them balanced and thats kinda gimping your damage or fit best would be to make a remake the TP mechanics to the proposed missle aplication enchanters |

Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.15 10:39:00 -
[3998] - Quote
Arthur Aihaken wrote:Kesthely wrote:Improveing damage application on Ham, HML and Torpedo's is a must; allowing more flexibility to the fits (or even in fights) with range / damage application altering mods is a must as well. Truth be told, they just need to get rid of the Caldari-specific kinetic damage bonuses.
In favor of what? Eg Cerberus has a kin bonus, but even with that kinetic bonus its missiles compare poorly compared with other hacs, switching to allround bonus allows more flexibility yes, but it still doesn't improve the fact that it still poorly compared with other hacs in terms of damage application.
Its paper dps, is good, better even then some or most other hacs but its the application of that dps where its lacking severly 1/3rd more paper dps results in 1/2 applied dps or worse.
a single bonus like the caldari missile boats get isn't optimal, but its far from the worst thing thats happening. Look at it this way, if you see a fleet of zealots, you know your going to face EM/Therm damage, if you see Deimos, you know that Kin/Therm is the thing to worry about, and if you see vagabonds its Kin/Exp, seeing a Cerberus and knowing your probably going to face Kin isn't the worst thing, but knowing that if you face cerbs that you only have to take out the tackle to reduce the fleets dps by 50% is!
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Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.15 11:03:00 -
[3999] - Quote
so how to change TP mechanics well how about we add a bonus to missle application but only for the ship thats causing the effect leaving the global signature radius there ( maybe a 15% radius and 10% velocity - numbers just out of head ofc those would be stacking penalized ) or maybe smt similar could get incorporated into a new skill that when atacking a painted target your missles get 2% ( once again a random number ) per lvl increased aplication stats
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Mournful Conciousness
Embers Children TOHA Conglomerate
455
|
Posted - 2014.01.15 16:46:00 -
[4000] - Quote
Vinyl 41 wrote:...so what ******* godly % to stats must it add to make the missles work ...
Missiles do work, just not the way you'd like them to.
The trick in eve is to adapt one's strategy to the tools available. I can assure you that the CCP devs will not make the tools you want, because they know that you (and I) are biased, favouring tools that give us all the advantages and none of the drawbacks.
The way to look at your chosen weapons system is not from your own eyes, seeing your vulnerabilities, but from your target's perspective. What will he be worrying about when he encounters you? Can you do something to your ship that will make his day worse?
Start thinking this way and your fits and strategies, whether using missiles or any other weapon, will become more successful. It's not a natural way to think unless you were born a psychopath - humans are generally not natural killers of other humans. But this is what you must train yourself to do - exploit the weak, and drive home your victory without a second thought.
It's common for early eve PVPers to feel a sense of "sunk cost" in their chosen strategy, fit or selection of weapons - often in all situations. Every opponent is different, with different vulnerabilities and strengths. Missiles are not suitable for every pvp encounter. Neither are blasters, or afterburners, or microwarp drives. Some ships are just so good that no other single ship can defeat them at all. When these guys are encountered, it's not your weapon's fault. It's the fact that your opponent made the better ship selection that day (or you made the wrong call in engaging him).
You have to learn to roll with it.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.15 17:04:00 -
[4001] - Quote
im not that biased towards any weapon system for me missles should be a below avarage dps system that should reliable apply its damage over the whole range - kinda like a DoT effect |

Arthur Aihaken
The.VOID
2776
|
Posted - 2014.01.15 17:41:00 -
[4002] - Quote
Kesthely wrote:In favor of what? Eg Cerberus has a kin bonus, but even with that kinetic bonus its missiles compare poorly compared with other hacs, switching to allround bonus allows more flexibility yes, but it still doesn't improve the fact that it still poorly compared with other hacs in terms of damage application. Just changing it to a standard missile damage bonus would go a long way with damage application. It might even be enough without a ballistic enhancer module.
Vinyl 41 wrote:so how to change TP mechanicsGǪ I'm inclined to leave TP mechanics the way they are, as they're a form of EW. Truthfully, stasis webs are overpowered - and that's part of the problem. They should really have a 20-30% effect (max), because they make it altogether too easy to apply damage. What we really need is a low-slot passive ballistic enhancer that yields -10% explosion radius, +10% explosion velocity and say 5-10% missile velocity (stacking penalized with other modules and rigs, of course). This would then take the place of a third or fourth ballistic controller.
Mournful Conciousness wrote:The way to look at your chosen weapons system is not from your own eyes, seeing your vulnerabilities, but from your target's perspective. What will he be worrying about when he encounters you? Can you do something to your ship that will make his day worse? Don't bring a missile to a gun fight, and if you find yourself in a fair fight - you're doing it wrong.  I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.15 17:58:00 -
[4003] - Quote
problem is that TP in its current form is considered medicore at best - im sick of the jokes that you need 10 TPs and 10 webs to make most missles work most pvp ships have at best 3 bcus so giving away 2 of those will gimp the dps very hard forcing you to invest into rigs - thats a tricky situation - ofc CCP could up the base damage on some missles here but thats not gonna happen |

Arthur Aihaken
The.VOID
2776
|
Posted - 2014.01.15 18:26:00 -
[4004] - Quote
Vinyl 41 wrote:problem is that TP in its current form is considered medicore at best - im sick of the jokes that you need 10 TPs and 10 webs to make most missles work I think if you look at the effective range for TPs they're more suitable as fleet or support tools than active PvP. And it's not quite as extreme as needing 10 EW modules; rigors will trump a target painter and a web will trump both combined. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
122
|
Posted - 2014.01.15 18:45:00 -
[4005] - Quote
Arthur Aihaken wrote:Vinyl 41 wrote:problem is that TP in its current form is considered medicore at best - im sick of the jokes that you need 10 TPs and 10 webs to make most missles work I think if you look at the effective range for TPs they're more suitable as fleet or support tools than active PvP. I would agree with that statement. Also that TP's aren't a missile support, they're support for every weapon type.
If any module or mechanic were to be changed or added in this sense, I would want some type of way to scram targets at range and make use of the real range of the long range missiles. Balance would be key; it would have to have drawbacks that would make situation and not just an automatic choice, possibly a velocity reduction to the ship or a sig bloom on the host ship so that you would not want to use it in close range. Those are just off the top of my head, but I think a module like this would add a dimension to combat while, if balanced properly, not providing an OP module.
Maybe, in keeping with passive tank, it would have a short cycle time and a large cap usage? Or possibly, due to interference from the host ship, it would have a minimum activation range of 30km?
I realize that I threw out an idea without numbers, but I'm not that deep into Eve mechanics that I can come up with a raw-data prototype. |

Mournful Conciousness
Embers Children TOHA Conglomerate
455
|
Posted - 2014.01.15 18:50:00 -
[4006] - Quote
Arthur Aihaken wrote:Vinyl 41 wrote:problem is that TP in its current form is considered medicore at best - im sick of the jokes that you need 10 TPs and 10 webs to make most missles work I think if you look at the effective range for TPs they're more suitable as fleet or support tools than active PvP. And it's not quite as extreme as needing 10 EW modules; rigors will trump a target painter and a web will trump both combined.
Target painters are epically good! The problem is that unless you trawl through your own client logs you can't see what an incredible effect they have on damage application of all weapon systems - particularly when using large weapons on a smaller target.
An extreme example of this is easily* observed when running escalated c5 and c6 sites with dreads etc. 3 webs on a BS allows you to hit it (some of the time). 3 webs and 2 target painters means you hit it for full devastating effect.
* ignoring the very not-easy process of getting your POS and fleet set up in the WH, and the even more difficult process of getting enough willing, capable people into the right ships at the right time... sigh
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.15 19:04:00 -
[4007] - Quote
still guys TPs offer the most benefits to missles mostly sure they give benefits to all but missles get the most of this becaue on how the missles formulas work and the huge range on TPs is idealy suited to support long range missle platforms if you want to use short range missles your allways better with an "op" web but to clarify things here ive done 2 proposals 1 to change TPs mechanics and there was a second one to add a new skill that would increase missle aplication on TP targets by 2-3% per lvl ( we could call it advanced missle guidance ) this way we would get the same benefits as on the proposed new module without any serious drawbacks |

Arthur Aihaken
The.VOID
2776
|
Posted - 2014.01.15 20:18:00 -
[4008] - Quote
Vinyl 41 wrote:still guys TPs offer the most benefits to missles mostly sure they give benefits to all but missles get the most of this becaue on how the missles formulas work and the huge range on TPs is idealy suited to support long range missle platforms if you want to use short range missles your allways better with an "op" web Actually, not disagree with you - but you get more bang with rigors than target painters. Let's use a Caracal for example. Using 3 rig slots for two medium core defense field extenders and a medium anti-EM screen reinforce you get a +30% bonus to your shields (+639) at the cost of a +15% signature hit (18.75m); you then lose an additional medium slot for a target painter. Now if you instead went with three rigors, this improves your explosion radius by 45% - and works automatically on all targets (with target painters you only gain the damage application to those targets). Take the medium slot you would've used for a target painter and instead substitute a large shield extender. That gives you a +223% shield increase (+2625) for a token penalty of a +20% signature hit (+20m). I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2776
|
Posted - 2014.01.16 01:44:00 -
[4009] - Quote
Rubicon 1.1 is out in 2 weeks. What if anything can we be hopeful for in this timeframe? Ammunition bump? I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
65
|
Posted - 2014.01.16 02:28:00 -
[4010] - Quote
Another thing is with Target painters, they reduced the optimal range and increased the falloff range. In effect this means that the usefullness for LONG range missiles is pretty sketchy at best.
At all Lvl 5, you have an optimal of 45 km with target painters. HML, the first long range missiles that truelly benefit from painters, have a range of 63km on an unbonused ranged hull, at that range, the effect, similar to a gun shooting in falloff is already reduced significantly. Not to mention, at this range it also suffers from missing.
45km Range optimal is medium range at best, a few cruisers, can reach that far already with short range guns, it definatly puts you in range of drones and all of the "long range" guns.
In order to make the Target painter usefull for long range guns, youd have to use range rigs, wich uses up your rig slots, wich as stated previously can be put to much more effect with rigors.
So in order to get the desired effect out of Target painters youd need a ship with a bonus to optimal range, currently only 2 exist the Vigil, and the Hyena.
The Hyena is a wonderfull ship, but, because the unbalance of Webs, and the more practical uses of those, most Hyena pilots, and fleet commanders for that matter will insist it brings webs. So we effectively have the Vigil left. Finding a competent Vigil pilot that also has max targetpainting skills is pretty rare to say the least. To Make the Vigil work in fleets designed with missiles it needs to have 2 signal amplifiers, 2 target painters a mwd, and 3 partical dispersion projectors. That leaves you with 2 midslots, on wich one you want to put a cap recharger to make it stable, and you have one mid left for a small shield extender. you have 2 highs left, but not the power to fit in 2 light missile launchers, wich btw only have a max range of 42 km, so your stuck with either defensive rocket launcher systems, or fit it with drone link augmenters to get your drone control range up.
But the endresult is that you have a paperthin Vigil going 3.5 km/s with a lock range of 133km, and 2 targetpainters with an optimal of 106 km with a 51% increase in sig radius. (Give him a web drone for crying out loud!)
In anycase such pilot is often better off in other ships like Rapier or Huginn, wich automaticly fall back to webs
Did i mention that the dps increase of a maxed out HML cerberus is only 20 paired with this thing vs frigates? (both ab and mwd) (but an impressive 150 vs cruisers, bringing it to its max dps) |
|

Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.16 08:03:00 -
[4011] - Quote
yes yes we know that webs are like a swiss army knife - just to good to replace them and pls can we stop poiting out that HML are bad - we allready know that very good not gonna coment on that caracal idea - persolnaly dont like it but it could work in a 3-4 people group with a dedicated tanked tackler and and im eagerly waiting for the "a wild RISE apeared, hes gonna post" moment with a bunch of news on the rapids fix  |

Vinyl 41
Perkone Academy
15
|
Posted - 2014.01.16 15:32:00 -
[4012] - Quote
so were getting a TP nerf now how will that change to our evil plan of creating the op missles system ? |

Arthur Aihaken
The.VOID
2777
|
Posted - 2014.01.16 17:23:00 -
[4013] - Quote
Vinyl 41 wrote:so were getting a TP nerf now how will that change to our evil plan of creating the op missles system ? Target painters - now with 10% more suckGǪ As I indicated: Rigors, rigors, rigors... I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
19
|
Posted - 2014.01.16 17:34:00 -
[4014] - Quote
seems CCP is doing whatever possible to increase the importance of webs on every possible ship type by nerfing eerything else - no love for kite warfare |

Arthur Aihaken
The.VOID
2777
|
Posted - 2014.01.16 17:40:00 -
[4015] - Quote
Vinyl 41 wrote:seems CCP is doing whatever possible to increase the importance of webs on every possible ship type by nerfing eerything else - no love for kite warfare "Cry havoc and let slip the dogs of war!" GǪ I'm anticipating a near-riot with the drone changes, so this should be good. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
456
|
Posted - 2014.01.16 18:25:00 -
[4016] - Quote
Arthur Aihaken wrote:Vinyl 41 wrote:seems CCP is doing whatever possible to increase the importance of webs on every possible ship type by nerfing eerything else - no love for kite warfare "Cry havoc and let slip the dogs of war!" GǪ I'm anticipating a near-riot with the drone changes, so this should be good. I don't necessarily feel as bad about RLMLs anymore with the long list of things that got a nerf today...
Oh interesting! Thanks for bringing this to my attention. The omnidirectional tracking link change is effectively a nerf for ishtars and dominix for long range work (probably a reasonable change). It's also therefore an indirect buff for cruise missile ships (or at least tips the balance of choice in the direction of their selection).
They still need to stop 1 person from controlling all the sentries in a fleet though...
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2777
|
Posted - 2014.01.16 18:30:00 -
[4017] - Quote
Mournful Conciousness wrote:Oh interesting! Thanks for bringing this to my attention. The omnidirectional tracking link change is effectively a nerf for ishtars and dominix for long range work (probably a reasonable change). It's also therefore an indirect buff for cruise missile ships (or at least tips the balance of choice in the direction of their selection).
They still need to stop 1 person from controlling all the sentries in a fleet thoughGǪ There's a subtle irony in the fact that you can't bring Dreadnoughts into high-sec to participate in the next wave of Jita riots. Not that they'll necessarily be able to hit the statueGǪ 
And yes, drone assist totally needs to die a horrible death... I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
20
|
Posted - 2014.01.16 18:34:00 -
[4018] - Quote
nothing rly changes to my beloved cruise golem besides that not the 3rd painter now has some uses  but sudenly my 2 tp hml cerb got somehow worse - thats a strange feeling when you know its allready bad and the second moment it gets even worse |

Mournful Conciousness
Embers Children TOHA Conglomerate
456
|
Posted - 2014.01.16 18:40:00 -
[4019] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:Oh interesting! Thanks for bringing this to my attention. The omnidirectional tracking link change is effectively a nerf for ishtars and dominix for long range work (probably a reasonable change). It's also therefore an indirect buff for cruise missile ships (or at least tips the balance of choice in the direction of their selection).
They still need to stop 1 person from controlling all the sentries in a fleet thoughGǪ There's a subtle irony in the fact that you can't bring Dreadnoughts into high-sec to participate in the next wave of Jita riots. Not that they'll necessarily be able to hit the statueGǪ  And yes, drone assist totally needs to die a horrible death...
The C5/C6 community (myself included) will feel the ill effects of this. Dreads are currently only just able to track the sleeper battleships. We'll have to rethink the tracking/painting tactics again. This might even force me to buy some implants and re-consider bringing rapiers instead of lokis. We traded down (in terms of target painting) to lokis because rapiers get easily capped out in a c6.
Making c5/c6 life harder may well push more people out of wormholes and into hisec incursions, which I think will be a shame. That's a shame because until incursions, wormholes were very fun places to be.
Ah well, the only constant in life is change. Adapt or die...
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2014.01.16 19:00:00 -
[4020] - Quote
Arthur Aihaken wrote:Vinyl 41 wrote:so were getting a TP nerf now how will that change to our evil plan of creating the op missles system ? Target painters - now with 10% more suckGǪ As I indicated: Rigors, rigors, rigors...
So... did you miss the part that target painters can OH now giving an additional 20% bonus? And please tell me how you intend to hold a target at the original range of tp? I welcome the tp change. An extra 20% sig bump in exchange for module management is agood trade, especially for missile boats. Your normal longpoint ham caracal hits out to 30km approx. Optimal on tp is 45km, whats to be sad about? 1.1 is sort of a phantom buff to missile boats, least if you use a tp. |
|

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
122
|
Posted - 2014.01.16 19:29:00 -
[4021] - Quote
Stitch Kaneland wrote:Arthur Aihaken wrote:Vinyl 41 wrote:so were getting a TP nerf now how will that change to our evil plan of creating the op missles system ? Target painters - now with 10% more suckGǪ As I indicated: Rigors, rigors, rigors... So... did you miss the part that target painters can OH now giving an additional 20% bonus? And please tell me how you intend to hold a target at the original range of tp? I welcome the tp change. An extra 20% sig bump in exchange for module management is agood trade, especially for missile boats. Your normal longpoint ham caracal hits out to 30km approx. Optimal on tp is 45km, whats to be sad about? 1.1 is sort of a phantom buff to missile boats, least if you use a tp. Because the change does nothing to help long range missiles like we've been asking for, it's not the only thing we've been asking for but it's one of them. Maybe a bigger problem is that there is no way to hold a target at any long range without assistance and having what amounts to a split fleet. Edit: Or I just want too much. Both are a possibility.  |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2014.01.16 19:45:00 -
[4022] - Quote
Quote: Because the change does nothing to help long range missiles like we've been asking for, it's not the only thing we've been asking for but it's one of them Maybe a bigger problem is that there is no way to hold a target at any long range without assistance and having what amounts to a split fleet.
So.. did you miss the part about the 20% buff to tp when OH? How does that not help damage application? If you mention because it lost range, then i will repeat... how do you intend to point and hold a target at 45+ km with a t2 point caracal or bellicose?
Your second statement... no. We don't need a 45km web/point on unbonused hulls just so you can solo with heavies. Heavies need a buff/tweak, that's it. We don't need a new module or crazy theory to hold targets at ridiculous ranges. |

Vinyl 41
Perkone Academy
21
|
Posted - 2014.01.16 20:02:00 -
[4023] - Quote
dont hype about that 20% since the real difference from current values will be whooping 8% more so even if your using hams there wont be that big of a difference in the aplication besides that if you insist on using it to long you will lose the benefit totaly that will translate to a more or less marginal damage increase for a short time - and all that available only to the pvp guys since who will use OH on TPs in pve rly |

Mournful Conciousness
Embers Children TOHA Conglomerate
456
|
Posted - 2014.01.16 20:36:00 -
[4024] - Quote
Stitch Kaneland wrote:Quote: Because the change does nothing to help long range missiles like we've been asking for, it's not the only thing we've been asking for but it's one of them Maybe a bigger problem is that there is no way to hold a target at any long range without assistance and having what amounts to a split fleet.
So.. did you miss the part about the 20% buff to tp when OH? How does that not help damage application? If you mention because it lost range, then i will repeat... how do you intend to point and hold a target at 45+ km with a t2 point caracal or bellicose? Your second statement... no. We don't need a 45km web/point on unbonused hulls just so you can solo with heavies. Heavies need a buff/tweak, that's it. We don't need a new module or crazy theory to hold targets at ridiculous ranges.
Requiring a T2 ship to hold targets at long range is a challenge for all fleets. Not just missile fleets.
Stop whining.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2777
|
Posted - 2014.01.16 21:23:00 -
[4025] - Quote
Stitch Kaneland wrote:So.. did you miss the part about the 20% buff to tp when OH? How does that not help damage application? Yes, because everyone runs their TPs overheated in PvEGǪ For all intents and purposes it's a nerf. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
456
|
Posted - 2014.01.16 22:42:00 -
[4026] - Quote
Arthur Aihaken wrote:Stitch Kaneland wrote:So.. did you miss the part about the 20% buff to tp when OH? How does that not help damage application? Yes, because everyone runs their TPs overheated in PvEGǪ For all intents and purposes it's a nerf. Not that I really care, since I've been trying to point out that from a single player standpoint you're further ahead with rigors (and even more so in Rubicon 1.1).
To be fair though, in PVE everything flies towards you once aggroed so it's not really an issue.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2778
|
Posted - 2014.01.16 23:20:00 -
[4027] - Quote
Mournful Conciousness wrote:To be fair though, in PVE everything flies towards you once aggroed so it's not really an issue. To be sure. My point was I just don't see players running overheated TPs for PvE, as they'll either be the support ship painting targets or the solo player who's looking to improve damage application. In either case, since the TPs will be running near constantly - overheating doesn't necessarily make a lot of sense. I'm not even sure there's enough of a benefit in solo PvP to overheat TPs because the benefit is marginal at best and you're reducing your ability to overheat other mid modules such as afterburners, stasis webs, etc.
Mournful Conciousness wrote:Ah well, the only constant in life is change. Adapt or die... I think you really nailed it with this. So with this morning's drone and related changes, thus ends my brief love affair with them. Back to missiles and my Tengu. I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
67
|
Posted - 2014.01.17 00:15:00 -
[4028] - Quote
The TP "Buff" in reality is a nerf, since its base value is dropped by 10%.
In any regards, against similar sized (eg medium sized ship with medium sized missile) you still need 2 target painters, and then it doesn't matter if its with the reduced -10%, its current value or its +8% increased value. Overheating in this case has little or no effect.
The difference starts when your trying to shoot smaller stuff (Eg frigates with Heavy missiles) Because of the ratio of Required Sig radius to actual sig radius the +8% of overheated, does little or no effect vs the -10%. In overall use there both aproximatly 1% of current values. So yes, for the duration you can overheat you do 1% more damage application, for all the time that you can't you do 1% less.
Target Painters have a 5 second cycle time. That means that they will have a verry high Heat to duration time, wich fixes the overheat time to a verry limited time.
10 seconds of overheating probably already causes damage to it, 1 minute or more, probably made one or more midslot modules burn out. And thats not even considering overheating with a Mwd, or Point, scram or web next to your target painter.
In effect theres really a verry small margin in PvP where you truelly benefit from overheating it.
So, with that explained, you have the -10% reduced stats while not overheating, combine that with the fact that tracking computers (a gun only module) gets a +15% (Yes double in effect that the actuall targetpainter) bonus while overheating, with no reduction of its base statistics. You get a better value, allowing for more range, or better tracking, outscaleing the gun even more in comparison to missiles, with no drawback.
A last thing to remember is that Tracking Computers in comparison to Target painters have a really long cycle time. This means that they generate relatively low amounts of heat for the duration that there overheating. |

