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

Arthur Aihaken
State Protectorate Caldari State
2866
|
Posted - 2014.02.01 20:04:00 -
[421] - Quote
Missile-based shield hulls just tend to suck, period. It just goes to show that a previously great weapon system (RLML) can save a horrible hull like the Caracal. I am currently away, traveling through time and will be returning last week. |

Vincintius Agrippa
F L O O D
31
|
Posted - 2014.02.01 20:43:00 -
[422] - Quote
Arthur Aihaken wrote:Missile-based shield hulls just tend to suck, period. It just goes to show that a previously great weapon system (RLML) can save a horrible hull like the Caracal.
You need almost max fitting and weapon skills, race hull level plus a few implants to even make the caracal a viable platform. Not to mention donate hours upon hours on eft, testing fits, ExTREMELY TIGHT FITS. Im talking about .3 cpu and 0Mw left. . It doesnt have the cpu or powergrid.
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Mournful Conciousness
Embers Children TOHA Conglomerate
501
|
Posted - 2014.02.01 21:34:00 -
[423] - Quote
Arthur Aihaken wrote:Missile-based shield hulls just tend to suck, period. It just goes to show that a previously great weapon system (RLML) can save a horrible hull like the Caracal.
None of the T1 cruiser hulls lend themselves to easy fitting options.
Many missile hulls manifestly do not suck at all. I understand the frustration of trying to mix tank and gank in a T1 cruiser hull, it's basically not possible (probably by design). But any T2 or battlecruiser can do it.
The numbers I see in EveHQ make me think that RLML is verging on overpowered again.
Proponents in this thread should be happy.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Fourteen Maken
State Protectorate Caldari State
131
|
Posted - 2014.02.01 21:59:00 -
[424] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:Missile-based shield hulls just tend to suck, period. It just goes to show that a previously great weapon system (RLML) can save a horrible hull like the Caracal. None of the T1 cruiser hulls lend themselves to easy fitting options. Many missile hulls manifestly do not suck at all. I understand the frustration of trying to mix tank and gank in a T1 cruiser hull, it's basically not possible (probably by design). But any T2 or battlecruiser can do it. The numbers I see in EveHQ make me think that RLML is verging on overpowered again. Proponents in this thread should be happy.
I don't want to get bogged down in another missile thread right now, and I do give them credit for trying to tweak this the changes seem sensible, but RLML is always going to be a niche weapon now and by default that turns those hulls that rely on it into niche hulls as well... we didn't just use it out of preference some of us relied on it to make ships like the Caracal viable, because the alternatives were not fit for pvp. Like he said HAM Caracal is near impossible to fit without perfect missile and fitting skills, anything less and you have dreadful tank and damage application, and relatively low dps. I dont remember exactly and I haven't even bothered to undock for a fight in ages but the last time I tried to fit a HAM Caracal with my skills I think I was getting 11k ehp tank and even with expensive t1 faction missiles the dps wasn't good either. |

Arthur Aihaken
Perkone Caldari State
2866
|
Posted - 2014.02.02 03:04:00 -
[425] - Quote
We need a Khanid-Caldari armor-based class of missile ships. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
120
|
Posted - 2014.02.02 05:01:00 -
[426] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:Missile-based shield hulls just tend to suck, period. It just goes to show that a previously great weapon system (RLML) can save a horrible hull like the Caracal. None of the T1 cruiser hulls lend themselves to easy fitting options. Many missile hulls manifestly do not suck at all. I understand the frustration of trying to mix tank and gank in a T1 cruiser hull, it's basically not possible (probably by design). But any T2 or battlecruiser can do it. The numbers I see in EveHQ make me think that RLML is verging on overpowered again. Proponents in this thread should be happy. EveHq is a good indication on what you can and can't do.. Put your fits together with all 5's (looks good right?) Now switch it to actual skills - DPS drops EHP drops (doesn't looks so good now).
I presume by "any" you mean the Cerberus as it is the only T2 shield hull with RLML bonuses.
No Shield Battle cruiser has RLML bonuses.
I'd say that leaves VERY limited hulls for which RLML would be the optimal choice. |

