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

Mike Whiite
Stupid Stunts The Wolfpack Nexus
321
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Posted - 2014.01.21 14:38:00 -
[1] - Quote
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.
.............
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
I'm pretty intrested in these numbers, Jita sales suggest otherwise.
Aside from that I still think this RML overhaul is to soon, fix missiles first instead of reducing one of the last usualble systems, in a ganking ship for frigates.
It's a nice idea, though not as a replaicement for the rapid light.
Make it a weapon of its one call it the Gurista Missile burst launcher (it sounds like a pirate weapon)
give it it's own ammo that does rainbow damage.
and take a good look at the old RLML adjust that to aceptable power.
and start looking to missile mechanics as whole, High SP, damage aplication, it being to static.
During the ship reballance almost all ships became faster, which hurts missiles as a whole.
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Mike Whiite
Stupid Stunts The Wolfpack Nexus
321
|
Posted - 2014.01.21 16:35:00 -
[2] - Quote
CCP RIse,
I think the general problem with these RML's is you're trying to do to much.
You created a new launcher.
and destroyed an old launcher that did something completely different, from what your new launcher does.
the old RML was used to counter the problems with damage aplication on smaller targegts, while still be usefull againt targets of the same size (this might have been out of ballance and needed a fix) and you removed it, to replace it with a launcher that is used to burts smaller targets.
so here by removing the oprion to be more alround against less damage, from the game.
Your burts weapon would be fun if it was a choise on ship of the same size. (rapid burst light weapon on a frigate, rappid burst heavy missiles in cruisers.)
Then there is a choise, between a bust weapon and a long reload time and a normale weapon with more sustained damage.
Now you need a cruiser to kil a frigate that can't defend itself against other cruisers. that sounds alot like an expensive destroyer.
please separate this burst weapon from the original RLML, they are to different and there are no alternatives. the only way to adjust damage aplication on long range missiles are Riggs and implants now.
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Mike Whiite
Stupid Stunts The Wolfpack Nexus
322
|
Posted - 2014.01.21 17:45:00 -
[3] - Quote
Mizhir wrote:Jean-Baptiste Zorginho wrote: Since they don't do twice the damage and you still have the disadvantage of damage type (in your example, let's say you've chosen the 2 wrong damage types, still sucks to reload 40s on each group).
And not firing a gun 40s is still stupid, sorry but it is.
The old RLML was still OP.
What gives you that idea?
seriously, I'd love to understand what was so O.P. about them?
also because you tell one post earlier that 2 old ones couldn't braek the tank on a dual rep navy exeq.? |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
323
|
Posted - 2014.01.21 18:46:00 -
[4] - Quote
Mizhir wrote:
What gives you that idea?https://forums.eveonline.com/themes/ccpEveOnline/pix-trans.png
seriously, I'd love to understand what was so O.P. about them?
also because you tell one post earlier that 2 old ones couldn't braek the tank on a dual rep navy exeq.?
The old RLML could not only easily deal with frigs and dessies as it was designed for, but it was also very good against cruisers and somewhat good against larger. The paper dps aren't high, but the fact that they could do nearly full damage to anything within a rather large range (can't remember the number).
RLML caracals were very strong solo ships, and no matter how horrible you flew, you could still project a decent amount on damage on the target. And in small gangs their combined dps was able to wreck havock against much stronger forces. I still remember a fight I had where we were 6 caracals who attacked a 20-30 man nullsec defense force and still managed to break both scimis and battlecruisers while only losing a single caracal to a bombing run. I don't think we would have been able to do it with any other medium weapons. Because the only weakness of the old RLML was the low dps against large targets.
Navy Exeqs are beasts as dualrep. But I might be wrong when I said that 2 old RLML caracals couldn't break it on the long run. The new RLML still offers a better choice in killing active tanked stuff. [/quote]
First thanks for the serious reply.
I will not deny the Caracal was a good ship with RLML, if that makes RLML O.P. is an other question.
It could mean the Caracal is O.P. I believe it was Gipso that made a case about the gang links causing much of the problems.
it also not that high in the most used weapons list in eve kill.
And even if, if it was over powered, that doesn't mean there is a need remove the entire mechanic an bring in something entirly different.
especialy with the other missile systems in sucha mess as they are now compared to turrets. |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
323
|
Posted - 2014.01.21 19:31:00 -
[5] - Quote
Mizhir wrote:
Hmm, good points. And Gypsio also had some good points with the PG.
Caracals weren't the only ships that was strong with the RLML. The Cerb and ScytheFI was beasts as well.
However the new RLML system opens up for new possibilities and interesting gameplay so I still think they shouldn't trash it. Instead they should work on bringing the HAM and HML back in line again.
I'm not against a burst system on it self, just not for removing the other system.
not now anyway, not before missiles as whole are ballanced.
this range of ballance rounds wheren't realy soft on missiles. (cruise got a good buff though)
most smaller ships gained speed (pianfull for all missiles)
Heavy's got a big nerf, where a smal nerf and a look at those power hulls was pobbably more appropriate.
meanwhile all meduim turrets got boosted.