I am disposable
Republic University Minmatar Republic
63
|
Posted - 2014.01.17 00:29:00 -
[4029] - Quote
And the nerfs to missiles, both direct and indirect, just keep coming. It's unreal... |

Arthur Aihaken
The.VOID
2778
|
Posted - 2014.01.17 00:29:00 -
[4030] - Quote
I am disposable wrote:And the nerfs to missiles, both direct and indirect, just keep coming. It's unreal... "There's no turning back..." I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 03:19:00 -
[4031] - Quote
CCP Rise, any RLML or RHML Rubicon 1.1 update you might be able to share with us? Hint: RLML -+ 28 ammunition capacity, RHML -+ 36 missile capacity. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
65
|
Posted - 2014.01.17 03:53:00 -
[4032] - Quote
Arthur Aihaken wrote:CCP Rise, any RLML or RHML Rubicon 1.1 update you might be able to share with us? Hint: RLML -+ 28 ammunition capacity, RHML -+ 36 missile capacity.
I hope you know there isn't a chance in hell of that happening. |

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 04:06:00 -
[4033] - Quote
I am disposable wrote:I hope you know there isn't a chance in hell of that happening. Why not? The total DPS is still less than the original RLML and RHMLs... I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
194
|
Posted - 2014.01.17 04:53:00 -
[4034] - Quote
I think what CCP looks for is you to actually sit down and create a compelling case for your argument. It should include an opening statement and the direction for the rest of your case. Following this is your interpretation of the current balance supported by statistical evidence and possibly with opinion pieces from respected members of the PVP community. Then you make your case for the changes you would like to see including actual statblock changes, the anticipated effects on the game balance and possibly include a few endorsements by PVP players. Finish your address to CCP with references to balance of the game particularly ensure that you refer back to your opening address and your balance analysis. Your closing statement should have a confident atmosphere and one that encourages feedback.
Do not include disclaimers, any kind of reference to uncertainty or have inadequate statistical evidence --- these will weaken your case beyond repair.
Remember that you are changing a fundamental weapon system with no direct comparison anywhere, you need to get your case right the first time. LP store weapon cost rebalance |

Domanique Altares
Rifterlings Point Blank Alliance
2335
|
Posted - 2014.01.17 05:15:00 -
[4035] - Quote
Caleb Seremshur wrote:I think what CCP looks for is you to...
...shut up and like it.
I don't expect to see Rise darken this thread again for any reason anytime soon. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 05:38:00 -
[4036] - Quote
Caleb Seremshur wrote:I think what CCP looks for is you to actually sit down and create a compelling case for your argument. It should include an opening statement and the direction for the rest of your case. Following this is your interpretation of the current balance supported by statistical evidence and possibly with opinion pieces from respected members of the PVP community. Then you make your case for the changes you would like to see including actual statblock changes, the anticipated effects on the game balance and possibly include a few endorsements by PVP players. Finish your address to CCP with references to balance of the game particularly ensure that you refer back to your opening address and your balance analysis. Your closing statement should have a confident atmosphere and one that encourages feedback.
Do not include disclaimers, any kind of reference to uncertainty or have inadequate statistical evidence --- these will weaken your case beyond repair.
Remember that you are changing a fundamental weapon system with no direct comparison anywhere, you need to get your case right the first time. Scroll back and read through any of my proposals. Including charts.  I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 05:50:00 -
[4037] - Quote
I just had to include this... Best comment I read on the Target Painter changes: "Finally, I can get that overheated painter I never asked for." I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
122
|
Posted - 2014.01.17 05:51:00 -
[4038] - Quote
So post 1.1 I can overheat my TC's to improve turret application, but I still have no mid slot missile mod? I am totally and utterly un-surprised. |

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 05:53:00 -
[4039] - Quote
scorchlikeshiswhiskey wrote:So post 1.1 I can overheat my TC's to improve turret application, but I still have no mid slot missile mod? I am totally and utterly un-surprised. Don't forget the drone omni's... Apparently 92% scripted tracking now. I really just want a passive, low-slot ballistic enhancer. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
194
|
Posted - 2014.01.17 06:41:00 -
[4040] - Quote
Domanique Altares wrote:Caleb Seremshur wrote:I think what CCP looks for is you to... ...shut up and like it. I don't expect to see Rise darken this thread again for any reason anytime soon.
The joke was it's too much effort for the average player and involves information that is too hard to acquire.
Usage has dropped by 40% which is within "anticipated levels and acceptable boundaries" or someshit. In other words they wanted to kill a brand new weapons system before it even happened. LP store weapon cost rebalance |
|

Domanique Altares
Rifterlings Point Blank Alliance
2335
|
Posted - 2014.01.17 06:45:00 -
[4041] - Quote
Caleb Seremshur wrote:Domanique Altares wrote:Caleb Seremshur wrote:I think what CCP looks for is you to... ...shut up and like it. I don't expect to see Rise darken this thread again for any reason anytime soon. The joke was it's too much effort for the average player and involves information that is too hard to acquire. Usage has dropped by 40% which is within "anticipated levels and acceptable boundaries" or someshit. In other words they wanted to kill a brand new weapons system before it even happened.
Oh, I know what the joke was. If any numbers are obtained at all, it's more of CCP's unreferenced percentages. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Domanique Altares
Rifterlings Point Blank Alliance
2335
|
Posted - 2014.01.17 06:50:00 -
[4042] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:So post 1.1 I can overheat my TC's to improve turret application, but I still have no mid slot missile mod? I am totally and utterly un-surprised. You know, I've said this from the outset: TPs were never the "must have" module that many players made them out to be. Any way you slice it, these are broad nerfs to the affected systems and they're going to be more capacitor, heat and management-intensive to replicate previous efforts. I'm still optimistic CCP Rise is going to come through for us with a small adjustment to RLML and RHML ammunition capacity. 
Hell, I don't even care that you can OH them. I'll just work around the nerf, and keep using my midslot heat allotment for propmods and tackle like always. It'll be a rare day at all that I ever OH on a dedicated ewar ship; those mods are my job, and they need to be available until I'm down or we leave the field. I can't afford to 'oops' burn them out in a fleet, since others are depending on them. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Morwennon
Aliastra Gallente Federation
67
|
Posted - 2014.01.17 07:36:00 -
[4043] - Quote
Caleb Seremshur wrote:Usage has dropped by 40% which is within "anticipated levels and acceptable boundaries" or someshit. In other words they wanted to kill a brand new weapons system before it even happened. Actually, based on more recent Jita sales figures for 05/01/2014 - 11/01/2014, RLML usage is now down 48% - they've fallen by another 10% relative to their pre-Rubicon levels since I made my original sales post. HAML II sales are also down by an additional 10% (for a total decline of 38% relative to the pre-Rubicon reference).
Oddly, top tier medium close range turret sales have increased slightly over the same period. Ceterum censeo, the RLML and HML nerfs must be undone. |

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 08:14:00 -
[4044] - Quote
Morwennon wrote:Caleb Seremshur wrote:Usage has dropped by 40% which is within "anticipated levels and acceptable boundaries" or someshit. In other words they wanted to kill a brand new weapons system before it even happened. Actually, based on more recent Jita sales figures for 05/01/2014 - 11/01/2014, RLML usage is now down 48% - they've fallen by another 10% relative to their pre-Rubicon levels since I made my original sales post. HAML II sales are also down by an additional 10% (for a total decline of 38% relative to the pre-Rubicon reference). Oddly, top tier medium close range turret sales have increased slightly over the same period. I'd be curious to see what drone sales have done... I am currently away, traveling through time and will be returning last week. |

Morwennon
Aliastra Gallente Federation
67
|
Posted - 2014.01.17 08:34:00 -
[4045] - Quote
Arthur Aihaken wrote:Morwennon wrote:Caleb Seremshur wrote:Usage has dropped by 40% which is within "anticipated levels and acceptable boundaries" or someshit. In other words they wanted to kill a brand new weapons system before it even happened. Actually, based on more recent Jita sales figures for 05/01/2014 - 11/01/2014, RLML usage is now down 48% - they've fallen by another 10% relative to their pre-Rubicon levels since I made my original sales post. HAML II sales are also down by an additional 10% (for a total decline of 38% relative to the pre-Rubicon reference). Oddly, top tier medium close range turret sales have increased slightly over the same period. I'd be curious to see what drone sales have been during the same timeframe... Since my previous post, T2 sentry drone sales have increased by 19% overall, for a total increase of 90% relative to pre-Rubicon sales.
~metrics~ Ceterum censeo, the RLML and HML nerfs must be undone. |

Mournful Conciousness
Embers Children TOHA Conglomerate
457
|
Posted - 2014.01.17 09:15:00 -
[4046] - Quote
Morwennon wrote:Caleb Seremshur wrote:Usage has dropped by 40% which is within "anticipated levels and acceptable boundaries" or someshit. In other words they wanted to kill a brand new weapons system before it even happened. Actually, based on more recent Jita sales figures for 05/01/2014 - 11/01/2014, RLML usage is now down 48% - they've fallen by another 10% relative to their pre-Rubicon levels since I made my original sales post. HAML II sales are also down by an additional 10% (for a total decline of 38% relative to the pre-Rubicon reference). Oddly, top tier medium close range turret sales have increased slightly over the same period.
What would be interesting to compare is the actual nominal sales of RLMLs compared to similar sized alternatives such as HMs.
RLMLs are dsigned to be a niche weapon, not a general purpose weapon so it's reasonable to expect to see higher nominal HM sales. How much higher will depend on how big the niche is.
By way of example, if (hypothetically) 10% of missile launcher sales were HM and 90% RLML and then this changed to 50%/50% the headline could be reported as "HM missile sales increase by 400% - HM OP, RLMLs suck". Whereas in reality all the numbers would indicate is the fact that HMs had become equally as desirable as RLMLs.
The questions is, how big is the niche for RLML designed to be? People here have been using them as a substitute for HM because they felt that HM were not performing well (wrongly as it turns out, my simulations indicated that HM work as well as long range medium guns) and this has skewed the baseline sales numbers.
It seems to me that, given that RLML use is a niche activity in eve, HM sales outweighing RLML sales by 4 to 1 could be considered reasonable, even a little excessive.
Unless my understanding of the term "niche" is in error.
EDIT: just adding an informative comparison Back when I started Eve, one of the most desirable and expensive meta-4 weapon drops was the 'Arbalest' heavy missile launcher. They used to sell for 15 million each in jita because of the popularity of mission and WH drakes.
Today, arbalests are ISK 3.5 million each which seems very low in comparison. However, the equivalent meta-4 railgun, the "250mm Prototype Gauss Gun" sells for 650,000 isk. So it could be argued that heavy missile launchers are 700% more desirable than 250mm railguns (lets assume that the drop rate is the same for both).
Taking one's cue from the market prices alone, one might conclude that HMs are still more desirable and powerful than the equivalent railgun. It would be a naive conclusion to draw since in reality its more complex than that, but I wanted to highlight the danger of drawing conclusions from arbitrary and incomplete data. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Morwennon
Aliastra Gallente Federation
67
|
Posted - 2014.01.17 09:29:00 -
[4047] - Quote
Prior to Rubicon, HMLs and HAMLs were outselling RLMLs by 2.38:1 and 2.75:1, respectively; to put it another way, RLMLs accounted for 16% of all medium launcher sales. The idea that RLMLs were somehow eclipsing other medium missile launchers for all purposes is thus clearly ridiculous. Moreover, RLML sales had stabilized, so it's not like they were on course to obliterate all other launcher types.
Currently, all medium missile launcher sales are down in absolute terms relative to their pre-Rubicon values but HAMLs are outselling RLMLs by 3.3:1 and HMLs are outselling RLMLs by 4.2:1. More to the point, there's a clear declining trend; RLML sales are falling by ~5% every week, and there's no reason to believe this is going to stop any time soon. Ceterum censeo, the RLML and HML nerfs must be undone. |

