Pages: [1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 25 :: one page |
Author |
Thread Statistics | Show CCP posts - 7 post(s) |
|

CCP Rise
C C P C C P Alliance
3470

|
Posted - 2014.01.21 11:16:00 -
[1] - Quote
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
|
|

Oxide Ammar
Equilibrium Tech Labs
41
|
Posted - 2014.01.21 11:20:00 -
[2] - Quote
Unfortunately, 35 sec still considered as long time, but I'm glad you are focusing on the problem you caused last expansion and working for solutions |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1098
|
Posted - 2014.01.21 11:37:00 -
[3] - Quote
I think 35 s is still too long - it's too still frustrating to use and hence too un-fun. Personally I'd aim for reload time being half that of the shooting time, adjusting ROF and capacity as needed to get reasonable burst and sustained DPS. However, it's a good move in general. Numbers for a triple-BCS Caracal using Fury:
Original RLML: 266 DPS Previous RLML: shooting time 44.3 s, reload time 40 s, burst DPS 410, sustained 215 DPS, 81% of original. New RLML: shooting time 49.2 s, reload time 35 s, burst DPS 410, sustained 239 DPS, 90% of original. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
498
|
Posted - 2014.01.21 11:53:00 -
[4] - Quote
light missile nerf when |

Sentinel Mantik
Watschn Inc. The Unthinkables
9
|
Posted - 2014.01.21 11:57:00 -
[5] - Quote
Ever considered some bonus to flightspeed with a nerf to flight time with the Rapid Launchers? That would bring the initial damage to the target more "rapidly" without increasing the range. That would maybe improve the weapon as a "anti-frig for cruisers" more. (or anti-cruiser for BS) Or do they serve another role by now? Minmatar 4 life
German player.
|

Altrue
Exploration Frontier inc Brave Collective
880
|
Posted - 2014.01.21 12:02:00 -
[6] - Quote
Gypsio III wrote:I think 35 s is still too long - it's too still frustrating to use and hence too un-fun. Personally I'd aim for reload time being half that of the shooting time, adjusting ROF and capacity as needed to get reasonable burst and sustained DPS.
I agree! :D
I know that now its done and we need to look forward, but what was the point of having to change them in a state that didn't satisfy anyone? Clearly after months in their current state, some of their main issues haven't been adressed, like ammo swapping or remaining reload time.
So these changes have been pushed regardless of the numerous issues that would cripple a system that would still be critisized even if the features around it were working. (Remaining reload time not displayed, etc...)
So why didn't you wait for having everything working to release these changes at once ? The only reason that I can find is that there was a serious imbalance problem, yet rapid lights haven't been touched for years. So the issue, if there was any, wasn't that urgent.
Now talking about their stats, I still believe that this burst thing is a bad idea. Voluntarily creating times of inactivity is not an improvement, its a regression.
What was wrong with the last interation anyway ? Why isn't it possible to get a whole missile rebalance all at once and be done with it? Or just to turn rapid lights stats into the stats of light missile launchers, but mounted on cruisers? Eventually with a shortened range.
Signature Tanking - Best Tanking. |

Turelus
Caldari Independent Navy Reserve The Fourth District
854
|
Posted - 2014.01.21 12:05:00 -
[7] - Quote
I will agree with others that 35secs is still a long time to be doing nothing in a fight. The biggest issue with the weapons system is after doing your DPS you end up in the same situation as when under the effects of ECM, sitting watching and doing nothing in the fight.
When people are playing a game like EVE in PVP they want fast moment to moment reactions and control in a fight, long waiting periods where you effectively useless are the worst ideas in MMOs, this is the same reason you see people frustrated over stun-locks in other games.
Since the changes Rapid Missiles have also been worthless in PVE where's they used to be a fantastic weapons system for newbies getting into a Caracal and running L1 or L2 missions.
It's nice to see the work being put into them after their changes and them not just becoming another changed with no later support but the long waiting periods is still the issue stopping most from wanting to use them. Lieutenant Turelus Caldari Independent Navy Reserve The Fourth District
I post on my main... shocking I know! |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
119
|
Posted - 2014.01.21 12:06:00 -
[8] - Quote
Nice to see you're still working hard on trying to find a most optimal solution for these launchers. Although the changes are small, they're still welcome. |

Liafcipe9000
Critically Preposterous
13824
|
Posted - 2014.01.21 12:15:00 -
[9] - Quote
CCP Rise: Okay we'll shorten it by 5 seconds.
Players: NO! 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
* CCP Rise has left the conversation. 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....
|