Arthur Aihaken
Perkone Caldari State
2866
|
Posted - 2014.02.02 05:26:00 -
[427] - Quote
Sgt Ocker wrote:I presume by "any" you mean the Cerberus as it is the only T2 shield hull with RLML bonuses. No Shield Battle cruiser has RLML bonuses.
I'd say that leaves VERY limited hulls for which RLML would be the optimal choice. It's certainly a short list, to be sure (and most only have a single light missile-related bonus):
Bellicose ... G£ö Caracal ... G£ö Caracal Navy ... G£ö Cerberus ... G£ö Gila ... G£ö Huginn ... G£ö Onyx ... G£ö Osprey Navy ... G£ö Tengu ... G£ö Sacrilege ... G£ö Scythe Fleet Issue ... G£ö I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
502
|
Posted - 2014.02.02 09:35:00 -
[428] - Quote
Arthur Aihaken wrote:Sgt Ocker wrote:I presume by "any" you mean the Cerberus as it is the only T2 shield hull with RLML bonuses. No Shield Battle cruiser has RLML bonuses.
I'd say that leaves VERY limited hulls for which RLML would be the optimal choice. It's certainly a short list, to be sure (and most only have a single light missile-related bonus): Bellicose ... G£ö Caracal ... G£ö Caracal Navy ... G£ö Cerberus ... G£ö Gila ... G£ö Huginn ... G£ö Onyx ... G£ö Osprey Navy ... G£ö Tengu ... G£ö Sacrilege ... G£ö Scythe Fleet Issue ... G£ö
Couldn't have said it better myself. Gila is now an extremely capable ship. ASB, RLML, ogre II. Bring it on!
Fourteen Maken wrote: I don't want to get bogged down in another missile thread right now, and I do give them credit for trying to tweak this the changes seem sensible, but RLML is always going to be a niche weapon now and by default that turns those hulls that rely on it into niche hulls as well... we didn't just use it out of preference some of us relied on it to make ships like the Caracal viable, because the alternatives were not fit for pvp. Like he said HAM Caracal is near impossible to fit without perfect missile and fitting skills, anything less and you have dreadful tank and damage application, and relatively low dps. I dont remember exactly and I haven't even bothered to undock for a fight in ages but the last time I tried to fit a HAM Caracal with my skills I think I was getting 11k ehp tank and even with expensive t1 faction missiles the dps wasn't good either.
You can't fit any T1 cruiser with both good damage and good tank. It's either or. As for skills, I do try not to fly a hull before I have it to skill level 5. Obviously "advanced weapon upgrades" to V is a very important skill also. That's Eve, not a given hull's fault.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Sgt Ocker
State War Academy Caldari State
120
|
Posted - 2014.02.02 11:34:00 -
[429] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:Sgt Ocker wrote:I presume by "any" you mean the Cerberus as it is the only T2 shield hull with RLML bonuses. No Shield Battle cruiser has RLML bonuses.
I'd say that leaves VERY limited hulls for which RLML would be the optimal choice. It's certainly a short list, to be sure (and most only have a single light missile-related bonus): Bellicose ... G£ö Caracal ... G£ö Caracal Navy ... G£ö Cerberus ... G£ö Gila ... G£ö Huginn ... G£ö Onyx ... G£ö Osprey Navy ... G£ö Tengu ... G£ö Sacrilege ... G£ö Scythe Fleet Issue ... G£ö Couldn't have said it better myself. Gila is now an extremely capable ship. ASB, RLML, ogre II. Bring it on! Not sure but didn't you specify T2 cruiser and battlecruiser. As the discussion I responded with was specifically "SHIELD MISSILE" (due to the response to Arthurs post "Missile based shield hulls tend to suck" , ok I missed the Hugin and Onyx (haven't seen an Onyx in so long forgot they had missile bonus), Tengu is a T3, Scarilege is Armour. The rest are faction and T1.
But by all means, if you want to change the whole context of the post - who am, I to interfere. Oh and as the Gila is a Drone Boat, missile bonus is a secondary weapon . fyi, Gila has always been good at what it does.
Mournful, could you explain how you see the light missile bonus on the Gila as being useful with Ogres? Imo, using Ogres the missile bonus to lights is no help at all, now an explosion velocity bonus might be very helpful or even in this case a Rof bonus. |

