Author |
Thread Statistics | Show CCP posts - 7 post(s) |

Maxor Swift
Science and Trade Institute Caldari State
12
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Posted - 2014.01.21 18:07:00 -
[1] - Quote
So after the 200+ pages of feedback on the state of Rapid launchers all Rise comes back to us with is 5 seconds reduction in the reload and a tiny increase in capacity?
Really Rise Really?? This is your answer, you should have just left it these revisions are insulting.
We give you page after page of fixes to the problem (i problem only to you and some missile haters) and you give us 5 seconds. CCP 5 seconds it is then.
Like i said before i want a refund on my Rapids skill points as they are now 100% unusable in PVE and almost 100% unusable in PVP.
"What you talking about willis" |

Maxor Swift
Science and Trade Institute Caldari State
20
|
Posted - 2014.01.23 17:29:00 -
[2] - Quote
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.
Also, a small response to the comparison with jamming: I think parts of the experience are obviously the same (not being able to fire for a period of time), but there a lot of other parts to compensate (or at least that is the idea). With RML you get to choose when that period of time will be, you get to control a lot of factors that contribute to how significant that period of time is (how your ship is fit, where you're located in space, what targets you choose etc), and you get the huge benefit of very high front-loaded damage. Not disregarding the fact that not being able to shoot doesn't feel good, just pointing out that they are different situations in some important ways.
Please focus on the part of our feedback where we say we hate the reload time and ammo capacity and given that HMLs are just awful the options for medium missile systems are pitifully small. "What you talking about willis" |

Maxor Swift
Science and Trade Institute Caldari State
20
|
Posted - 2014.01.25 00:02:00 -
[3] - Quote
35 seconds reload and 20 ammo capacity ANY other values are totally redundant with those reload times and ammo capacity they are unusable in all but the briefest of brief encounters.
This together with the FACT that heavy missiles are utter crap, players that have missiles trained only have one medium weapon system worth using. "What you talking about willis" |

Maxor Swift
Science and Trade Institute Caldari State
21
|
Posted - 2014.01.29 16:47:00 -
[4] - Quote
There is no point going over the same old ground we did this already in the 200+ page thread.
Rise isn't man enough to admit he was wrong so we are left with 2 options train turrets or train drones and drones are getting Rises' special balancing wand next so only one option really, train turrets. "What you talking about willis" |

Maxor Swift
Science and Trade Institute Caldari State
22
|
Posted - 2014.01.29 22:01:00 -
[5] - Quote
Vincintius Agrippa wrote:Arthur Aihaken wrote:Here's an abstract idea for missilesGǪ The biggest problem is the time to hit and that they don't apply instant damage. So why not turn them into the ultimate mid-range weapon system instead of trying to be the jack of all trades? Reduce flight time by 80%, increase missile velocity by 50% and tweak the damage application on heavy missiles and heavy assault missiles. Something like this, to reduce lag have them be on field for less time. Reminds me of the old missile defence system that could launch a missile to instance supersonic velocities.
I dont see why they have to exist in game at all .Simply have them hit instantly and have the "missile effect" and time to hit be a purely cosmetic effect with a delayed result. "What you talking about willis" |
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