Vinyl 41
Perkone Academy
26
|
Posted - 2014.01.17 09:58:00 -
[4048] - Quote
currently the most expensive meta 4 laucher is the light missle one the pretty high price on meta 4 heavy shouldn't be such a supprise to you since with the removal of rapid lights from pve were stuck with heavys as the go to weapon for l3 and early l4 for the new pilots |

Kesthely
Fleet of the Damned Ace of Spades.
73
|
Posted - 2014.01.17 11:31:00 -
[4049] - Quote
Mournful Conciousness wrote:(wrongly as it turns out, my simulations indicated that HM work as well as long range medium guns)
Excuse me?
That statement is as misleading as some of the arguments ive seen about that topic. First of all, Comparison of weaponsystems is difficult at at the least, but so far i haven't seen any of your data come from an unbonused hull, from 0 and all lvl 5 skills, and against all gun weapon systems.
In order to judge the performance of a parabol, wich is the formula that gun tracking gives out you need at least 7 meaningfull measurepoints per parabol. Since since we have since we have 4 with each 3 variants weaponsystems each with 3 or more types of different damage application, and a lot more range application ammo were talking about wich behave differently under a minimum of 4 often encountered situations, against 6 generalized sized targets your talking a minimum of 6048 calculations that have to be performed, and verified before any such claim can be stated.
The only comparison i've seen you do, is hm vs one type of Rail with One sort of ammo from a redesigned hull to a hull from a different class that still has to be redesigned.
Any statement about heavy missile in such comparison is the same as comparing how delicious an anvil is compared to an apple, because they both start with the letter A (well thats a little exagerated but still)
Drawing conclusions because the HM is performing adequatly in one specific set of conditions is blatent misinformation and you know it.
No disrespect to you, some of your statements are absolutely true but that line just got me ticked.
|

Katabrok First
Apukaray Security
72
|
Posted - 2014.01.17 12:04:00 -
[4050] - Quote
This is the undying thread!!! |
|

Vinyl 41
Perkone Academy
26
|
Posted - 2014.01.17 12:13:00 -
[4051] - Quote
Katabrok First wrote:This is the undying thread!!! yup miner bumping mk II but now back to serious stuff - great news no TP nerf in rubi 1.1 |

Mournful Conciousness
Embers Children TOHA Conglomerate
457
|
Posted - 2014.01.17 12:29:00 -
[4052] - Quote
Kesthely wrote:Mournful Conciousness wrote:(wrongly as it turns out, my simulations indicated that HM work as well as long range medium guns) Excuse me? That statement is as misleading as some of the arguments ive seen about that topic. First of all, Comparison of weaponsystems is difficult at at the least, but so far i haven't seen any of your data come from an unbonused hull, from 0 and all lvl 5 skills, and against all gun weapon systems. In order to judge the performance of a parabol, wich is the formula that gun tracking gives out you need at least 7 meaningfull measurepoints per parabol. Since we have 4, each with 3 variants weaponsystems each with 3 or more types of different damage application, and a lot more range application ammo, a minimum of 4 often encountered situations, against 6 generalized sized targets your talking a minimum of 6048 calculations that have to be performed, and verified before any such claim can be stated. The only comparison i've seen you do, is hm vs one type of Rail with One sort of ammo from a redesigned hull to a hull from a different class that still has to be redesigned. Any statement about heavy missile in such comparison is the same as comparing how delicious an anvil is compared to an apple, because they both start with the letter A (well thats a little exagerated but still) Drawing conclusions because the HM is performing adequatly in one specific set of conditions is blatent misinformation and you know it. No disrespect to you, some of your statements are absolutely true but that line just got me ticked.
I do not feel disrespected and I agree that it's a difficult comparison. Some pages back I compared railguns (both 250 and 200) on 2 hulls vs HMLs on 2 hulls, using EveHQ as the computation tool. The outcome was that peak dps is higher with guns (as you'd expect, since it requires some work on behalf of the antagonist to attain) but overall dps when (simply) integrating gun dps for all target directions was very similar. Notably, there are many areas of the curve in which missiles outperform guns - the most notable being at short range where guns find themselves unable to apply any dps whatsoever. T2 long range ammo in guns almost always leads to reduced DPS if there is a significant radial velocity.
i.e. vs a railgun on a similarly bonused hull, heavy missiles do on average the same applied damage if the gunnery pilot does not maneuver aggressively and compensate for range by changing ammo.
You may argue that it's unfair that guns users have the opportunity to maneuver for better performance, but they could as easily argue that it's unfair that missile users don't have to. Gunnery users may also cite the fact that tracking can be disrupted and missiles may not, that a kiting missile defender with a following attacker gets a range bonus (since velocities of ships and missiles are additive). Missile users may counter that they can't one-shot a frigate, gun users can counter argue that if the frigate gets in close orbit they will never hit it.... and so on.
With respect, I do not believe my statement is misleading and I stand by it. Guns and missiles have different characteristics, favouring different styles of pvp. That's all. Missiles are not deficient and I encourage their use in the small squads that I command.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 12:49:00 -
[4053] - Quote
Katabrok First wrote:This is the undying thread!!! Thanks to players like you. 
Vinyl 41 wrote:but now back to serious stuff - great news no TP nerf in rubi 1.1 YayGǪ Still not using them, but all guns just got a nerf in the process. The tearsGǪ 
Mournful Conciousness wrote:I do not feel disrespected and I agree that it's a difficult comparison. The real question now is how do sentry drones stack up to guns and missiles? I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
457
|
Posted - 2014.01.17 12:57:00 -
[4054] - Quote
Arthur Aihaken wrote:The real question now is how do sentry drones stack up to guns and missiles?
A little less well now that you have to choose between tracking and range, which is probably desirable. Having said that, one long range web or painter on a sentry target is equivalent to a tracking computer on all sentries, so a well organised fleet will fit for range and suffer no ill effects.
If the FC is in a rapier, boosted by an Eos , he can still rain down 100% thermal Hell on anyone within 70k. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 13:05:00 -
[4055] - Quote
Mournful Conciousness wrote:If the FC is in a rapier, boosted by an Eos , he can still rain down 100% thermal Hell on anyone within 70k. That's insaneGǪ and people think ECM is overpowered. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
457
|
Posted - 2014.01.17 13:24:00 -
[4056] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:If the FC is in a rapier, boosted by an Eos , he can still rain down 100% thermal Hell on anyone within 70k. That's insaneGǪ and people think ECM is overpowered.
ECM may be overpowered in a skirmish, but the counter is that every squad should have one, in which case it simply exacerbates any imbalance in fleet size.
The dominix/ishtar sentry hedgehog tactic is very difficult to counter since it favours the defenders who already have their drones slaved to the FC while the incoming fleet is still launching theirs. Siting inside a warp disruption bubble field can ensure that most attackers arrive nicely at optimal range.
The downside of course is that moving a sentry fleet quickly is lossy (you'll leave a lot of drones behind) and if the attacker can infiltrate the perimeter with an AoE weapon he can neutralise a good deal of the sentry fleet's offensive capability. One interceptor (or T3) could do this, fitted with a cyno generator with spectacular results.
It's extremely difficult for me to visualise how to even begin measuring the relative power of a sentry fleet vs other types. The problem space is somewhat large.  Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1184
|
Posted - 2014.01.17 13:47:00 -
[4057] - Quote
Arthur Aihaken wrote: The real question now is how do sentry drones stack up to guns and missiles?
It's an interesting question. Just so long as anyone who decides to attempt that comparison remembers that Sentries are LARGE weapon platforms, and therefore should be compared to Cruise Missiles, Torpedoes, Heavy Drones and Large Turrets.
Of course there is bound to be some brainless muppet that decides to compare them to HM's  |

Morwennon
Aliastra Gallente Federation
67
|
Posted - 2014.01.17 13:55:00 -
[4058] - Quote
Kitty Bear wrote:Arthur Aihaken wrote: The real question now is how do sentry drones stack up to guns and missiles?
It's an interesting question. Just so long as anyone who decides to attempt that comparison remembers that Sentries are LARGE weapon platforms, and therefore should be compared to Cruise Missiles, Torpedoes, Heavy Drones and Large Turrets. Of course there is bound to be some brainless muppet that decides to compare them to HM's  Excellent point. The campaign to have all cruiser hulls capped at a maximum drone bandwidth of 50 mbit and to lose all bonuses that apply to heavy/sentry drones starts here! Ceterum censeo, the RLML and HML nerfs must be undone. |

Mournful Conciousness
Embers Children TOHA Conglomerate
457
|
Posted - 2014.01.17 14:11:00 -
[4059] - Quote
Kitty Bear wrote:Arthur Aihaken wrote: The real question now is how do sentry drones stack up to guns and missiles?
It's an interesting question. Just so long as anyone who decides to attempt that comparison remembers that Sentries are LARGE weapon platforms, and therefore should be compared to Cruise Missiles, Torpedoes, Heavy Drones and Large Turrets. Of course there is bound to be some brainless muppet that decides to compare them to HM's 
Another way to see it is that drone warfare is asymmetric to projectile and missile warfare, using different mechanics.
The drone-only ships have an advantage over battleships when attacking cruisers (with sentries, at range when the target has little transversal) but they pay for this in reduced DPS, immobility and destructibility of the weapon.
Large drones (such as ogres) have quite a hard time hitting cruisers unless the attacker has the target at point blank range and held firmly by a web - even then, damage application is sketchy unless the drone ship has a drone tracking bonus.
If the target is outside web range, there is no reason for it to take damage from heavy drones (or sentries) whatsoever. It can outrun the former and out-track the latter.
I fight with drones a lot. I can say honestly that I never enter a fight feeling sure I am going to win.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 16:06:00 -
[4060] - Quote
I hate drones. I am currently away, traveling through time and will be returning last week. |
|

I am disposable
Republic University Minmatar Republic
70
|
Posted - 2014.01.17 16:53:00 -
[4061] - Quote
Kitty Bear wrote:Arthur Aihaken wrote: The real question now is how do sentry drones stack up to guns and missiles?
It's an interesting question. Just so long as anyone who decides to attempt that comparison remembers that Sentries are LARGE weapon platforms, and therefore should be compared to Cruise Missiles, Torpedoes, Heavy Drones and Large Turrets. Of course there is bound to be some brainless muppet that decides to compare them to HM's 
Not really true. They are heavily used on quite a few sub-BS hulls. |