Medalyn Isis
Tribal Liberation Force Minmatar Republic
12
|
Posted - 2014.01.21 12:17:00 -
[10] - Quote
I really like the sound of these rapid missile launchers. Going to have to try them out and see what they are like in practice as have not had a chance yet. Nice idea though, I like the concept of doing massive burst damage and then a long reload time. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
12
|
Posted - 2014.01.21 12:21:00 -
[11] - Quote
Turelus wrote: When people are playing a game like EVE in PVP they want fast moment to moment reactions and control in a fight, long waiting periods where you effectively useless are the worst ideas in MMOs, this is the same reason you see people frustrated over stun-locks in other games.
This is Eve, not WOW. I'm sure most Eve players are patient enough to realise that despite a long reload time they are still doing good dps and massive burst damage which is sometimes more useful particularly in situation where you need to break past a shield recharge rate or surprising an enemy.
The way you describe it is as if Eve players are sugar infused 12 year olds foaming at the mouths because there are no pretty explosions happening on the screen for 35 seconds.
|

Turelus
Caldari Independent Navy Reserve The Fourth District
854
|
Posted - 2014.01.21 12:23:00 -
[12] - Quote
Medalyn Isis wrote:I really like the sound of these rapid missile launchers. Going to have to try them out and see what they are like in practice as have not had a chance yet. Nice idea though, I like the concept of doing massive burst damage and then a long reload time. I'm not sure you will enjoy the reload time if your target is still alive and you're sat watching yourself dying still. The same with any time you wish to change ammo type before a fight, you will be waiting 35 seconds before being able to go and start the fight with the right damage type.
I do agree go and try them, but they sound much better on paper than they are enjoyable in real time use. Lieutenant Turelus Caldari Independent Navy Reserve The Fourth District
I post on my main... shocking I know! |

Altrue
Exploration Frontier inc Brave Collective
882
|
Posted - 2014.01.21 12:33:00 -
[13] - Quote
Medalyn Isis wrote: This is Eve, not WOW. I'm sure most Eve players are patient enough to realise that despite a long reload time they are still doing good dps and massive burst damage which is sometimes more useful particularly in situation where you need to break past a shield recharge rate or surprising an enemy.
The way you describe it is as if Eve players are sugar infused 12 year olds foaming at the mouths because there are no pretty explosions happening on the screen for 35 seconds.
I'm not a sugar infused 12 years old child nor a WOW player, yet I find it infuriating to have to wait 40 seconds in the middle of a fight doing nothing. And I'm proud of it.
Signature Tanking - Best Tanking. |

Turelus
Caldari Independent Navy Reserve The Fourth District
854
|
Posted - 2014.01.21 12:35:00 -
[14] - Quote
Medalyn Isis wrote:Turelus wrote: When people are playing a game like EVE in PVP they want fast moment to moment reactions and control in a fight, long waiting periods where you effectively useless are the worst ideas in MMOs, this is the same reason you see people frustrated over stun-locks in other games.
This is Eve, not WOW. I'm sure most Eve players are patient enough to realise that despite a long reload time they are still doing good dps and massive burst damage which is sometimes more useful particularly in situation where you need to break past a shield recharge rate or surprising an enemy. The way you describe it is as if Eve players are sugar infused 12 year olds foaming at the mouths because there are no pretty explosions happening on the screen for 35 seconds. I'm sure EVE players are patient enough the problem is in EVE a fast kill is normally a better kill. 35 Seconds where you can't apply any DPS is time your opponent can. * Repair any damage if active tanked. * Nuet more of you cap if using neuts. * Get more cycles on ECM mods/drones if they're being used, if one of these lands at the 34 seconds mark ... ouch! * Call in reinforcements if the fights not going well. * Have adaptive hardeners adjust to your damage type. * Continue to damage your ships making a close fight not so close.
Adding all that to the fact missiles are not greatest of weapons systems in all cases any way and it's too much of a gamble for most people to want to use. There was a vast amounts of feedback and pointing out the flaws before the initial changes were made (the major one being we can't switch damage types more than once a minute) but the missiles were pushed out any way and to my knowledge been a flop. Lieutenant Turelus Caldari Independent Navy Reserve The Fourth District
I post on my main... shocking I know! |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1188
|
Posted - 2014.01.21 12:36:00 -
[15] - Quote
Medalyn Isis wrote:Turelus wrote: When people are playing a game like EVE in PVP they want fast moment to moment reactions and control in a fight, long waiting periods where you effectively useless are the worst ideas in MMOs, this is the same reason you see people frustrated over stun-locks in other games.
This is Eve, not WOW. I'm sure most Eve players are patient enough to realise that despite a long reload time they are still doing good dps and massive burst damage which is sometimes more useful particularly in situation where you need to break past a shield recharge rate or surprising an enemy. The way you describe it is as if Eve players are sugar infused 12 year olds foaming at the mouths because there are no pretty explosions happening on the screen for 35 seconds.
Physically they may be older than 12, but mentally/emotionally ..... I'm not so sure sometimes. |