Vincintius Agrippa
F L O O D
32
|
Posted - 2014.02.02 17:38:00 -
[430] - Quote
Its not about max tank and gank on the caracal.
You cant really tank a caracal using hams.
for less isk you can fit a rail thorax that has 30k ehp and does 425 dps, 460 with t2 ammo. Compare that to a ham caracal that gets 15-18k ehp and does 300-350 dps with drones,. Plus thorax can fit web+scram+tc+ab or mwd. At best you can fit a scram and propmod on a caraca.l Rigs on a caracal are mostly split between cpu, powergrid and rigors. to get a tank that almost gets near that thorax (short a few thousand hp) youd have to use all 5 mid slots. No Propulsion, no point. no rigs, meaning you cant fit hams nor use their t2 ammo. Plus your sig will go up from 125 to like 300 and something. Built in shield resists suck. every shield module except for boosters, boost amps, and adaptive hardener is < every armor module.. |
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Mournful Conciousness
Embers Children TOHA Conglomerate
503
|
Posted - 2014.02.02 18:44:00 -
[431] - Quote
Sgt Ocker wrote:Mournful Conciousness wrote:Arthur Aihaken wrote:Sgt Ocker wrote:I presume by "any" you mean the Cerberus as it is the only T2 shield hull with RLML bonuses. No Shield Battle cruiser has RLML bonuses.
I'd say that leaves VERY limited hulls for which RLML would be the optimal choice. It's certainly a short list, to be sure (and most only have a single light missile-related bonus): Bellicose ... G£ö Caracal ... G£ö Caracal Navy ... G£ö Cerberus ... G£ö Gila ... G£ö Huginn ... G£ö Onyx ... G£ö Osprey Navy ... G£ö Tengu ... G£ö Sacrilege ... G£ö Scythe Fleet Issue ... G£ö Couldn't have said it better myself. Gila is now an extremely capable ship. ASB, RLML, ogre II. Bring it on! Not sure but didn't you specify T2 cruiser and battlecruiser. As the discussion I responded with was specifically "SHIELD MISSILE" (due to the response to Arthurs post "Missile based shield hulls tend to suck" , ok I missed the Hugin and Onyx (haven't seen an Onyx in so long forgot they had missile bonus), Tengu is a T3, Scarilege is Armour. The rest are faction and T1. But by all means, if you want to change the whole context of the post - who am, I to interfere. Oh and as the Gila is a Drone Boat, missile bonus is a secondary weapon . fyi, Gila has always been good at what it does. Mournful, could you explain how you see the light missile bonus on the Gila as being useful with Ogres? Imo, using Ogres the missile bonus to lights is no help at all, now an explosion velocity bonus might be very helpful or even in this case a Rof bonus.
Users of the gila will know very well that this ship can carry enough variation of drones to be effective against any class of ship. Before the advent of rapid lights, it had only one weapon system capable of engaging frigates optimally. Now it can engage all classes of ship with full damage application.
The same is true of the rattlesnake with rapid heavies. It's now an extremely capable anti-cruiser powerhouse. I might even get one.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
Perkone Caldari State
2868
|
Posted - 2014.02.02 20:10:00 -
[432] - Quote
Mournful Conciousness wrote:Users of the gila will know very well that this ship can carry enough variation of drones to be effective against any class of ship. Before the advent of rapid lights, it had only one weapon system capable of engaging frigates optimally. Now it can engage all classes of ship with full damage application.
The same is true of the rattlesnake with rapid heavies. It's now an extremely capable anti-cruiser powerhouse. I might even get one. Rapid heavy launchers are definitely the ticket on the Rattlesnake. I only wish battleships were better suited for solo play outside missions. I am currently away, traveling through time and will be returning last week. |

