
Markus Reese
Deep Core Mining Inc. Caldari State
361
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Posted - 2014.02.08 17:24:00 -
[1] - Quote
Too many pages to read everything, and I do not have much time to forums so this will be my two bits on the subject.
Starting with missiles in general:
The advantage other weapons have is switching does give a tactical advantage as the situation changes. Ability to switch range, and with projectiles, switch damage. Drone boats switch to more tactical drones as well.
10 second reload timer, it isn't bad. As a long time missile pilot, I have gotten fairly good at predicting how damage will land, and de-activating to switch targets before final volley lands and next one fires off. I didn't quite get the insane reload on RMLs though. Essentially, they make a larger hull have the combat effectiveness of in between sizes. More damage than their smaller class, but better hits than their own size class.
Is this not any different than the dual weapons? Do the dual heavy pulse lasers have a 40 second reload time because they can hit frigates and fast cruisers at 10km if fit effectively? I change projectile ammo as the target changes. For slower rate damage, eg capitals, I use my one type for shields, then switch when timely for armor to maximize my damage.....
Now, the fact that these bonuses are limited to certain missiles and only a few basic ships get the RML bonus. I sorta get it. Do not want heavies to overpower cruise missiles. Indeed, a navy raven with a full loadout of rapid heavy missile launchers would devastate a cruiser. But it really would be meh against larger ships. Wow, no different than using the smaller barrels on a battleship :s
Flight time bonuses. It has been seen here many times in my glance, what a useless bonus, I agree with. Other ship bonuses are effective in their entirety. Allowing application of multifrequency from further away, example. For missile ships, the flight time bonus is useless plain and simple unless you are out beyond the base max range. Pretty sad. All flight time should be relplaced with velocity.
As for the RMLs, what to do about them.... Well, I guess it comes down to what is broken. With the crazy reload, you are saying you want a battleship to be weaker than a drake. Plain and simple. Navy drake>Navy raven, something is a bit wrong. The missile advantage is still that it is more immune to ewar. Best idea that I like is a normal reload timer of 10 seconds, with a longer swap for damage type. Makes sense because you have to pull missiles out, then put back in. |