Altrue
Exploration Frontier inc Brave Collective
882
|
Posted - 2014.01.21 12:41:00 -
[16] - Quote
Kitty Bear wrote:
Physically they may be older than 12, but mentally/emotionally ..... I'm not so sure sometimes.
Yeah, I even heard that some of them are making posts that only consist in insulting the community. Yes yes, it exists...
On a more serious note, I hope that the winter summit brings a new light on what the hell happened during the rapid missiles rebalances to be so bad where other iterations have been much better. Signature Tanking - Best Tanking. |

Jean-Baptiste Zorginho
University of Caille Gallente Federation
0
|
Posted - 2014.01.21 12:45:00 -
[17] - 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.
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
It's still way too long, the initial reaction is still valid but I guess many people just gave up complaining becasue you wouldn't give in. Well, apparently you still want to have this extremely long reload time and the ammo type issue is still on the table. I'd ask for a higher velocity on rapid missiles to make them at least faster get to the target plus I'd welcome an omni-dmg bonus in contrast to the current kinetic dmg on the cerberus.
But in general, let's nerf missiles a bit further for pvp, they're used all over the place...not. |

Morwennon
Aliastra Gallente Federation
70
|
Posted - 2014.01.21 12:56:00 -
[18] - Quote
CCP Rise wrote: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 Would you mind sharing the data you're basing this claim on? While I certainly don't have access to all your metrics, the sales volumes for RLMLs in Jita strongly suggest that this is not the case - they've been trending downwards pretty steadily since Rubicon 1.0.
Regardless, I suspect that this change is basically sticking lipstick on a pig; the problem isn't so much their overall dps as that there's no way to make long weapon reloads fun. Pair that with the fact that the ammo switching problem is unresolved and I don't see this doing anything to change the current picture; there'll be a brief spike in sales and usage that will persist for a week or two as people investigate the changes and then things will return to their slow decline as players realise that the weapons are still very poor for general use and the core mechanic is extremely unenjoyable.
Ceterum censeo, the RLML and HML nerfs must be undone. |

Mizhir
Mangala Solaris's Fan Club
51310
|
Posted - 2014.01.21 12:59:00 -
[19] - Quote
If the 35sec reload is such a huge deal, how come ECM haven't been removed from the game yet? It leaves you unable to do anything for the next 20 sec.
The initial changes to RLML were probably too much, so with this little buff I actually think that RLML are exactly what they are supposed to be. They are a support weapon rather than a main weapon and the burst can be quite good if you know how to use it. If you fly an antitackle caracal in a nano fleet you can easily blap the enemy tackle fast which leaves your fleet in a very good position.
If you are doing nothing during those 35sec you are doing it wrong. The 'burst and then reload' gameplay the RLML offers allows you to take advantage of many things. You can use the reload time to fall back and get repped up while you during the shooting time can play offensive. The reload time can also be spend to reposition yourself. You can also tackle stuff!
Still, if you don't like the new gameplay of the RLML, there is nothing that stops you from fitting HAMs or HMLs. But if you really want sustained dps against a smaller target you can also just split your RLML into 2 group and let one of them fire while the other one reloads. Problem solved. And if Gypsio's calculations are correct then you will end up with 90% dps of the old RLML. Which is fine since the old RLML was op. Anyone who has knowledge about pvp tactics would know that having the option to do burst is better than just getting a flat 10% dps reduction.
The only downside is the inability to switch ammotypes without the long reload.
But I think this is just a good old case of HTFU. One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |

Edward Olmops
Sirius Fleet
126
|
Posted - 2014.01.21 13:02:00 -
[20] - Quote
Turelus wrote: I'm sure EVE players are patient enough the problem is in EVE a fast kill is normally a better kill. 35 Seconds where you can't apply any DPS is time your opponent can. * Repair any damage if active tanked. * Nuet more of you cap if using neuts. * Get more cycles on ECM mods/drones if they're being used, if one of these lands at the 34 seconds mark ... ouch! * Call in reinforcements if the fights not going well. * Have adaptive hardeners adjust to your damage type. * Continue to damage your ships making a close fight not so close.
Yes, but your comparison ist wrong here! The new RLML ARE the fast kill. After the initial 20 missiles, your enemy should be dead, that ist the point!
If he is not, then you are doing it wrong. All the things (the neuts, the reinforcements, the repairs) would have happened to your old-style Caracal as well, because that one would not have killed the target in the first 40 seconds either. And most likely not in the reload time of the new version either. The only difference might have been that you seee all the time some of your missiles heading towards the enemy ship and get a warm fuzzy feeling while dying. Choose another weapon system with lower burst and higher sustained DPS before you tackle heavier targets.
Oh, and reactive hardeners do not adapt anywhere if you do not continuously apply damage. |