Deen Wispa
Justified Chaos
667
|
Posted - 2014.02.02 23:38:00 -
[433] - Quote
Bring back RLM to the way they were. Part of the reason why so many people are flocking to sentry ships is that the current state of RLM (and missiles in general) is abysmal. A 35s reload time is just putting lipstick on a pig.
High Five. Yeah! C'est La Eve . |

Arthur Aihaken
Perkone Caldari State
2870
|
Posted - 2014.02.03 00:44:00 -
[434] - Quote
Deen Wispa wrote:Bring back RLM to the way they were. Part of the reason why so many people are flocking to sentry ships is that the current state of RLM (and missiles in general) is abysmal. A 35s reload time is just putting lipstick on a pig. Realistically, as this has been requested since pre-Rubicon - I just don't see it happening... I am currently away, traveling through time and will be returning last week. |

Justin Cody
AQUILA INC Verge of Collapse
79
|
Posted - 2014.02.03 01:04:00 -
[435] - Quote
Arthur Aihaken wrote:Deen Wispa wrote:Bring back RLM to the way they were. Part of the reason why so many people are flocking to sentry ships is that the current state of RLM (and missiles in general) is abysmal. A 35s reload time is just putting lipstick on a pig. Realistically, as this has been requested since pre-Rubicon - I just don't see it happening...
People @ CCP like their ASB weapons for some reason. Maybe it is the massive caldari hate present there. I'll be some of them refer to the caldari as the NPCing race. On the other hand this is probably just CCP having no idea what to do with missiles across the board.
yeah the higher dps on RLML's is nice, but honestly the 40 second reload time makes it feel more like a practical joke than a useful thing. Forget the caracal for a moment...the cerberus *should* put out 500 dps or so with any given weapons system and 600-700 dps or more with the HAM's. This would put it on par with the other hac's for dps who have a normal 5-10 sec reload time (or instant for amarr). But the fact that your dps is actually half that due to reload time means that it is bad.
I mean of course I'll change my tune if Artillery gets a 40 second reload time in exchange for a 3 round magazine and 30% more alpha. The crying would be amazing and heads would roll. But **** caldari apparently. |

Arthur Aihaken
Perkone Caldari State
2871
|
Posted - 2014.02.03 02:28:00 -
[436] - Quote
Justin Cody wrote:People @ CCP like their ASB weapons for some reason. Maybe it is the massive caldari hate present there. I'll be some of them refer to the caldari as the NPCing race. On the other hand this is probably just CCP having no idea what to do with missiles across the board.
yeah the higher dps on RLML's is nice, but honestly the 40 second reload time makes it feel more like a practical joke than a useful thing. Forget the caracal for a moment...the cerberus *should* put out 500 dps or so with any given weapons system and 600-700 dps or more with the HAM's. This would put it on par with the other hac's for dps who have a normal 5-10 sec reload time (or instant for amarr). But the fact that your dps is actually half that due to reload time means that it is bad.
I mean of course I'll change my tune if Artillery gets a 40 second reload time in exchange for a 3 round magazine and 30% more alpha. The crying would be amazing and heads would roll. But **** caldari apparently. Missiles are no different than any other weapon system in that without enhancements damage application is not going to be optimal. For drones you have omnis and link augmenters and for gunnery you have passive tracking enhancers and active tracking computers. The problem isn't missiles - the problem is missiles on a shield hull.
With my Tengu I took on (not my choice) two interceptors, two frigates and a cruiser - and destroyed 4/5 enemy ships. Before anyone says well, that's a $300-$400m ship that I used - you'd have been hard-pressed just to deal with the interceptors with a Caracal - let alone everything else.
I'm not convinced that giving up tank on shield hulls is necessarily a bad thing because they have a larger signature radius to start with and even a cheap EM rig makes your opponents job easier. As missile players we have a tendency to run 3-4 ballistic modules when in reality we could (and should) probably be running a maximum of 2. One thing no one really considers is that the lower fitting requirements of RLMLs actually opens up realistic potential for armor tanking instead. I am currently away, traveling through time and will be returning last week. |