Captain Hoax
Traveler 52
16
|
Posted - 2014.01.17 16:59:00 -
[4062] - Quote
CCP Rise wrote: Finally, I just want to say that the 'fun' factor of the mechanic is very difficult to evaluate objectively. There's evidence pointing in a lot of directions, and I still like the idea of doing something different more than sticking with something very safe and normal. The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know.
This is going to sound weird, but I've had a bit of a play with RHML on a golem, and I think they fire too fast. The T2 RHML I was using hold 23 missiles a piece and fire once every 5.18 seconds. If my math is right then it will take just shy of 2 minutes till I need to spend 40 seconds reloading. So far so good. The problem I found was that since my missile velocity bonus is not being applied to RHML's I end up with so many fish in the water that the target often dies while 2, sometimes 3 volleys of missiles are still in flight. That adds up over the space of 2min, and when you only have 23 missiles per reload then any wasted missiles hurt that much more. Yes, some of the onus here is on me, a good missile pilot switches targets early, but when you have 2 or more volleys already in flight that can be a little bit difficult to judge. On top of that the damage projection of RHML is actually rather poor. Because they don't receive any of the native bonuses from my golem, I actually receive better hits and damage on small targets by fitting a second target painter and using cruise missiles. In addition, because they don't receive the velocity bonus the range for RHML's is only around 50 - 60km, about 20km better than if I was using torpedo's with the same fit.
I've tested and compared with the L4 mission Buzz Kill, one with an excessive number of frigates and cruisers. If ever there was a "right choice" for the RHML I would have thought it would be this mission, however I've found this to be very much not the case. My time to completion has been significantly worse when using RHML as compared to cruise missiles every single time. In its current iteration I don't see myself ever using RHML's again.
If it were up to me, I would increase rapid launcher capacity by 50%, lower RoF by around 40%, and reduce reload times to 20s instead of 40s. That, or allow all ship bonuses to apply to all rapid launcher types and increase capacity by around 30%. |

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 17:01:00 -
[4063] - Quote
Apparently stasis webs are slated for a review at some point in the not-too-distant future, which means there's a better than even chance they're going to get a nerf. So in effect, we did get some missile buffs after all. Now if we can just get that low-slot ballistics enhancer, we'll all be happy campers... I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2779
|
Posted - 2014.01.17 17:03:00 -
[4064] - Quote
Captain Hoax wrote:If it were up to me, I would increase rapid launcher capacity by 50%GǪ And that's a good place to stopGǪ Rate of fire is ideal at the moment for both launchers. I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
26
|
Posted - 2014.01.17 17:49:00 -
[4065] - Quote
i was allways asking meself too why couldnt rapid heavys benefit from 50% missle velocity hull bonus i remember those profiting form the rate of fire one but not the velocity - but yeah i think there are more urgent problems those launchers have right now |

Arthur Aihaken
The.VOID
2781
|
Posted - 2014.01.17 17:54:00 -
[4066] - Quote
Vinyl 41 wrote:i was allways asking meself too why couldnt rapid heavys benefit from 50% missle velocity hull bonus i remember those profiting form the rate of fire one but not the velocity - but yeah i think there are more urgent problems those launchers have right now I'd love the +50% missile velocity bonus on my Raven for RHMLs... I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
26
|
Posted - 2014.01.17 18:01:00 -
[4067] - Quote
Arthur Aihaken wrote:Captain Hoax wrote:If it were up to me, I would increase rapid launcher capacity by 50%GǪ And that's a good place to stopGǪ Rate of fire is ideal at the moment for both launchers. They're just lacking with ammunition capacity, so the exact number is a 1.5555% increase (28 for T2 RLML, 36 for T2 RHML). and here we get a problem if we consider that heavys might get buffed in some time keeping that absurd rate of fire will require tweaking or even once again remaking those launchers to not create a burst dps monster system |

Vinyl 41
Perkone Academy
26
|
Posted - 2014.01.17 18:02:00 -
[4068] - Quote
Arthur Aihaken wrote:Vinyl 41 wrote:i was allways asking meself too why couldnt rapid heavys benefit from 50% missle velocity hull bonus i remember those profiting form the rate of fire one but not the velocity - but yeah i think there are more urgent problems those launchers have right now I'd love the +50% missile velocity bonus on my Raven for RHMLs... so were allready 2 i would even exchange that rate of fire bonus to the velocity one - RHML raven  |

Arthur Aihaken
The.VOID
2781
|
Posted - 2014.01.17 18:07:00 -
[4069] - Quote
Vinyl 41 wrote:so were allready 2 i would even exchange that rate of fire bonus to the velocity one - RHML raven  Hey, let's not get crazy nowGǪ Leggo my rate of fire bonus. I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
26
|
Posted - 2014.01.17 18:24:00 -
[4070] - Quote
yup yup 1k+ paper dps now lets buff the heavys stats and we get a problem |
|

Kesthely
Fleet of the Damned Ace of Spades.
73
|
Posted - 2014.01.17 20:34:00 -
[4071] - Quote
Acutually in the 1.1 itteration where is the buff compared to guns? i mean with the TP changes now only giving the bonuses to overheat, the fact that due to low cycle time, and the generally less usefull situation where overheating truelly matters, the 15% bonus to tracking computers that guns have potentially outscales the missile buff.
|

Vinyl 41
Perkone Academy
26
|
Posted - 2014.01.17 20:46:00 -
[4072] - Quote
well they remain the same as on rubi 1.0 but you still can get that 20% bonus from OH - i thinkt thats a pretty good starting point to the future changes that should get paired with the webs nerf/change/rework |

Arthur Aihaken
The.VOID
2787
|
Posted - 2014.01.17 23:24:00 -
[4073] - Quote
CCP Rise, any update on what we might expect for Rubicon 1.1 with RLMLs and RHMLs? It would be have a bit of head's up so we can get you some feedback before it goes live at the end of January. A 55% bump in ammunition capacity would be preferable, but I'm not opposed to a 20-second reload (or some combination thereof). Thanks. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
71
|
Posted - 2014.01.17 23:31:00 -
[4074] - Quote
Arthur Aihaken wrote:CCP Rise, any update on what we might expect for Rubicon 1.1 with RLMLs and RHMLs? It would be have a bit of head's up so we can get you some feedback before it goes live at the end of January. A 55% bump in ammunition capacity would be preferable, but I'm not opposed to a 20-second reload (or some combination thereof). Thanks.
I know they said they would make changes in 1.1, but I'll believe it when I see it. Also you are way too optimistic in terms of what changes they might make. |

Arthur Aihaken
The.VOID
2787
|
Posted - 2014.01.17 23:33:00 -
[4075] - Quote
I am disposable wrote:I know they said they would make changes in 1.1, but I'll believe it when I see it. Also you are way too optimistic in terms of what changes they might make. You keep saying that... but I've yet to see your proposal(s) put forward... I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
71
|
Posted - 2014.01.17 23:49:00 -
[4076] - Quote
Arthur Aihaken wrote:I am disposable wrote:I know they said they would make changes in 1.1, but I'll believe it when I see it. Also you are way too optimistic in terms of what changes they might make. You keep saying that... but I've yet to see your proposal(s) put forward. Come up with a better idea and I'll gladly get behind it. Right now I've suggested three: 1. Buff ammunition capacity to RLML and RHMLs by 55.5%. 2. Reduce the reload time to 20-seconds (or some combination with #1). 3. Return RLMLs and RHMLs to their Odyssey/pre-Rubicon iterations, and adjust ammunition capacity to the same as proposed in #1 (RLML = 28/T2, RHML = 36/T2).I've highlighted which is the general player preference, even though this is probably the least realistic out of the three suggestions.
It isn't about your ideas or my ideas. I'm simply saying that the buffs you are asking for are not going to happen. They are going to increase magazine size by 10% (some other minor buff) and call it a day. Just watch. |

Arthur Aihaken
The.VOID
2787
|
Posted - 2014.01.17 23:51:00 -
[4077] - Quote
I am disposable wrote:It isn't about your ideas or my ideas. I'm simply saying that the buffs you are asking for are not going to happen. They are going to increase magazine size by 10% (some other minor buff) and call it a day. Just watch. The numbers and charts I posted show that a 55.5% ammunition bump is still less overall DPS than the original RLMLs and RHMLs, so why isn't it realistic? All three scenarios address the one current stumbling block with RLMLs and RHMLs: implementation of faster ammunition swaps.
I can't believe that CCP Rise would add insult to injury with the scenario you propose... CCP Rise, any comment? I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
71
|
Posted - 2014.01.18 00:00:00 -
[4078] - Quote
Arthur Aihaken wrote:I am disposable wrote:It isn't about your ideas or my ideas. I'm simply saying that the buffs you are asking for are not going to happen. They are going to increase magazine size by 10% (some other minor buff) and call it a day. Just watch. The numbers and charts I posted show that a 55.5% ammunition bump is still less overall DPS than the original RLMLs and RHMLs, so why isn't it realistic? All three scenarios address the one current stumbling block with RLMLs and RHMLs: implementation of faster ammunition swaps. I can't believe that CCP Rise would add insult to injury with the scenario you propose... CCP Rise, any comment?
I guess we will see. Their design decisions of late do not make me optimistic on the matter. |

Kesthely
Fleet of the Damned Ace of Spades.
73
|
Posted - 2014.01.18 00:21:00 -
[4079] - Quote
Arthur Aihaken wrote:I am disposable wrote:I know they said they would make changes in 1.1, but I'll believe it when I see it. Also you are way too optimistic in terms of what changes they might make. You keep saying that... but I've yet to see your proposal(s) put forward. Come up with a better idea and I'll gladly get behind it. Right now I've suggested three: 1. Buff ammunition capacity to RLML and RHMLs by 55.5%. 2. Reduce the reload time to 20-seconds (or some combination with #1). 3. Return RLMLs and RHMLs to their Odyssey/pre-Rubicon iterations, and adjust ammunition capacity to the same as proposed in #1 (RLML = 28/T2, RHML = 36/T2).I've highlighted which is the general player preference, even though this is probably the least realistic out of the three suggestions. My personal preference is #1, because more ammunition capacity negates a longer reload time and is preferable to a 10 or 20-second reload reduction.
Next to these ideas a few options for the future adresses rapid missile launchers as a unique weapons system
1) Additional skill that reduces the reload time of Rapid launchers
A 5 or 10% reduction in reload time for rapid launchers skill, increasing the rapid launchers effectiveness on a skillpoint scaleable level, wich not only benefit current players but also future players
2) Additional stats on the Rapid Launchers, Meta level flexibility to reload time, and or ammo load
This allows meta and TII variants of rapid launchers affect varius stats. Eg a Meta 0 starts with the current 40 second reload time, a Meta 4 has a 36 second reload time This would also allow tweaking its performance, not only by rate of fire (Burst dps) but also reload time (Sustained dps) makeing some meta / faction or officer variants excell in either burst, or sustained, or both. Certain Meta levels haveing higher or lower ammo capacity can also severly benefit and the weapon selection.
Eg Should i choose the Meta level with 50% increased capacity, allowing more total damage to be applied, and thus able to kill larger targets before i have to reload, or should i choose the meta with a 20 second reload time but a verry limited amount of ammo, allowing me to relatively quickly change ammo type, and kill single frigates, but lose dps against cruisers?
3) Modules that alter the reload time of Rapid launchers
Eg if you have a Rig that has an absolute (eg -2 second reload time) or percentile (eg 10%) reduction in reload time.
3) New (Rapid) missile types
Missile excluseively designed for Rapid missiles, allows to better tweak damage application, damage projection, and damage types for rapid launchers. These missiles can then be used instead of, or in conjunction with standard missiles for its type.
Still problems with the damage projection/application of Rapid Light missile system, make the new generic rapid missile wich is a mix between the heavy and the light missile, allowing for more tweaking again.
Also you can "solve" a reload problem by makeing a generic all round damage type (25% of each damage type) missile that people choose to bypass choices they have to make on wich damage type to bring. On single damage bonus hulls like the Cerberus this would mean that only that part of the damage gets buffed. But more importantly this is probably a faster and less invasive way to by pass current reload issues for damage type selection. You can even make race flavored versions that have a selection of damage types EG Caldari, Primary damage type Kin (70% Kin), secondary damage type Therm (30% Therm) or even a multitude there off; EG Minmater, Primary Damage type Expl (55% Expl) with Secondary damage types EM and Kin (30% kin 15% Em) |

