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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1154
|
Posted - 2014.01.22 09:16:00 -
[1] - Quote
Arthur Aihaken wrote:Omega Crendraven wrote:Bringing back old Rapid lights I proposed this. Player interest: apparently zero.
not a case of that. A casa that we realize CCP NEVER EVER step back that much and askign for it would be a waste of time. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1154
|
Posted - 2014.01.22 09:17:00 -
[2] - Quote
Colman Dietmar wrote:This system was already overpowered and didn't need another buff. If RLML is going to have DPS of the regular medium launchers, at least make it have the same fittings.
Right now a caracal fit with these has everything at the same time: speed, tank, DPS, projection and full DPS on targets of any size. Hurricane was nerfed hard for less than that, nerfed along with the tracking enhancers.
So overpowered that its salves all around new eden dropped 48%? Its such a horrible system that we woudl probably kick any member of ours if it flew with those things. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:19:00 -
[3] - Quote
Domanique Altares wrote:Kagura Nikon wrote: So overpowered that its sales all around new eden dropped 48%? Its such a horrible system that we woudl probably kick any member of ours if it flew with those things.
Look, those people just haven't learned to like it yet. Rest assured, CCP know that another scandal or unnecessary change is coming, and this particular problem will soon be forgotten in the face of something else they decide to break just for the hell of it.
we know a thing or 2 about small scale PVP, and we do not allow our members to use such horrible and useless weapon.. for a reason. Because its only effect its psycological. It is inferior to all other missile options on the absolute majority of realistic scenarios.. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:20:00 -
[4] - Quote
PotatoOverdose wrote:Problem Identified: Ammo Swapping takes way, way too long, as pointed out by the community months ago. Solution: Make ammo swapping only take way too long instead of way, way too long.  :CCP: So, I take it we can expect a reasonable RLML by Rubicon 1.4? How's that SoE BS coming btw?
no way community could have pointed that months ago since the missile changes have less than 2 months :P "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:50:00 -
[5] - Quote
Medalyn Isis wrote:Kagura Nikon wrote:Domanique Altares wrote:Kagura Nikon wrote: So overpowered that its sales all around new eden dropped 48%? Its such a horrible system that we woudl probably kick any member of ours if it flew with those things.
Look, those people just haven't learned to like it yet. Rest assured, CCP know that another scandal or unnecessary change is coming, and this particular problem will soon be forgotten in the face of something else they decide to break just for the hell of it. we know a thing or 2 about small scale PVP, and we do not allow our members to use such horrible and useless weapon.. for a reason. Because its only effect its psycological. It is inferior to all other missile options on the absolute majority of realistic scenarios.. Don't underestimate the affect of a proper burst weapon. For the same reason alpha strike is often more important than overall dps, a proper burst missile system would be great for any missile user wanting to pvp. That said, I think this one still need some improvements until it is anywhere near on par with artillery like effectiveness for instance.
Alpha strike is only relevant if it can KILL the target on that single shot. Same way for burst weapon (that given the standard in eve of high alpha weapons having low sustained DPS).
Do not underestaimate the fact that a LOT of people that REALLY know PVP have pointed how horrible this weapon system is in the absolute majority of cases. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:52:00 -
[6] - Quote
Medalyn Isis wrote:Here is a thought.
What if for each missile there was for instance a 2 second reload time. You have two choices, you could either load up a full salvo of 20 missiles and then fire all at once, which in this case would take you 40 seconds. Alternatively if you just need to quickly hit a target you could fire the salvo half way through the loading process which would fire 10 missiles and only take 20 seconds to reload.
I'm not sure if that is possible to code but it sounds like it would be quite fun to use. Then we can have a proper burst weapon with the flexibility and option during a reload still available for the pilot to fire their burst of missiles when they choose.
woudl be more interesting, but probably much more complicated for them to implement and balance. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:54:00 -
[7] - Quote
Garak n00biachi wrote:Careful you guys dont whine these launchers into OP hell\heaven...they will change\break the game. Burst damage>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>sustained dps.
Compare burst damage dealers in other games and you will see how they change the meta,careful what you wish for.
Blank statements.. devoid of scenario are as useful as a bag of salt in middle of the ocean.