S1euth
The Graduates RAZOR Alliance
38
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Posted - 2014.02.03 04:14:00 -
[437] - Quote
Mournful Conciousness wrote: None of the T1 cruiser hulls lend themselves to easy fitting
Indeed; I always thought the biggest nerf from RLM didn't come from the new launcher mechanics, but from the additional fitting requirements that were added. The lost EHP and utility from the new fitting requirements really bites.
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Arthur Aihaken
Perkone Caldari State
2873
|
Posted - 2014.02.03 05:00:00 -
[438] - Quote
S1euth wrote:Indeed; I always thought the biggest nerf from RLM didn't come from the new launcher mechanics, but from the additional fitting requirements that were added. The lost EHP and utility from the new fitting requirements really bites. To be sure. I think it had to be done otherwise you could potentially run a pair of these on a Hawk... I am currently away, traveling through time and will be returning last week. |

Vincintius Agrippa
F L O O D
32
|
Posted - 2014.02.03 06:00:00 -
[439] - Quote
Justin Cody wrote:Arthur Aihaken wrote:Deen Wispa wrote:Bring back RLM to the way they were. Part of the reason why so many people are flocking to sentry ships is that the current state of RLM (and missiles in general) is abysmal. A 35s reload time is just putting lipstick on a pig. Realistically, as this has been requested since pre-Rubicon - I just don't see it happening... People @ CCP like their ASB weapons for some reason. Maybe it is the massive caldari hate present there. I'll be some of them refer to the caldari as the NPCing race. On the other hand this is probably just CCP having no idea what to do with missiles across the board. yeah the higher dps on RLML's is nice, but honestly the 40 second reload time makes it feel more like a practical joke than a useful thing. Forget the caracal for a moment...the cerberus *should* put out 500 dps or so with any given weapons system and 600-700 dps or more with the HAM's. This would put it on par with the other hac's for dps who have a normal 5-10 sec reload time (or instant for amarr). But the fact that your dps is actually half that due to reload time means that it is bad. I mean of course I'll change my tune if Artillery gets a 40 second reload time in exchange for a 3 round magazine and 30% more alpha. The crying would be amazing and heads would roll. But **** caldari apparently.
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. |

Arthur Aihaken
Perkone Caldari State
2873
|
Posted - 2014.02.03 07:31:00 -
[440] - Quote
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. I am currently away, traveling through time and will be returning last week. |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1218
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Posted - 2014.02.03 08:31:00 -
[441] - 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!" |

Kynric
Sky Fighters
42
|
Posted - 2014.02.03 14:19:00 -
[442] - Quote
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. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1218
|
Posted - 2014.02.03 14:27:00 -
[443] - 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!" |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
331
|
Posted - 2014.02.03 15:01:00 -
[444] - 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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CCP Rise
C C P C C P Alliance
3562

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Posted - 2014.02.03 16:12:00 -
[445] - 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.
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.
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Kynric
Sky Fighters
42
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Posted - 2014.02.03 16:27:00 -
[446] - Quote
Thank you for the response. A 10 second "change warhead" button in addition to a 35second "reload magazine" option would meet my needs. It seems reasonably clear and I cant imagine anyone being confused by it for long. I would prefer it not be linked to a weapon timer as that is not compatible with the desired warhead flexibility trait that missles have. For example any time I might be inspired to swap into autotargeting missles I would likely be covered by a timer.
Alternatively perhaps you could make the reload function normal but include some sort of thermodynamic penalty to force a cooldown. That would have the advantage of cooling continuously when jumping from system to system rather than needing to not transition until the reliad is complete. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1225
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Posted - 2014.02.03 16:33:00 -
[447] - 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!" |

Bienator II
madmen of the skies
2439
|
Posted - 2014.02.03 16:47:00 -
[448] - Quote
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.
Just because you can't implement ammotype swap don't fall back to hacks like that. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1226
|
Posted - 2014.02.03 16:49:00 -
[449] - 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!" |

Bienator II
madmen of the skies
2439
|
Posted - 2014.02.03 16:50:00 -
[450] - Quote
Kagura Nikon wrote: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.
there is a limit how many arbitrary rules you can add. It works only for a while before it just doesn't make sense anymore. Just because the game already has things which are out of place doesn't mean that you have to ad more. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
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