Torpeados's are also a serious problem, mask by the succes of the stealth bombers. (which need 3 direct missile bonuses and a covert ops cloak without targeting delay to work.)
I think a burst weapon would do great when you fit them on hulls of the same size. Kestrel with a rlml, then there is a real choise in tactic instead of a niece. |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
324
|
Posted - 2014.01.22 11:36:00 -
[6] - Quote
Mournful Conciousness wrote:============================== Responding to CCP Rise's challenge. ==============================
PROBLEM: 1. RLMLs are designed to be an anti-frigate weapon on a missile cruiser (the reasons for why we would want such a thing are for another discussion). 2. Giving a weapon the same EXP radius and velocity as a light missile launcher but higher DPS, along with lower fitting requirements than HMLs (a crucial point) begins to obsolete medium sized missile systems, since it gives RLML-fitted ships the opportunity to fit stronger-than-designed tanks while murdering smaller ships and damaging larger ships very effectively. 3. Making it into a burst weapon enrages the player base (bad commercial move).
SOLUTION: a. Give RLMLs exactly the same damage and application stats as light missile launchers, with exactly the same capacity and damage multipliers, flight times etc etc. b. Make them "medium weapons" so that they benefit from the bonuses on medium hulls only. c. Give them the same fitting requirements as heavy missile launchers.
SYNOPSYS: x. Missile cruisers can now become effective anti-support cruisers without going beyond their initial design in terms of power projection and tank. y. A cruiser fitted for anti-support will be good at it, but not so good for tackling another cruiser or larger - desirable. z. Calm restored, [all] players happy, CCP revenues safeguarded.
I might not get it but why wouldn-¦t I just fit normal small missile launchers?
and still have the fitting bennefit? |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
327
|
Posted - 2014.01.23 14:39:00 -
[7] - Quote
Stitch wrote: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.
Lets presume you're intrested in an explanation and not trying to troll.
I'm not going in the discusion between turrets and missile launchers in general, it's been done a 100 times and more.
but aside from that. HML and HAM, not only don't do full damage on Frigates, they don't do full damage on Cruisers either and even don't do full damage to a few battlescruisers.
It's nice that 2 webs might help you aply more damage with HML, though a bit sad that a long range missile ship needs to get in webs range, to aply it's damage.
and aside if the old RLML was or was not overpowered, it is no reason to just replace the system with something completly different.
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Mike Whiite
Stupid Stunts The Wolfpack Nexus
327
|
Posted - 2014.01.23 18:41:00 -
[8] - Quote
Stitch Kaneland wrote:
Its called a huginn/rapier. If you're in a missile gang its wise to bring one. Run some graphs with double web against a cruiser and heavies. You get all dps on target.
I know heavies and hams don't do full damage to a frig, that's the point. If that were the case all your weapon systems would be like rlml in application.
I'm sorry, how could I be so delusioned to call it unballanced all you need to do is bring a Recon ship and the medium missiles can hit medium targets for full damage, how could I be so stupid.
and so stupid to engage in this discusion.
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Mike Whiite
Stupid Stunts The Wolfpack Nexus
327
|
Posted - 2014.01.23 22:20:00 -
[9] - Quote
El Space Mariachi wrote:Arthur Aihaken wrote:BadAssMcKill wrote:Giving the Drake an RML bonus would take it from garbage to top tier How is this going to move it to top tier exactly? It's not like RLMLs excel in either PvE or PvPGǪ They're only marginally useful if you use them in a limited capacity as a secondary weapon system. Emphasis on "marginally". you quite plainly have no idea what you're talking about. RLMLs used to be death incarnate against Frigates, and they're still pretty damn effective in numbers. but then what would someone who fits their tengus like http://eve-kill.net/?a=kill_detail&kll_id=21423348 know about how to effectively use rlmls xD
A tengu has 3 Direct missile bonuses. so if it fts on a tengu and doesn't work it will never work, if it fits on a Tengu and it does work doesn't make it a good weapon. |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
328
|
Posted - 2014.01.30 09:51:00 -
[10] - Quote
Although I sencerly hope this module works now.
I'm a bit sceptic on considering the module fixed because it works on a Tengu.
Even HML's still sort of work on a Tengu.
I also get it's a nice side weapon on a turret ship.
any tries on non T3 hulls and succes on other fields than ganking?
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Mike Whiite
Stupid Stunts The Wolfpack Nexus
331
|
Posted - 2014.02.03 15:01:00 -
[11] - Quote
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.
What about a magazine or clip set up?
instead of a loadout of 20 you have a loadout of 2 x 10 which could exist of 2 different typs of ammo. Where you could reload 1 half while the other is firing. that would still give you extended load time and the abbility to fire busrt of 10 or 20?
the idea of clips with diferent ammo does appeal to me as a metric for missiles and give them a little more options when considering different sizes of signature at a cost of course, limited load out or longer loading times or something in that order.
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