Scenario: enemy ship has 100K EHP and will be able to jump in 100 seconds. You can choose 2 weapons. One is a very high alpha strike weapon.. that does 80K damage but that can fire once every 120 seconds. Other is a weapon that does 1.1K damage per shot, but shoot once per second.
Which one is useless? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 14:25:00 -
[8] - Quote
Kenneth Skybound wrote:Kagura Nikon wrote:Garak n00biachi wrote:Careful you guys dont whine these launchers into OP hell\heaven...they will change\break the game. Burst damage>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>sustained dps.
Compare burst damage dealers in other games and you will see how they change the meta,careful what you wish for. Blank statements.. devoid of scenario are as useful as a bag of salt in middle of the ocean. Scenario: enemy ship has 100K EHP and will be able to jump in 100 seconds. You can choose 2 weapons. One is a very high alpha strike weapon.. that does 80K damage but that can fire once every 120 seconds. Other is a weapon that does 1.1K damage per shot, but shoot once per second. Which one is useless? Scenario 2, you have a friend too. However, the enemy ship has a MWD, you guys only have long points, so even with webs they'll jump in 40 seconds. Now which one is useless? The answer is neither is useless, just successful at different times. Long point keres is great for first tackle on a large gate while heavy tackle retribution is useful to hold long enough for logi to save you from gate guns. Tools for a job. Any scenario you contrive which gives the target time means sustained dps is better. Any scenario which reduces the time dramatically will then favour the burst/alpha, for the downtime that reduces it's sustained dps isn't spent in fight.
At least now you have a scenario . My point is that blank STATEMENT LIKE THE ONE I QUOTED are useless and irrelevant.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1158
|
Posted - 2014.01.22 14:32:00 -
[9] - Quote
Medalyn Isis wrote:Kagura Nikon wrote:Alpha strike is only relevant if it can KILL the target on that single shot. Same way for burst weapon (that given the standard in eve of high alpha weapons having low sustained DPS).
Do not underestaimate the fact that a LOT of people that REALLY know PVP have pointed how horrible this weapon system is in the absolute majority of cases. I agree that indeed the current weapon system needs a lot of tweaking before it can actually be considered anywhere near on par with the effectiveness of artillery for example. I am just wondering why more good PVPers like you and your own corp are not more in favour of working with this burst mechanic for missiles. I would say the concept which CCP Rise has put out is certainly sound and also needed for missiles to keep on par with gunnery systems. If anything all the angst should probalby be directed toward improving standard heavy missiles launchers instead of asking for RHML to be made into a replacement for them.
Because in small scale PVP you usually CANNOT kill the enemy before you reload with rapid weapons. Therefore having a lower DPS becomes a very very bad tradeof.
When you have a blob, even a tiny blob of 12+ ships (yes 12 ships is a blob for me because it scales to the level where personal skills become less relevant) then alpha strike start to become relevant, because usually 12 alpha strike ships an kill another instance of the same ship in 1 volley, therefore gaining something from the alpha strike.
Even before the rapid laucnhers changes, the ONLY reason we used rapids were because of lower fittings.
We have no problem killing frigates with HAMs in our tengus, rapids were there only for range and better fittings. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1158
|
Posted - 2014.01.22 14:53:00 -
[10] - Quote
Medalyn Isis wrote:Kagura Nikon wrote:Medalyn Isis wrote:Kagura Nikon wrote:Alpha strike is only relevant if it can KILL the target on that single shot. Same way for burst weapon (that given the standard in eve of high alpha weapons having low sustained DPS).