Dav Varan
Spiritus Draconis Sicarius Draconis
140
|
Posted - 2014.01.21 13:03:00 -
[21] - Quote
Top up reloads are a major pain.
Given the targets for these launchers are smaller ship classes than the carring ship the chance of smaller faster quarry evading or not engageing in the first place are very high especially when fighting solo.
This leads to a situation that you fire off a few rounds and then have to reload for 40 secs. A half full RL is not much use for killing anything before a deagessing target can jump out / dock / flee.
A fix for these launchers needs to take into account the amount of ammo being reloaded.
I would make reload time = ( 1 - 2 seconds based on meta ) * number of rounds reloaded + 5 seconds for flavour swap.
I still don't support introducing burst mechanics on RL though. There are too few fitting choices for missile users already.
All gun users get 3 long and 3 short range options to suit available fittings.
Missile users now only have 1 general purpose long range and 1 short range. The RL are now niche weapons.
Would have been much better if you had kept RL as they were and introduced burst as a new module.
Give missile boats fitting options and maybe I stop hating.
~ Make equivs of Ions / Electrons for Missile boats. |

Connall Tara
Conquering Darkness
116
|
Posted - 2014.01.21 13:03:00 -
[22] - Quote
Quote:I'm sure EVE players are patient enough the problem is in EVE a fast kill is normally a better kill. 35 Seconds where you can't apply any DPS is time your opponent can. * Repair any damage if active tanked. * Nuet more of you cap if using neuts. * Get more cycles on ECM mods/drones if they're being used, if one of these lands at the 34 seconds mark ... ouch! * Call in reinforcements if the fights not going well. * Have adaptive hardeners adjust to your damage type. * Continue to damage your ships making a close fight not so close.
Adding all that to the fact missiles are not greatest of weapons systems in all cases any way and it's too much of a gamble for most people to want to use. There was a vast amounts of feedback and pointing out the flaws before the initial changes were made (the major one being we can't switch damage types more than once a minute) but the missiles were pushed out any way and to my knowledge been a flop.
I have to disagree with this point. with an over-reliant focus on the negative aspects of the weapon. you are proposing that fast kills are better kills, yet use this as an argument against a burst fire style weapon system? it seems counter intuitive.
by all rights, the concept of a burst fire mechanic should incline the user to try and maximize this advantage. by front loading your dps you are making a determined attempt to overload you're opponents tank in a short period of time. the downside of this of course is that more durable opponents do indeed have the oppertuinity to do as you say above, but as a technical point considering the previous version of the weapon system (pre-rapid launch) only had 10% more effective dps than this new iteration, what would prevent them from doing ANY of the above against a standard mechanism?
indeed, one of the more significant points you make is being struck by ECM or an ECM drone just before your reload completes, rendering your damage output moot. I would counter argue that there is just as much likeliness of this jam landing at the start of your reload cycle, rendering it's effect moot. to claim higher ECM strength would be foolhardy as well as normal weapon systems would be just as badly effected by continuous jamming cycles, if anything the burst fire of rapid lights would prove themselves superior in this situation firing more missiles between sucessful jams.
similarly, you speak of adaptive hardeners which, if i'm not mistaken mechanically, require continuous incoming damage in order to calculate the resistance shift and also have a predetermined cycle time. logically speaking the burst fire mechanic of RLML's are actually a superior weapon choice in this instance as your target would have less cycles for the modules to make the correct switch, the module then not changing further during your reload time.
there are of course intrinsic weaknesses to the rapid launch burst fire mechanic, but to argue that the weaknesses completely outweigh the advantages is disingenuous. you don't expect me to proclaim blasters worthless because i can shoot further with rails nor would you expect me to proclaim autocannons vastly superior to pulse lasers because they can select their damage types.
there are situations and decisions that every pilot has to make when deploying their vessels in combat, rapid lights might be a particularly specialized version of this but this does not render them as some would claim worthless.
as for these changes, I've already made it aware that i'm very much a fan of this weapon system and these changes are only a buff for a weapon system i was already using with glee in wormhole operations. more deeps and shorter reloads? yes please. Naomi Knight - "You must be CCP Rise alt , that would explain everything"
|