Arthur Aihaken
The.VOID
2787
|
Posted - 2014.01.18 00:31:00 -
[4080] - Quote
Kesthely wrote:1) Additional skill that reduces the reload time of Rapid launchers
2) Additional stats on the Rapid Launchers, Meta level flexibility to reload time, and or ammo load
3) Modules that alter the reload time of Rapid launchers
4) New (Rapid) missile types
1. I'm generally opposed to another SP skill sink. 2. I like the idea of extending this to reload times. as ammunition capacity already varies based on Meta. 3. I'd rather see a passive low-slot ballistic enhancer for general damage application improvements. I don't think rapid launchers necessitate their own module (I'd rather just see them improved so it's not needed). 4. Light and heavy missiles already have options with Precision and Fury ammunition types, so I'm not sure what additional types are needed. We have standard, FoF, Faction, Precision and Fury in all 4 flavours.
 I am currently away, traveling through time and will be returning last week. |
|

Kesthely
Fleet of the Damned Ace of Spades.
73
|
Posted - 2014.01.18 01:04:00 -
[4081] - Quote
Arthur Aihaken wrote:4. Light and heavy missiles already have options with Precision and Fury ammunition types, so I'm not sure what additional types are needed. We have standard, FoF, Faction, Precision and Fury in all 4 flavours. 
Im talking about specific ammunition for Rapid missiles, I don't know what CCP has exactly planned, but i am getting a sense that they aren't content with the fact they just shoot one tier down missiles. Yes they like the idea of a missile system designed for hitting smaller targets, but they don't want them to be "ultimate" smaller target killers.
Designing a missile specificly to be used for Rapid missile systems would solve a lot of problems. The'll have there own speed, flight time, explosion velocity, explosion radius and damage, wich allows them to get the stats to what they envision as optimum for this kind of weapon, without haveing to revisit every ship, make weird adjustments to the current missiles or launchers just to make them perform adequatly.
They would have a system that differentiate in roles from eg a Light missile Corax between a Rapid missile Caracal. (in this example the corax beeing designed to take out frigates, and the Rapid missile to take out the smalles size cruisers and / or destroyers, while haveing a slightly harder time to take out frigates then said Corax.
For the purpose of High burst, long reload, a new missile is also beneficial, since you can opt to make missiles that have multiflavored damage types, wich coincides with the gun type patterns. A big concern with longer reload times, is the fact that you can't switch damage types if needed. With a dual Triple or Omni damage type missile that concern is lessened.
Additionally This would allow ships to benefit all of their bonuses to include the Rapid missile launcher. With a new Rapid missile ammunition, the Typhoon can transfer its awesome Explosion velocity bonus to this new Missile, wich with proper tweaking then behaves exactly as the current heavy missile, but on the Raven it would convey its Equally (awesome) Velocity bonus Allowing longer range, but slightly less damage application. In essence that would make the ship feel like a typhoon, or raven, or (insert other favorite ship) with all missile options, instead of a full fledged typhoon for Cruise and Torps, and a halfbaked one with rapid heavy |

Arthur Aihaken
The.VOID
2787
|
Posted - 2014.01.18 01:10:00 -
[4082] - Quote
Kesthely wrote:Im talking about specific ammunition for Rapid missiles, I don't know what CCP has exactly planned, but i am getting a sense that they aren't content with the fact they just shoot one tier down missiles. Yes they like the idea of a missile system designed for hitting smaller targets, but they don't want them to be "ultimate" smaller target killers.
Designing a missile specificly to be used for Rapid missile systems would solve a lot of problems. The'll have there own speed, flight time, explosion velocity, explosion radius and damage, wich allows them to get the stats to what they envision as optimum for this kind of weapon, without haveing to revisit every ship, make weird adjustments to the current missiles or launchers just to make them perform adequatly.
They would have a system that differentiate in roles from eg a Light missile Corax between a Rapid missile Caracal. (in this example the corax beeing designed to take out frigates, and the Rapid missile to take out the smalles size cruisers and / or destroyers, while haveing a slightly harder time to take out frigates then said Corax.
For the purpose of High burst, long reload, a new missile is also beneficial, since you can opt to make missiles that have multiflavored damage types, wich coincides with the gun type patterns. A big concern with longer reload times, is the fact that you can't switch damage types if needed. With a dual Triple or Omni damage type missile that concern is lessened.
Additionally This would allow ships to benefit all of their bonuses to include the Rapid missile launcher. With a new Rapid missile ammunition, the Typhoon can transfer its awesome Explosion velocity bonus to this new Missile, wich with proper tweaking then behaves exactly as the current heavy missile, but on the Raven it would convey its Equally (awesome) Velocity bonus Allowing longer range, but slightly less damage application. In essence that would make the ship feel like a typhoon, or raven, or (insert other favorite ship) with all missile options, instead of a full fledged typhoon for Cruise and Torps, and a halfbaked one with rapid heavy Yes, I do realize this. If you buff light missiles any more they will actually start outperforming both HMs and HAMs. In fact, one could already argue that Fury light missiles are fairly close to T1 heavy missiles in terms of damage application. Run the numbers... it's not a pretty picture. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2787
|
Posted - 2014.01.18 02:42:00 -
[4083] - Quote
Why is it the best missile ships are Minmatar? Ugly as sin, but very functional nonetheless... I am currently away, traveling through time and will be returning last week. |

interesangt
Artic Drilling Inc.
6
|
Posted - 2014.01.18 08:58:00 -
[4084] - Quote
missiles already has 2 skilles tied into rate of fire, a 3`d would be overkill |

Vinyl 41
Perkone Academy
26
|
Posted - 2014.01.18 13:34:00 -
[4085] - Quote
Arthur Aihaken wrote:As we all anxiously await an updateGǪ yup its about time to hear smt  |

Mournful Conciousness
Embers Children TOHA Conglomerate
459
|
Posted - 2014.01.18 23:50:00 -
[4086] - Quote
Arthur Aihaken wrote: Yes, I do realize this. If you buff light missiles any more they will actually start outperforming both HMs and HAMs. In fact, one could already argue that Fury light missiles are fairly close to T1 heavy missiles in terms of damage application. Run the numbers... it's not a pretty picture.
This is not dissimilar to the comparison of light neutron blasters (S) to heavy electrons (M), or heavy neutrons (M) to electron blaster cannons (L).
Particularly on drone boat brawlers it's actually advantageous to fit guns one size smaller than the hull would naturally demand, since there are no gunnery bonuses to skew the numbers.
I have seen the dominix fitted with light guns and warriors being used as an anti-frigate ship in FW systems.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2795
|
Posted - 2014.01.19 17:10:00 -
[4087] - Quote
12 days leftGǪ I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2014.01.19 18:38:00 -
[4088] - Quote
What if they add a small # to base capacity, like 2, so a t2 RLML holds 20 missiles. Then create rigs that add +2-3 missile capacity? That way its a compromise between more missiles without sacrifice, but also giving more missiles for base stats. So if you think you may run across a cruiser, add a rig or 2 for additional capacity, bringing the total to 24-26 if you add 2 rigs. Yes, you sacrifice tank, but thats the point.
Rig drawback would be like any damage rig calibration, and increases CPU cost of launchers. This way, some scrub with t2 launchers doesn't get max capacity, and have max tank. The RLML as is it sits now is very strong for those 18 shots. I've killed 2 frigs within 1 reload, and had 7 missiles left. Granted, they were t1 frigs, but you have to be careful on the capacity, too much and these will decimate frig gangs without proper sacrifice on the fit, from just a single boat. |

Arthur Aihaken
The.VOID
2795
|
Posted - 2014.01.19 19:34:00 -
[4089] - Quote
Stitch Kaneland wrote:What if they add a small # to base capacity, like 2, so a t2 RLML holds 20 missiles. Then create rigs that add +2-3 missile capacity? That way its a compromise between more missiles without sacrifice, but also giving more missiles for base stats. So if you think you may run across a cruiser, add a rig or 2 for additional capacity, bringing the total to 24-26 if you add 2 rigs. Yes, you sacrifice tank, but thats the point.
Rig drawback would be like any damage rig calibration, and increases CPU cost of launchers. This way, some scrub with t2 launchers doesn't get max capacity, and have max tank. The RLML as is it sits now is very strong for those 18 shots. I've killed 2 frigs within 1 reload, and had 7 missiles left. Granted, they were t1 frigs, but you have to be careful on the capacity, too much and these will decimate frig gangs without proper sacrifice on the fit, from just a single boat. No, the point is that if I have to add rigs to get the ammunition capacity (aka: performance) out of these things - I'll just use something else. The rapid launchers are inherently broken, and I'm not trying to be critical. They're no longer suitable for PvE and can only be utilized in the most extreme PvP scenario. I'm not sure using a half-billion insta-lock Tengu to gank destroyers and frigates is what most players have in-mind... I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2799
|
Posted - 2014.01.20 03:46:00 -
[4090] - Quote
I think I might have finally found a legitimate use for the rapid light and rapid heavy missile launchers, and it actually ties-in another dead-end weapon system. The caveat is that CCP Rise needs to implement a change:
GÇó Rapid Light Missile Launcher: "Used with (chargegroup) Light Defender Missile" GÇó Rapid Heavy Missile Launcher: "Used with (chargegroup) Heavy Defender Missile"
The rapid launchers can now fulfill an anti-missile role in PvP and PvE, and with their insane rate of fire I imagine they would be quite effective in a combination offensive/defensive roll. They still need a 55% ammunition capacity increase, though.
Thoughts? CCP Rise, was this just an oversight when the rapid light missile launcher was introduced? Because I don't see any reason why a "light launcher" can't handle "light missile" ammunition. I am currently away, traveling through time and will be returning last week. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
459
|
Posted - 2014.01.20 09:33:00 -
[4091] - Quote
In order to make this work well, wouldn't you also need to change defender missiles to make them attack the nearest missile that's hostile to your fleet, rather than just to you?
I think the fact that defender missiles attack only missiles inbound to you personally is why they are essentially useless.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
362
|
Posted - 2014.01.20 09:47:00 -
[4092] - Quote
Yes, 1.1 will be landing very soon. Rise has also stated that he is working on:
Ammo switching - which is being problematic Reload Timers - these will be a fantastic UI update as it will probable cover all modules that have a reload or cooldown timer. Balance of the rapid launcher weapons - these are just tweaks.
I'm guessing that at best we will see some balance tweaking on the launchers in 1.1 and if a 1.2 gets released we may see the other two updates then. But these are all being worked on. I don't see the need to constantly post in this thread moaning all the time. The weapons do work. They do have glitches that need fixing and the balance may be a little off but they are still useful.
On a side note. The more I look at missiles and how to fit your ship to use them the more I am convinced that they are currently in a very balanced state. **Dons flame retardent clothing** |