Do not underestaimate the fact that a LOT of people that REALLY know PVP have pointed how horrible this weapon system is in the absolute majority of cases. I agree that indeed the current weapon system needs a lot of tweaking before it can actually be considered anywhere near on par with the effectiveness of artillery for example. I am just wondering why more good PVPers like you and your own corp are not more in favour of working with this burst mechanic for missiles. I would say the concept which CCP Rise has put out is certainly sound and also needed for missiles to keep on par with gunnery systems. If anything all the angst should probalby be directed toward improving standard heavy missiles launchers instead of asking for RHML to be made into a replacement for them. Because in small scale PVP you usually CANNOT kill the enemy before you reload with rapid weapons. Therefore having a lower DPS becomes a very very bad tradeof. When you have a blob, even a tiny blob of 12+ ships (yes 12 ships is a blob for me because it scales to the level where personal skills become less relevant) then alpha strike start to become relevant, because usually 12 alpha strike ships an kill another instance of the same ship in 1 volley, therefore gaining something from the alpha strike. Even before the rapid laucnhers changes, the ONLY reason we used rapids were because of lower fittings. We have no problem killing frigates with HAMs in our tengus, rapids were there only for range and better fittings. I see what you are saying, in those examples the burst option isn't going to be as effective as overall dps, but then the point still remains, why should missile users not have an option to deliver burst damage if the wish to. Of course if you are flying solo against a similar class of ship with equal tank then overall dps is often going to be a better choice. But against smaller targets, and in larger number, then at least we have the option to use these missiles. Right now if the only reason to use rapids where due to a trade of between dps and lower fitting reqs then that seems a bit of a poor choice to me for missile users.
The fact is that we LOST the fitting advantage and LOST dps. Now there is no reason to use rapid launchers.
Because ALMOST EVERYTHING that we would kill with rapids, we can kill with HAMS. But with HAMS we can kill A LOT things that with rapids we cannot.
Rapids allowed us to use 100MN cerberus, now that ship is gone.. and non usable anymore "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1160
|
Posted - 2014.01.22 23:03:00 -
[11] - Quote
Stitch Kaneland wrote: So.. use hams then and stop bitching. Rapids use an ammo type smaller than any other cruiser weapon. No other weapon system has this advantage. That would be like 180 autocannons or 650 arty having a Sig resolution of 50, instead of the current 120.
Its like CCP knew that heavies and hams didnt hit frigs great and tweaked a launcher specifically to kill frigs. Hams and heavies when fitted properly can apply all their damage to cruiser size targets. So there is no need to use rlml for this job anymore. Do heavies need a buff? Yes. But rlml are far from worthless.
So speaks the minmatar republic expert on PVP that surely must be right goign against about everyone that did PVP a lot with the Rapids before....
cannot see why theis would be wrong... can anyone? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1161
|
Posted - 2014.01.23 08:56:00 -
[12] - Quote
Stitch Kaneland wrote:Kagura Nikon wrote:Stitch Kaneland wrote: So.. use hams then and stop bitching. Rapids use an ammo type smaller than any other cruiser weapon. No other weapon system has this advantage. That would be like 180 autocannons or 650 arty having a Sig resolution of 50, instead of the current 120.
Its like CCP knew that heavies and hams didnt hit frigs great and tweaked a launcher specifically to kill frigs. Hams and heavies when fitted properly can apply all their damage to cruiser size targets. So there is no need to use rlml for this job anymore. Do heavies need a buff? Yes. But rlml are far from worthless.
So speaks the minmatar republic expert on PVP that surely must be right goign against about everyone that did PVP a lot with the Rapids before.... cannot see why theis would be wrong... can anyone? If my bellicose can kill frigs with rlml, your Caracal should as well. Never said I was an elite pvp'r, but I seem to grasp missile concepts better than most missile users. This brings up a good point though. All I ever see are complaints from Cal pilots. Perhaps the caracal and cerb should be looked at for some tweaking. I fought against triple lse rlml caracal often in null. I find it odd a t1 cruiser could hit my vagabond perfectly out to 60 to 80km and still having a 30k ehp tank. And still put out decent dps. And still blap frigs without problem. See anything wrong here? There is no risk with the old rlml. Now frigs can actually have a window to kill you, and not be rofl stomped.
No nothing wrong there, because you can do the same with turrets under slightly different conditions. For example.. take a navy omen.
On the need to check caldari ships...nope not at all. The complains come from caldari pilots because caldari is the race with less PG on their ships, therefore the race that benefit most from the reduced fittings of the rapid launchers.. HAMS are too hard to fit on caldari ships (they were made thinking on khanid ships).
Sacrileges for example do not need to save PG like that.
Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.