Morwen Lagann
Tyrathlion Interstellar
1091
|
Posted - 2014.01.21 13:11:00 -
[23] - Quote
Liafcipe9000 wrote:CCP Rise: Okay we'll shorten it by 5 seconds.
Players: NO! 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
CCP Rise: 5 seconds.
Players: 20 SECONDS!
* CCP Rise has left the conversation.
This post best sums up the entire conversation about the rapid launcher 'rebalance' from the original announcement post, to the present. I cannot emphasize this enough.
The people who have mentioned ECM are spot on - a single successful jam cycle of ECM is 20 seconds. That is frustrating enough as it is because it is something outside of your control. Now imagine that you're unable to shoot for almost twice that length of time, with the difference being that you did it to yourself.
That's what using the rapid launchers is like. It's voluntarily jamming your ship for the equivalent of multiple ECM cycles.
Out of ammo? You just jammed yourself for 2 cycles.
Wrong missile type because the guy who you need to shoot has a different resist hole? You just jammed yourself for two cycles.
God forbid you're one of those lemmings who participates in fights like the one in HED over the weekend that are so full of TiDi it's like you've gone back in time to Woodstock. Might as well go take a ****, read a book and play another game - you'll be done with all of that before you're finished reloading. Morwen Lagann Director, Tyrathlion Interstellar |

CarbonFury
Habitual Euthanasia Pandemic Legion
3
|
Posted - 2014.01.21 13:27:00 -
[24] - Quote
What don't you get about how terrible this idea was from the beginning? How many posts do you need with people telling you "No"??
Sometimes in life you need to suck it up and admit you had a bad idea mixed in with all the good ones. You'll come out looking better than you are now. |

Longdrinks
Love Squad Black Legion.
20
|
Posted - 2014.01.21 13:28:00 -
[25] - Quote
cool change |

Mizhir
Mangala Solaris's Fan Club
51313
|
Posted - 2014.01.21 13:29:00 -
[26] - Quote
Morwen Lagann wrote: The people who have mentioned ECM are spot on - a single successful jam cycle of ECM is 20 seconds. That is frustrating enough as it is because it is something outside of your control. Now imagine that you're unable to shoot for almost twice that length of time, with the difference being that you did it to yourself.
That's what using the rapid launchers is like. It's voluntarily jamming your ship for the equivalent of multiple ECM cycles.
Out of ammo? You just jammed yourself for 2 cycles.
Don't forget the high burst you had before you "jammed" yourself.
One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |

Connall Tara
Conquering Darkness
117
|
Posted - 2014.01.21 13:31:00 -
[27] - Quote
Mizhir wrote:Morwen Lagann wrote: The people who have mentioned ECM are spot on - a single successful jam cycle of ECM is 20 seconds. That is frustrating enough as it is because it is something outside of your control. Now imagine that you're unable to shoot for almost twice that length of time, with the difference being that you did it to yourself.
That's what using the rapid launchers is like. It's voluntarily jamming your ship for the equivalent of multiple ECM cycles.
Out of ammo? You just jammed yourself for 2 cycles.
Don't forget the high burst you had before you "jammed" yourself.
very much so, people are claiming that there is no upside to this "self jamming". there very much is a big advantage in doing this, its called 100 caldari navy missiles fired within a 50 second time frame from a single caracal. reloading for 35 seconds... then firing ANOTHER 100 missiles.
as mentioned previously by a very wise CSMer, 2+0 is the same as 1+1 Naomi Knight - "You must be CCP Rise alt , that would explain everything"
|

Bob FromMarketing
ElitistOps Pandemic Legion
277
|
Posted - 2014.01.21 13:58:00 -
[28] - Quote
I'm okay with this |

Naoru Kozan
Calamitous-Intent Feign Disorder
39
|
Posted - 2014.01.21 14:09:00 -
[29] - Quote
Yeah whatever man.
/thumbs up
Great changes! |

Dinsdale Pirannha
Pirannha Corp
2055
|
Posted - 2014.01.21 14:13:00 -
[30] - Quote
So you can't get these changes "as you like them" done by 1.1. But you acknowledge there are serious problems still with this entire concept.
Fine.
Then for 1.1, revert back to the old system, put the system that you have tweaked (with the 35 sec reload, and increased capacity) on Sisi, and let the players screw around with it there until you get it right.
Why are you dumping a broken weapon system on Tranquility, when you have a test server designed for that very purpose? Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
|
|
Pages: [1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 25 :: one page |
First page | Previous page | Next page | Last page |