Arthur Aihaken
The.VOID
2800
|
Posted - 2014.01.20 12:09:00 -
[4093] - Quote
Mournful Conciousness wrote:In order to make this work well, wouldn't you also need to change defender missiles to make them attack the nearest missile that's hostile to your fleet, rather than just to you?
I think the fact that defender missiles attack only missiles inbound to you personally is why they are essentially useless. Yes and no. The way they work is that they go after the closest missile that's inbound, so even a 4-second ROF on a HML Tengu leaves a huge window where enemy fire can get through. With a faster 2-second ROF on RLMLs, they cycle fast enough that a single launcher could intercept multiple volleys from different enemies. They''d be much more effective in PvE environments or solo activities. I'm not saying this will make defender missiles not suck, just suck less.
Spugg Galdon wrote:I'm guessing that at best we will see some balance tweaking on the launchers in 1.1 and if a 1.2 gets released we may see the other two updates then. But these are all being worked on. I don't see the need to constantly post in this thread moaning all the time. The weapons do work. They do have glitches that need fixing and the balance may be a little off but they are still useful.
On a side note. The more I look at missiles and how to fit your ship to use them the more I am convinced that they are currently in a very balanced state. **Dons flame retardent clothing** While they may work, it's a very limited application at the moment. The usage and sale stats that have been previously referenced speak for themselves. And the whole point of "moaning" is to get an update before these changes are announced - otherwise what's the point of feedback? I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
459
|
Posted - 2014.01.20 13:09:00 -
[4094] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:In order to make this work well, wouldn't you also need to change defender missiles to make them attack the nearest missile that's hostile to your fleet, rather than just to you?
I think the fact that defender missiles attack only missiles inbound to you personally is why they are essentially useless. Yes and no. The way they work is that they go after the closest missile that's inbound, so even a 4-second ROF on a HML Tengu leaves a huge window where enemy fire can get through. With a faster 2-second ROF on RLMLs, they cycle fast enough that a single launcher could intercept multiple volleys from different enemies. They''d be much more effective in PvE environments or solo activities. I'm not saying this will make defender missiles not suck, just suck less.
But but but... at the moment in order to mitigate damage with a defender missile you have to give up a corresponding outbound missile. So while you are reducing your enemy's firepower, it is at the expense of your own.
This may be useful if you're bait but utterly useless in any other circumstance unless your ship has spare, unbonused missile launcher slots and another effective means of delivering damage. So I guess a typhoon or loki may benefit during some engagements, and some of the recons when tackling tengus... but this seems to be a very narrow application.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
The.VOID
2801
|
Posted - 2014.01.20 22:13:00 -
[4095] - Quote
Mournful Conciousness wrote:But but but... at the moment in order to mitigate damage with a defender missile you have to give up a corresponding outbound missile. So while you are reducing your enemy's firepower, it is at the expense of your own.
This may be useful if you're bait but utterly useless in any other circumstance unless your ship has spare, unbonused missile launcher slots and another effective means of delivering damage. So I guess a typhoon or loki may benefit during some engagements, and some of the recons when tackling tengus... but this seems to be a very narrow application. Correct, with the caveat that a RLML-based defender setup could take out 2 enemy missiles per launcher. So you'd only need 2 RLMLs loaded with defenders to negate 4 incoming missiles - leaving you 3-4 offensive launchers. And yes, it's a very narrow application. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
113
|
Posted - 2014.01.21 00:06:00 -
[4096] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:But but but... at the moment in order to mitigate damage with a defender missile you have to give up a corresponding outbound missile. So while you are reducing your enemy's firepower, it is at the expense of your own.
This may be useful if you're bait but utterly useless in any other circumstance unless your ship has spare, unbonused missile launcher slots and another effective means of delivering damage. So I guess a typhoon or loki may benefit during some engagements, and some of the recons when tackling tengus... but this seems to be a very narrow application. Correct, with the caveat that a RLML-based defender setup could take out 2 enemy missiles per launcher. So you'd only need 2 RLMLs loaded with defenders to negate 4 incoming missiles - leaving you 3-4 offensive launchers. And yes, it's a very narrow application. Considering the current, extremely limited amount of missile boats being used in Pvp, would defenders even be worth carrying?
|

Mournful Conciousness
Embers Children TOHA Conglomerate
460
|
Posted - 2014.01.21 00:38:00 -
[4097] - Quote
Sgt Ocker wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:But but but... at the moment in order to mitigate damage with a defender missile you have to give up a corresponding outbound missile. So while you are reducing your enemy's firepower, it is at the expense of your own.
This may be useful if you're bait but utterly useless in any other circumstance unless your ship has spare, unbonused missile launcher slots and another effective means of delivering damage. So I guess a typhoon or loki may benefit during some engagements, and some of the recons when tackling tengus... but this seems to be a very narrow application. Correct, with the caveat that a RLML-based defender setup could take out 2 enemy missiles per launcher. So you'd only need 2 RLMLs loaded with defenders to negate 4 incoming missiles - leaving you 3-4 offensive launchers. And yes, it's a very narrow application. Considering the current, extremely limited amount of missile boats being used in Pvp, would defenders even be worth carrying?
Perhaps if you wanted to tackle a solo tengu that had just finished ratting a site in a c1-c3 and you had a particular penchant for tackling in a corax?
Maybe another application would be a tackler gnosis against the same ship.
It would probably be fun to do once.
Talking of missiles in PVP...
I ran the numbers for damage application of cruise missiles against T3s (because I have an idea for a ranged anti-t3-fleet doctrine).
Using a navy raven with 2 target painters, T2 cruise launchers and navy missiles (1x T2 rigor, 1x T2 flare) you get 100% applied damage (1000dps with heat, 6000 volley) to a proteus moving at full speed.
Think about how that might work out for the T3 fleet if you have a recon or two providing long range webs and disruptors.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Kesthely
Fleet of the Damned Ace of Spades.
82
|
Posted - 2014.01.21 00:46:00 -
[4098] - Quote
In my view for defender missiles to work, they need to have a seperate launcher with the same power and cpu as the current tracking disruptors, with an additional small application change
In effect they serve the same role as Tracking Disruptors, mitigateing damage by applying debuffs to the user of them. Back in 2007 when i was still a newbie, they already had defender missiles. I knew NOTHING about pvp, and only read the descriptions of the ships, their roles and pondered about there uses in pvp. I wanted to fly the FLYCATCHER so much. Not because of the bubbles, i didn't even comprehend its tactical uses yet, but i wanted a small platform with many many launchers to spew out many many missiles to defend the incomming fleet against missiles.
How dissapointed i was when i realized that defender missiles only worked if they were shot at you instead of the fleet. A part of me still wants to fly the Flycatcher in that role
Many people think that the Caldari Navy Hookbill is extremely powerfull, due to its ability to fit scram web tracking disruptor, propulsion mod and a tank, especially when sporting with rockets. Most of those people are in ships useing guns as a primary weapon.
With creating a new midslot module that activates defender missiles for one specific ship, instead of all the ships shooting at you, you can litterly fix Most if not all things broken about the defener missile.
If it is considered as a ewar module instead of damage module, and will be able to get respective bonuses for that (eg. 7.5% damage, speed and rate of fire of the module would be a base stat) scriptable to increase each of its statistics (obviously cruises, torpedoes, and capital missiles need a lot more missiles to kill then a rocket, so damage is important. Speed is important cause it allows you to intercept the missiles faster, and rate of fire is also important cause face it, if your faceing a ship with an rate of fire bonus, you don't want to be spewing defender missiles out slower then its shooting its offensive missiles.) You will end up with a proper alternative against Missiles. Thus paveing the way for more missile enhancing mdules as well (Tracking enhancer / computer equivalents)
|

Arthur Aihaken
The.VOID
2806
|
Posted - 2014.01.21 18:16:00 -
[4099] - Quote
CCP Rise has posted a rapid missile update here. I have endeavored to provide a balanced counter-proposal based on the various feedback and discussions we've had. Comments welcome and appreciated, thanks. I am currently away, traveling through time and will be returning last week. |

I am disposable
Republic University Minmatar Republic
82
|
Posted - 2014.01.21 19:08:00 -
[4100] - Quote
Arthur Aihaken wrote:CCP Rise has posted a rapid missile update here. I have endeavored to provide a balanced counter-proposal based on the various feedback and discussions we've had. Comments welcome and appreciated, thanks.
I told you that would be the kind of change they would make. They are painfully predictable if nothing else. |
|

Arthur Aihaken
The.VOID
2806
|
Posted - 2014.01.21 19:29:00 -
[4101] - Quote
I am disposable wrote:I told you that would be the kind of change they would make. They are painfully predictable if nothing else. You didGǪ (sigh). I am currently away, traveling through time and will be returning last week. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
488
|
Posted - 2014.01.21 21:11:00 -
[4102] - Quote
And unstickied. See you on the other side. Free Ripley Weaver! |

Arthur Aihaken
The.VOID
2806
|
Posted - 2014.01.21 23:37:00 -
[4103] - Quote
Soldarius wrote:And unstickied. See you on the other side. Yeah... I am currently away, traveling through time and will be returning last week. |

Herzog Wolfhammer
Sigma Special Tactics Group
4165
|
Posted - 2014.01.22 01:44:00 -
[4104] - Quote
The issue is still hot I see.
I took the RLMLs off my BC because, while my DPS with drone mods was almost that of HMLs, the 40 second reload time was simply too much.
Look, the idea of a "swarm launcher" is great and if they just called it that and said that's what it's now for, OK. But otherwise is a mega-nerfing and no admission to that.
The problem is not overall the reload, it's having to switch ammo. But at this point I don't think there's anything I could add to this thread and say anything that's not already said.
|

Arthur Aihaken
The.VOID
2806
|
Posted - 2014.01.22 01:58:00 -
[4105] - Quote
Herzog Wolfhammer wrote:The problem is not overall the reload, it's having to switch ammo. But at this point I don't think there's anything I could add to this thread and say anything that's not already said. With PvE you can preload based on mission type, so it's just the long reload that provides the NPCs time to heal. With PvP it's a crap-shoot: you preload what you think will be most effective and hope for the best. I am currently away, traveling through time and will be returning last week. |

Vincintius Agrippa
F L O O D
33
|
Posted - 2014.01.24 18:51:00 -
[4106] - Quote
If your main complaint is fire and forget than you should further read my post in the new rapid launcher thread that ccp nerzilla aka king of the un thought out ideas aka ccp rise started. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles should function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well. |

Moonaura
The Dead Rabbit Society
587
|
Posted - 2014.02.12 02:24:00 -
[4107] - Quote
Oh god, it looks like this thread has... finally... finally... died a decent death. It's all your fault CCP Rise! lol It turned into the most intense 'Last Clap' contest ever.
http://www.youtube.com/watch?v=Q2mlD5xcikQ
And this is the last clap. Don't make me regret that last sentence. 
Perhaps the former posters are just getting their breath back, after viciously spending literally entire days of their existence on this planet, writing responses about missile mechanics vs. guns. I feel bad that I was one of those people for a while. Now I just wonder why I didn't wear the blue socks instead on Friday. Far simpler.
http://img.pandawhale.com/post-27072-Jesse-Pinkman-WHY-meme-Imgur-V3sz.jpeg "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine." -á- CCP t0rfifrans-á |