Just compare the following standign still interceptor.. fire arties on it (whiel you also immobile). Full damage.. or nearly full. Fire hams... very little damage. That is why missiles need for some scenarios a weapons with smaller explosion radius. That was a niche use, expanded by the better fitting of the rapids. Now with the changes, the niche became even more niche, since smart and well fitteed AF and some intercetprs will not be killed by a full load of rapids.. AND the other extra advantage, the fittings.. is GONE.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1161
|
Posted - 2014.01.23 09:38:00 -
[13] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote:
Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.
I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight. With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits. As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day. The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us.
Does nto need to be standign still. Just be webbed by a daredevil andyou have effectively the same scenario. Missiles will still loose a LOT of damage, while turrets will be able to hit almost Full damage on that scenario
Explosion size / sig is an independent element on missile formulae (in one of its options). You cannot compensate it with range and speed compensation like turrets can.
Also turrets are NOT all or nothing. They have degrees of hit quality that ARE influenced by the track formulae.
Also your deductions are wrong:
in the trackign formulae, if transversal is ZERO then the effect of signature is removed from the equation effectively. Then only range falloff chance applies. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1163
|
Posted - 2014.01.23 13:36:00 -
[14] - Quote
Warmistress Severine wrote:Why not simply admit that the whole idea was crap and get this Rapid Light Missile Launcher back to 10 secs reload time. Before, the T2 launcher had 80 missiles. If you want to give this thing burst with rate of fire, ok. But balance it with the amount of missiles, not with reload time.
20 missiles (down from 80) double the rate of fire (12ish, now 6ish) but without screwing with the reload/change ammo ability?
Because even with 35 secs reload time, no-one is going to use this. Not in PvE and not in PvP either.
Well he can do the exact opposite. Make the reload be 23 HOURS but put 500 missiles per launcher :P "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1163
|
Posted - 2014.01.23 13:57:00 -
[15] - Quote
Stitch Kaneland wrote:Kagura Nikon wrote:Mournful Conciousness wrote:Kagura Nikon wrote:
Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.
I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight. With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits. As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day. The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us. Does nto need to be standign still. Just be webbed by a daredevil andyou have effectively the same scenario. Missiles will still loose a LOT of damage, while turrets will be able to hit almost Full damage on that scenario Explosion size / sig is an independent element on missile formulae (in one of its options). You cannot compensate it with range and speed compensation like turrets can. Also turrets are NOT all or nothing. They have degrees of hit quality that ARE influenced by the track formulae. Also your deductions are wrong: in the trackign formulae, if transversal is ZERO then the effect of signature is removed from the equation effectively. Then only range falloff chance applies. Yes, that means turret users actually have to do something to get damage on target (mitigating transversal), where missile pilots just have to avoid getting caught. We have to add TE or TC to get fall-off at a reasonable distance, missiles do not. Missile users just add BCU's and thats it. Then complain that their hams or heavy missiles apply for ****. You want max tank and gank, then complain when missiles hit poorly. Yes, heavy missiles and hams don't apply max damage to FRIGATES. Thats what RLML are for. Just like medium turrets don't track frigates well (unless the frig pilot is stupid and burns straight towards you). With 2 webs, thats it, HML can apply max damage with fury ammo to a ScyFI. So your daredevil web would be adequate for HML against a cruiser. With HAMs, web/scram apply very close to max DPS, maybe 1-2% drop. So, if your issue is with the caracal, then start saying you want it bufffed. And stop whining about RLML/HAMs.
I am not defending one weapon system over the other. Just answering the statement that there is unfairness in missiles having the option of using a smaller sized explosion radius laucnher while turrets cannot.
POinting that turrets do not NEED, because they have other ways to hit smaller things, while missiles are much more tied to the module mechanics.
You again, has a very very serious problem os understandign people, maybe because you focus on your imagination instread of reading.. I NEVER FLEW a caracal in my 7 years of even and likely never WILL!!!
Stop daydreaming and READ what others write. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1165
|
Posted - 2014.01.23 15:15:00 -
[16] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote: ...Also your deductions are wrong...
OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae. I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other. I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like. Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero. This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process). Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns.
Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1171
|
Posted - 2014.01.23 16:04:00 -
[17] - Quote
Stitch Kaneland wrote:Kagura Nikon wrote:Mournful Conciousness wrote:Kagura Nikon wrote: ...Also your deductions are wrong...
OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae. I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other. I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like. Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero. This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process). Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns. Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much. Yes.. lets use the most extreme case to rationalize your argument. Because every frig pilot flies in halo sets. And you really think a turret will track an orbiting, a/b fit dram with halos any better?
That is not an extreme case. A sittign still AF with gng links is already extreme case enough . And you are clearly still clueless because this part is the one that SUPPORTS Rapid lights. You are throwing pathetic answers without even understanding the other posts. If you could read, a minimal level, you woudl see we were discussing targets standign still or nearly standign still, like double webbed scrammed targets.
Now.. if you cannot read or use the brain to answer, please, stay out of the conversation. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1171
|
Posted - 2014.01.23 17:53:00 -
[18] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote:...You are throwing pathetic answers without even understanding the other posts. If you could read, a minimal level, you woudl see we were discussing targets standign still or nearly standign still, like double webbed scrammed targets.
Now.. if you cannot read or use the brain to answer, please, stay out of the conversation. Hurling abuse at people with an opposing point of view is a good way of ensuring that their view will never change. You're clearly an intelligent guy, but this does not come across in the above exchange. Your point that HMs do not so much damage to a stationary AF is accepted. We will have to differ on whether it represents an extreme case. A stationary AF with a full set of halo implants would certainly seem like an extreme case to me. Nevertheless, even then, HMs are not a great weapon against this target. No one is denying this. In the more normal case where that AF is moving or orbiting, a railgun, beam laser or artillery cannon is not an optimal weapon either. Blapping frigates that are heading straight towards you is an ability that is really only useful in PVE, with very few exceptions, no?
I was not referencign to you. Was referencign to the guy that is tryign to claim that RApids are incredble and powerful, yet when I point exactly a situation when they are good he attacks me saying its an absurd situation.
Just attacking the fact that he did nto even read and tried to interpret the text before spewign his nonsense, regardless of the nonsense orientation. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1171
|
Posted - 2014.01.24 09:01:00 -
[19] - Quote
Spugg Galdon wrote:aaaaaaaand BOOM!!!!!
With this buff we're back to Caracals everywhere.
Oh, and this also kills HML's again as it completely muscles them out.
EDIT: WTB light missile bonuses for Drake and Cyclone please
Not at all. THe buff was just enough that a caracal will be sure to kill a linked and well fit punisher. Not huge change. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1171
|
Posted - 2014.01.24 12:19:00 -
[20] - Quote
Its a tradeoff that people must learn to accept. Missile do not care if enemy is too close, therefore they cannot HIDE by gettign close. The tradeoff is that missiles cannot use positioning to compensate for very small targets.
Matrix is:
-------------------Far and fast------Far and slow -------close and fast ------close and slow Small target --------T-----------------T-------------------------none-----------------M Large target --------M----------------either -----------------M----------------------either "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1174
|
Posted - 2014.01.24 18:10:00 -
[21] - Quote
Major Trant wrote:Here is a potential solution to the switch ammo and partial reload problem. Instead of having a fixed 40 or 35 second reload time. Have a fixed 10 second reload time and a variable Cooldown timer.
Every time you fire a missile the Cooldown timer clocks up 1.5 seconds. Every time you stop firing the Cooldown timer starts winding down. You can only reload when the Cooldown timer is at 0.
So lets give some examples, assume you start with 20 missiles loaded:
1. At the start of the battle, you want to change the ammo type. No cooldown timer, 10 second reload.
2. You fire all 20 missiles in one burst. 30 second Cooldown, 10 second Reload.
3. You fire 5 missiles in one burst then want to top up or change ammo type. 7.5 second Cooldown and 10 second reload.
The beauty is that you are not committed to the reload during the Cooldown period assuming you still have some missile left. You might stop firing midfight due to range issues, the initial target pops, you get ECM'd or damped out. The Cooldown timer runs down automatically. If you start firing again later, your Cooldown timer is not fully wound up firing off the last of the missiles, thus the reload is quicker.
Too inteligent for CCP .... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1177
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Posted - 2014.01.26 09:33:00 -
[22] - Quote
Maxemus Payne wrote:CCP Rise wrote:Hello
I posted an update recently in the old rapid missile thread on this topic but I assume many of you haven't been watching that so I'm making a new thread for the time being with some updates for 1.1.
The basic gist is that we aren't satisfied with some of the pain points resulting from the change (especially ammo swapping) and want to continue to iterate until they are in the best possible place. For this patch we weren't able to get in a fix for the ammo swapping. We tried a few versions and all of them had enough issues that we didn't feel comfortable deploying. For 1.1 we are going to do the following:
All rapid missile launchers will have 35 second reload timers rather than 40 seconds
Rapid Light Missile launchers will have their capacity increased to 20 missiles per magazine for tech 2 and 19 missiles per magazine for tech 1
Rapid Heavy Missile launchers will have their capacity increased to 25 missiles per magazine for tech 2 and 24 missiles per magazine for tech 1
This change is meant to increase their power slightly, and make them feel a little better to use by cutting down the reload time.
We were looking at a really wide range of options for these systems since the initial reaction was so negative, but over the last few weeks we started seeing more and more people adjust to using them and even start liking them, so, rather than make drastic changes so quickly we want to give it more time and see what happens with usage and feedback over the next couple months. Large changes are still on the table and I won't be finished with this until we address the ammo swapping issue.
Thanks for reading and responding
The basic gist is that you're not satisfied...well let me clue you in. NO ONE is satisfied. I was messing around with a RLML Cerberus on Sisi like the week or two before Rubicon came out...and the "Last minute" changes were not implemented on there. Could have told us about the PG requirement change too when you introduced them to us. Maybe if these concepts were tested fully before throwing them at the community(or even partially as it seems) we wouldn't be in this shituation. Where did you see people "start liking them" ? Where was this? Fencing in the community with no other viable alternatives does not constitute people "liking" them. Seriously, 20 missiles or RLML? I literally laughed out loud when I read that. 35 seconds reload time? SO CUTE. Don't worry CCP, I've been playing for like I dunno...over TEN YEARS now.... guess I'll just have to wait a few more for a working missile weapon system... *HINT* Find the middle ground from the old HML system and the new... *HINT* Fix HAMs so we don't NEED a gang of people to scram and web and TP our targets. These systems should be able to be used solo. Lastly, PLEASE, do not change turret systems to be anything like this... I threw up a little just thinking about that. -Max
HAMS need nto FIXING. THey are incredbly powerful fightign ships of the classes they intend to target. THey are weak against frigates only or against cruisers that did EVERYTHIGN possible specifically to defend against HAMS (adn therefore they should be like that).
HInt ALL weapon systems need a scramb and web and even sometimes a TP to reliably hit for nearly full damage (except upscalling shots , liek from a frigate into a battleship).
THe weak missiles are the HM. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1181
|
Posted - 2014.01.27 12:18:00 -
[23] - Quote
Mournful Conciousness wrote:Sgt Ocker wrote:CCP Rise wrote:Please focus on the part of the post where I said we considered bigger changes because of how people felt about the extended reload in general, but decided to make a tweak and wait for more data and feedback rather than reversing things too quickly.
If you want to help us out on this topic, try to give specific reasons or examples and then just hang in there and watch for updates heading into the next few months.
RLML = a complete class of missile ship (missile cruisers) relegated to shooting 1 class below (frigates), can't really be used solo (except in a rare gank opportunity), intensive skill training to get near optimal performance (not good for newer players), useless in PVE (disadvantages new missile users), Caldari ship bonuses do not in most cases compliment a burst firing weapon. I'm sure there are advantages to RLML for solo play, I just can't find them. I'm sure there are advantages to remote armour repairers in solo play, I just can't find them... Are we sure that this module is intended for solo play?