Domanique Altares
Rifterlings Point Blank Alliance
2410
|
Posted - 2014.02.12 02:39:00 -
[4108] - Quote
Moonaura wrote:Oh god, it looks like this thread has... finally... finally... died a decent death.
Only half correct. It gave birth to a bastard son because Rise cba to read through the half of this one he ignored and went on vacation for.
The topic is still completely relevant; Rise just had to take a few moments to pop a squat and fertilize the drone assist garden for a while. He'll be back to see how his prize petunias are doing soon enough. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

W0lf Crendraven
The Tuskers
239
|
Posted - 2014.02.20 08:56:00 -
[4109] - Quote
They arent god awefull right now but the fact that they now cant change ammo makes them very weak. I dont know if its possible but it would be amazing if the ammo change could be 10 (or 5..) seconds still but beeing removed from reload, so if you want to swtich ammo midfight it t takes 10 seconds but you now have the same amount of misisles load ed as before.
I.e. You have 5 shots left, you switch ammo and 10 seconds later you still have 5 shots left but you now have the other type of ammo loaded.
Pls? |

Arthur Aihaken
Embers Children TOHA Conglomerate
2928
|
Posted - 2014.02.20 11:15:00 -
[4110] - Quote
In PvE the ammunition swap isn't a huge issue, but in PvP it's a make-or-break proposition. If you lucked out and preloaded the right assortment of ammunition you stand a good chance of coming out on top. OtherwiseGǪ PS. Holy thread resurrection Batman! I am currently away, traveling through time and will be returning last week. |
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Aivo Dresden
Red Federation RvB - RED Federation
218
|
Posted - 2014.02.20 14:55:00 -
[4111] - Quote
I still have RLMLs on my Caracals, but mainly because LML are just too bad, and the damage application from heavy missiles is just so low. It's like picking the lesser evil. Do I want OK damage and then spend half a minute reloading, or do I want rubbish damage in 90% of the fights I'll be in and don't have an extremely long reload time.
You realize of course that even the RLML damage while it is actually shooting is only on-par with other turret sytems right? Normally people would jump in and say "yes but with missiles you can pick your damage type", except that here this is not the case. Not to mention that most ships that would use RLML only get a bonus to one specific type.
This whole system is so poorly designed. I just cannot understand why after all the feedback you got on it, you still decided to add it in, and why after you've been pointed to the painfully obvious fact so many other missiles and launchers have issues, you decided to introduce yet another one.
How about you just fix the damage application for heavy missiles and we can all just give it a rest. There is just no 'good' cruiser sized launcher. There isn't. |

CW Itovuo
The Executioners Capital Punishment.
16
|
Posted - 2014.02.21 05:21:00 -
[4112] - Quote
Aivo Dresden wrote:
How about you just fix the damage application for heavy missiles and we can all just give it a rest. There is just no 'good' cruiser sized launcher. There isn't.
And yet.... there should be. So we continue to rattle our sabres in the hopes that CCP will unfix what needn't have been "fixed" in the first place.
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W0lf Crendraven
The Tuskers
241
|
Posted - 2014.02.21 07:17:00 -
[4113] - Quote
The problem i see is that i tihnk ccp was a bit shortsighted with the hml nerf, back then they truely were op, they were by far the best long range medium weapon system (but only on a select few ships) so they nerfed them into place, which was fine - at that state of them game, but then they buffed everything else and made the drake useless. Making them crap.
And yes rlmls were a bit over the top, way to easy to fit, way to much range and the fact hat furys existed meant that they were even good vs cruisers (300ish dps doesnt sound liek much but constantly at 20km+ thats nothing to laugh at), stuff like the cerb that could shoot light missles to over 70km (or over 90 with navys), with 500dps with misisles that hit frigs for nearly the full amount were op.
As they are now they are better, but due to the ammo changes they now are very very hard to use, furys hit frigs for very little and navys are wasted on cruisers, and of course the usual ammo type stuff means a bad guess = game over, if you have scourge furies loaded for example and a enyo undocks and warps on top of you you will have to wait the whole reload to even have a chance of victory, and if you have amanged to get explo ammo in maybe a vengeance shows up, they just take the ability to adapt from the pilot which imo is a bad thing.
So again, make ammo swaps fast but keep long reloads and you have a generally usable weapon system, and due to the way the old "op" ships are made (caracal/cerb) only they get nerfed while ships that were fine with them get about the same dps as prenerf (due to the fact that a rof bonus shifts the reload/fire time towards reload making the bonus only hald as effectvie, while the pure dps boni stay just as good).
Also heavy missiles need a slight buff (applicatiion and fitting). |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
87
|
Posted - 2014.02.21 13:45:00 -
[4114] - Quote
Someone bumped into the wrong unstickied Rapid Launcher Thread.
Then all of a sudden, Zombies.
Over here, capsuleer. |

CW Itovuo
The Executioners Capital Punishment.
16
|
Posted - 2014.02.22 15:48:00 -
[4115] - Quote
Ransu Asanari wrote:Someone bumped into the wrong unstickied Rapid Launcher Thread. Then all of a sudden, Zombies. Over here, capsuleer.
Yup, fully aware of the other thread. That thread has also been unstickied. (CCP's way of saying they're "done" with a game mechanic change.... aka Let them eat cake)
With 200+ pages of comments, this thread serves as a reminder of the dissatisfaction with "improvements" made to the missile class of weapons over the last couple years. |

Arthur Aihaken
Perkone Caldari State
2940
|
Posted - 2014.02.23 19:31:00 -
[4116] - Quote
What are the chances of getting the reload/swap changed to a flat 20 seconds? I am currently away, traveling through time and will be returning last week. |

SmarncaV2
Immortalis Inc. Shadow Cartel
43
|
Posted - 2014.02.28 14:30:00 -
[4117] - Quote
Arthur Aihaken wrote:What are the chances of getting the reload/swap changed to a flat 20 seconds?
And make RLMLs actually usefull? NEVER! |

Joe Boirele
Lords 0f Justice Lords Of Stars
9
|
Posted - 2014.03.02 21:08:00 -
[4118] - Quote
SmarncaV2 wrote:Arthur Aihaken wrote:What are the chances of getting the reload/swap changed to a flat 20 seconds? And make RLMLs actually usefull? NEVER!
It's funny because it's true. Enemies are just friends who stab you in the front.
Might makes right! |

Arya Regnar
Darwins Right Hand
366
|
Posted - 2014.03.02 21:43:00 -
[4119] - Quote
*Attempts last clap*
EvE-Mail me if you need anything.
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Arthur Aihaken
Perkone Caldari State
2970
|
Posted - 2014.03.05 04:59:00 -
[4120] - Quote
So how do we go about getting a [Rubicon 1.3] tag added to this? And a sticky, as this is still unresolved going on several months now... "Summer 2014" isn't going to cut it. I am currently away, traveling through time and will be returning last week. |
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Sgt Ocker
Last Bastion of Freedom
127
|
Posted - 2014.03.05 05:54:00 -
[4121] - Quote
Arthur Aihaken wrote:So how do we go about getting a [Rubicon 1.3] tag added to this? And a sticky, as this is still unresolved going on several months now... "Summer 2014" isn't going to cut it.
|

Brutor Trash
Republic University Minmatar Republic
0
|
Posted - 2014.03.05 05:57:00 -
[4122] - Quote
SCREW YOU RISE |

Brutor Trash
Republic University Minmatar Republic
0
|
Posted - 2014.03.05 06:11:00 -
[4123] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=326992&find=unread RLML POLL |

Arthur Aihaken
Perkone Caldari State
2970
|
Posted - 2014.03.05 06:41:00 -
[4124] - Quote
While I appreciate the enthusiasm, let's try a little more tact - shall we? I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Arsenite
3026
|
Posted - 2014.03.10 04:04:00 -
[4125] - Quote
CCP Rise, what if any changes can we expect in Rubicon 1.3 with respect to rapid launchers and Marauders? You hinted at something in the New Eden Open Tournament today... I am currently away, traveling through time and will be returning last week. |

Justin Cody
AQUILA INC Verge of Collapse
111
|
Posted - 2014.03.10 18:00:00 -
[4126] - Quote
Vincintius Agrippa wrote:If your main complaint is fire and forget than you should further read my post in the new rapid launcher thread that ccp nerzilla aka king of the un thought out ideas aka ccp rise started. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles should function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well.
Let me guess...you like the GURPS roleplaying system and Alternity. Your method is overly complicated and pointless. Good job at over-thinking it person-who-has-no-clue on what re-inventing an entire combat system would entail for no good reason.
I think you took a torpedo to the brain stem. |

Arthur Aihaken
Arsenite
3039
|
Posted - 2014.03.10 18:22:00 -
[4127] - Quote
If we're going to start entertaining the prospect of transversal and angular velocity entering into the equation, then we need to revisit missile damage application in its entirety - as well as the possibility of critical hits. In this scenario, I think it's a case of "better the devil you know". I am currently away, traveling through time and will be returning last week. |

Justin Cody
AQUILA INC Verge of Collapse
111
|
Posted - 2014.03.10 18:28:00 -
[4128] - Quote
Arthur Aihaken wrote:If we're going to start entertaining the prospect of transversal and angular velocity entering into the equation, then we need to revisit missile damage application in its entirety - as well as the possibility of critical hits. In this scenario, I think it's a case of "better the devil you know".
no one is talking about that. I think this is all in your head man. |

Justin Cody
AQUILA INC Verge of Collapse
111
|
Posted - 2014.03.10 18:33:00 -
[4129] - Quote
Justin Cody wrote:Vincintius Agrippa wrote:If your main complaint is fire and forget than you should further read my post in the new rapid launcher thread that ccp nerzilla aka king of the un thought out ideas aka ccp rise started. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles should function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well. .
Furthermore there is no reason that 30-40,000 years in the future that pilots who are cyber-jacked into their ships should need to fire missiles in the same fashion that a 21st century fighter pilot does.
The size of our ships even at the smallest are like 20th century frigates and destroyers in scale. They should function with our sensor suite...being that if the target it locked our systems are tracking said target and relaying telemetry to the missile while in flight. LOS is'nt a problem in space by and large. As for but hey what about multiple targets...we have skills allowing us as pilots to manage more targets effectively. If I want I can split my launchers to 1 per target and that is ok.
EVE is a sci-fi sim so please don't go projecting modern flight sim mechanics onto it. Maybe for EVE Valkyrie you have a point. But that is another game altogether. |

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.10 23:47:00 -
[4130] - Quote
Justin Cody wrote:Arthur Aihaken wrote:If we're going to start entertaining the prospect of transversal and angular velocity entering into the equation, then we need to revisit missile damage application in its entirety - as well as the possibility of critical hits. In this scenario, I think it's a case of "better the devil you know". no one is talking about that. I think this is all in your head man. I think you need to find a better attitude, the one your using is really bad.
Actually read the post you responded to - "having pilots maneuver to give their missiles the best flight path to target" - is getting transversal and velocity correct so your missiles hit.
"being that if the target it locked our systems are tracking said target and relaying telemetry to the missile while in flight"
I agree 100% - so why do missiles in Eve suck so much. Light missile, ok Cruise missile, ok.. Everything else bad or just usable. |
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