point is.. it used to be great for solo play.. in fact its best usage was for solo play. Now its not usable there. And people are rightfully complainign that almsot everythign made in eve on last few years has been a nerf to solo play. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1200
|
Posted - 2014.01.29 09:23:00 -
[24] - Quote
Vinyl 41 wrote:ok since were again on the strange ideas train i propose we make rapid launchers keep their stats as they are but add an aoe shock missle specialy for those just like the old torpedoes - usefullness factor 5 fun factor over 100 
and that would mean they would need to be forbidden in high sec. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1218
|
Posted - 2014.02.03 08:31:00 -
[25] - Quote
Arthur Aihaken wrote:Vincintius Agrippa wrote:You can do a cerberus with 730 dps with t2 scourge rages and 3 hob ll's, around 850ish overheated. You have to have almost god like fitting skills, some implants and you have to train up your missiles related skills to 4's and 5's. Rigs consist of t2 rigor and t2 em hardener. With my skills, rages have 134 explosion radius 34km range ( good for hitting cruisers). If you use javelins you get 78 explosion radius ( for dessies?) 50+ range @ 500dps. However with faction scourge you get 78 explosion radius and 40km range @ 620-630 dps, 720 oh. You can only get this dps using an afterburner, if you use mwd youll be short on pg and will have to drop a bcu to fit a power diagnostic unit. dps drops by 85 on all missile types. Ehp is pathetic : 20-21k ehp, but then again you can fix with shield boosters. A full cycle of those (overheated ) should give you an extra 15k ehp buffer. 5 mids minus 2 for point and prop. I think the issue for most players is with the Caracal. Once you start getting into the $200-$300 million range, you have a lot more options for both DPS and tank.
no.. the cerberus is the one that siuffered more. Caracal moslty will be fighting very fragile things. Cerberus on other hand hardly ever will be flying agaisnt t1 badly fitted frigates.
Almost anythign a cerberus will fight has more EHP than these can deliver or is fast enough (ceptors) to avoid most of the damage.
Rapids are interesting basically as secondary weapons, for example in stabber. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1218
|
Posted - 2014.02.03 14:27:00 -
[26] - Quote
Kynric wrote:After playing with the module a bit I find that I both like and hate it. The ammo swap problem is the main issue I have with the current rlml. The ability to select a damage type is one if the defining traits for missiles and this feature makes it impractical to use that trait. The alternative (heavy missles) is poor enough to perhaps keep rlmls in play but that should not be interpreted as happiness with the rlml. Please consider fixing the ammo swap, if that were done the module woukd be in a much better place.
The best solution woudl be what one guy suggested. To reload full set of missiles.. 35 seconds. To replace 1 missile only (U used only 1 before reload) you spend 35/20 seconds... in other words.. time of reload linear to the ammount that need to be reloaded. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1225
|
Posted - 2014.02.03 16:33:00 -
[27] - Quote
CCP Rise wrote:Kagura Nikon wrote:Kynric wrote:After playing with the module a bit I find that I both like and hate it. The ammo swap problem is the main issue I have with the current rlml. The ability to select a damage type is one if the defining traits for missiles and this feature makes it impractical to use that trait. The alternative (heavy missles) is poor enough to perhaps keep rlmls in play but that should not be interpreted as happiness with the rlml. Please consider fixing the ammo swap, if that were done the module woukd be in a much better place. The best solution woudl be what one guy suggested. To reload full set of missiles.. 35 seconds. To replace 1 missile only (U used only 1 before reload) you spend 35/20 seconds... in other words.. time of reload linear to the ammount that need to be reloaded. The big problem with this is that currently you have two options in the drop down, one for reloading the same and one for switching to a new type. If we did what you're talking about we would need three options, one for reloading current ammo to full, one for swapping to new kind of ammo but same amount of charges, and one for swapping to new type of ammo at max charges. We could do that, but it would add anywhere from one to several rows to the right click menu and would also probably be pretty confusing to a lot of users. I would prefer if we could find something like making the reload time only 10 seconds unless you have a weapon timer. This exact solution doesn't work because of how NPC timer works, but from the user perspective it's much cleaner. We wouldn't have to clog up any menus or make any new explanations about how the mechanic worked.
I understand the implications on the usability, but I think you missed a bit on my proposal.
My idea is that you ALWAYS reload all missiles. But the time is dependent of how many you already have.
20 missiles in bay. Reload is then set to minimum time ( could be the old 10 seconds). You get a full set of your new type of missiles.
10 missiles in bay. Then you have half your load, therefore your time must be half the penalty (35-10)/2+10 = 22.8 seconds.
0 missiles in bay. 35 seconds.
That regardless if you are reloading same ammo, or loading a new ammo.
Result is.. if you have full ammo and want to reload before a fight you have exact old behavior of missiles. But if your missiels are empty or almost empty you still pay the full time.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1226
|
Posted - 2014.02.03 16:49:00 -
[28] - Quote
Bienator II wrote:CCP Rise wrote: I would prefer if we could find something like making the reload time only 10 seconds unless you have a weapon timer.
 please stop adding arbitrary rules just because it somehow balances things. Soon we will have ships which move slower with aggression timers etc. Try to explain that to a noob. Eve ships don't cast magic fireballs, those are weapons out of a scifi universe. The less explainable and arbitrary the mechanic is the more immersion breaking and less new player friendly it is.
tell that to doomsday devices not working in low sec :P Or motherships unable to use drones. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1226
|
Posted - 2014.02.03 16:54:00 -
[29] - Quote
Max Kolonko wrote: Seems solid
once per month I stop trolling and post something constructive... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1235
|
Posted - 2014.02.04 00:33:00 -
[30] - Quote
Phoenix Jones wrote:Cut the clip size and the reload time by 2/3rds. So a rapid light has 6 charges, rapid heavy has 8 charges, reload's 13 seconds.
Yup it becomes a bursting missile firing system, since the reloads cut down to about.. oh 13 to 14 seconds, you can reload or change your damage type, and you are only 5 seconds longer than projectiles. Your clips smaller so you only fire for maybe. 20 seconds.
So about 20 seconds of uptime, 13 seconds of downtime.
Addresses the issue of reloads, addresses the issues of switching missiles without a new dropdown.
probably would have to address the rest of the missile systems also, as this post makes no concern towards balance.
and makign it entirely useless because you cannto kill even a single frigate before you need to reload.. making absolutely ZERO situations where the burst damage is useful.
THe solution I posted after rise answeer, (he did not got right what i meant first time) is the best way to achieve what he wants and what we want at same time. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1236
|
Posted - 2014.02.04 09:28:00 -
[31] - Quote
Ransu Asanari wrote:CCP Rise wrote:I would prefer if we could find something like making the reload time only 10 seconds unless you have a weapon timer. This exact solution doesn't work because of how NPC timer works, but from the user perspective it's much cleaner. We wouldn't have to clog up any menus or make any new explanations about how the mechanic worked.
This doesn't solve the problem of reloading for Precision/Fury/FOF during combat, or if you've already aggressed and your timer hasn't run out yet. And I have to echo others that this would be adding an arbitrary rule to how the weapon works that most people won't know about, so you will definitely have to explain how the mechanic works. If making varied reload times for different weapons, and swapping ammo types around is going to be a good experience, it needs a better UI than just right click menus on the turret/launcher. Especially if this "burst" design is going to be expanded to some of the gunnery turrets.
my proposal altough.. solves 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
1304
|
Posted - 2014.02.25 10:39:00 -
[32] - Quote
Spugg Galdon wrote:I find this thread hilarious.
If you're struggling to use RHML's that's your issue. I have been flying around low sec in a RHML Raven for weeks now. Still haven't lost it. Still haven't got any kills with it but I have been winning fights when contesting DED complexes. I even took on an Ishtar and a Deimos at the same time in a site and forced both to disengage. Both were extremely lucky not to get killed before they entered warp and they even told me this in local chat.
The RHML works absolutely perfectly (ignoring ammo swapping)
RLML's seem to be working just fine in their role too. You can even stretch the role to fight cruisers (sometimes).
On the raven they are ok, but on the typhoon they are inferior to cruise because one of typhoon bonuses do not apply to RHML. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1341
|
Posted - 2014.04.23 09:58:00 -
[33] - Quote
Caleb Seremshur wrote:I don't see how being speed tanked by battlecruisers and the odd battleship is even remotely comparable to railguns in deep falloff. When planning for an assault ship what points do we consider? Don't you too find mono damage types to be a bit narrow and penalising - especially on caldari ships which lose 25% of their dps when nit shooting kinetic?
You know that damage types are a racial thing right? That supposedly the only race that shoudl have some varaibility isminmatar. And even so they have ONLY on t1 ammo .
Caldari still ahve more damage type variability than amarr or gallente, so stop hitting that key. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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