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CCP Rise
C C P C C P Alliance
3470

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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
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Oxide Ammar
Equilibrium Tech Labs
41
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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
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Posted - 2014.01.21 11:53:00 -
[4] - Quote
light missile nerf when |

Sentinel Mantik
Watschn Inc. The Unthinkables
9
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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.
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Altrue
Exploration Frontier inc Brave Collective
880
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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
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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
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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....
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
12
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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. |
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
12
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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.
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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
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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
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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
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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. |
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Dav Varan
Spiritus Draconis Sicarius Draconis
140
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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"
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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"
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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. |
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Kenneth Skybound
Gallifrey Resources
77
|
Posted - 2014.01.21 14:18:00 -
[31] - Quote
I can sympathise with people not liking the reload time for between targets/fights or for type swapping (if type swapping was 5 seconds but left you with the same number as in the previous load, so type swapping 1 missile would leave you with only 1 missile).
But those talking about "oh no 35 seconds during the fight" - the point of front loaded dps is DEAD before you reload. It is precisely like artillery - dead in the first shot. It's meant to be the missile version of alpha, doing heavy damage quick, with a penalty for failure (lower overall dps). It isn't a 1 shot like artillery but it makes up for this by being much more applicable dps than the standard sized missiles for the ship class (eg HML/HAM on a caracal).
If you run out of missiles in this front loaded module class then you've lost. Should you survive the reload and get to fire again, it's like surviving after the first artillery round cycles and you're given the golden ticket of being able to shoot a second time. |

Mizhir
Mangala Solaris's Fan Club
51319
|
Posted - 2014.01.21 14:24:00 -
[32] - Quote
Miz's guide to fixing your own RLML With 1.1 stats
- Split your launchers into 2 groups
- Start shooting with one of the groups
- After roughly 40s of shooting start the 2nd group
- When the first group hits reload, let it reload and start shooting right away
- Enjoy sustained dps
Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type. One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |

Aimee Maken
State War Academy Caldari State
26
|
Posted - 2014.01.21 14:32:00 -
[33] - Quote
here is the thing, can RLML or RHMLs do what they should be doing
one shot someone like a fully auto shot gun unload to someone that is a relatively short range away (for the ships they are being mounted on)
and the answer to that is a resounding NO.
the rush of applying damage is nice and all, but that damage is not alpha enough to be more like tornado on a gate (for RHML), but more like just really high dps for a short while then twiddle your thumbs for more time.
if you can pop things while shooting then it would be nice, but as it stands, i feel that what it can be popped in a single reload cruisers can't catch solo, but what it can catch will likely live thru the full unload.
so that means you better pack more tank on your alpha ship... which means you either drop bcs and sustain, but then it becomes less a alpha ship but just a ****** dps ship with lower dps number when you factor in the reload.
i guess if a gang REALLY needed a frig destroyer and can hold it down while they pack other gun somehow then this is it, but you guys should really look at the alpha of a reload (and the time it takes to spew it out), maybe instead of doing this turn that up and have even longer reload. atm it feels less burst and more meh. |
|

CCP Rise
C C P C C P Alliance
3476

|
Posted - 2014.01.21 14:38:00 -
[34] - Quote
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. |
|

Mike Whiite
Stupid Stunts The Wolfpack Nexus
321
|
Posted - 2014.01.21 14:38:00 -
[35] - 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.
|

Jamir Von Lietuva
LDK Sorry We're In Your Space Eh
2
|
Posted - 2014.01.21 14:42:00 -
[36] - Quote
30s and you have a deal
fc pls |

Mawderator
Sniggerdly Pandemic Legion
62
|
Posted - 2014.01.21 14:43:00 -
[37] - Quote
is it really that hard to admit that introducing an anciliary mechanic to RLMLs was never a good idea in the first place? |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2014.01.21 14:45:00 -
[38] - Quote
I approve of these changes. Still entertaining reading the tears though. If you can't kill or evade a few frigs with an rlml fit, then you're doing it wrong. Being blobbed is one thing, but sizing up your opponents before engaging is how you rlml. I use my scyfi and belli all the time to defrig gate camps. |

BadAssMcKill
Love Squad
619
|
Posted - 2014.01.21 14:55:00 -
[39] - Quote
Good joke Rise, why isn't anyone laughing http://i.imgur.com/6j6cIZE.gif-á |

Hunter Arngrahm
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.01.21 15:05:00 -
[40] - Quote
Personally, I like Rapid Heavy Missile Launchers. I use them alongside Sentries in PvE because they serve as good burst damage on anything cruiser sized and up that gets into range of my sentries. That said, even mitigating the reload to after I've used a Micro Jump Drive, I find myself out of ammo too quickly and then doing nothing until I've reloaded again. If it's not a good idea to MJD away at a given moment, I usually need to sigh and wait for that painfully long reload before I can do anything. I might like and be using Rapid Heavy Missile Launchers, but it's a begrudging sort of use. They're what I want to use, but the reload time is so bad they're pretty much not worth using. I only stick with them for lack of a better option.
I feel they need at very least a 30 second reload, OR a much larger clip size to justify their use. As it stands, 25 missiles and 35 seconds just isn't enough. 25 missiles and 30 seconds seems like a better option, since the biggest issue with this is the cripplingly long reload time removing any real utility to the weapon, making it an extremely blunt "empty your magazine and hope the target dies" weapon. You can't change ammo due to the long reload, if you need to reload you're doing nothing for the next eternity, and if you want to have a full clip in preparation for new enemies, your reload is so long there's a chance they could land on you and be attacking before you're ready to do anything about it.
I'll still use them with this buff, it'll help, but I think the reload still severely hampers their use to the point of worthlessness in many cases. This is a step in the right direction, just not a very big one. |
|

Destoya
Sniggerdly Pandemic Legion
229
|
Posted - 2014.01.21 15:09:00 -
[41] - Quote
If an ammunition swap fix were implemented, these would be really good I feel, possibly even a bit too strong.
Without said fix though, theyre definitely not as bad as some people are saying, but just a bit too unwieldy to really fall in love with.
I do like the concept, and this change makes them a little more usable, but still doesnt really change anything from what they were in 1.0. |

Viceorvirtue
The Hatchery Team Liquid
40
|
Posted - 2014.01.21 15:10:00 -
[42] - Quote
These changes effectively do nothing. A 35 second reload to swap ammo is still far too long to react to any change on the field and the only effect you have given rlms now is they kill frigates even faster. Unfortunately I don't believe they are at the breakpoint where they can kill an af in a single clip so other than mincing t1 frigates more often nothing changes.
You still refused to involve yourself in the discussion in the original rlm thread that actually went in depth into damage mechanics and the missile application formula in regards to all missiles. That could have been an amazing discussion but instead you peek in and now its 35 seconds, so 1.75 times a jam cycle instead of 2.
There is still 0 reason to use this mechanic outside of killing 1-2 (well maybe 3) frigates and leaving the field, which so many other cruisers can do while staying on field and continuing to impact the fight. Your counterpoint is that we get to choose when to stop shooting for nearly 2 jam cycles so it is fine? I don't get to choose when something lands and I need to swap ammo to apply full damage to it, I still don't see the small gang community using this system much at all. |

Baali Tekitsu
Herrscher der Zeit Test Alliance Please Ignore
619
|
Posted - 2014.01.21 15:12:00 -
[43] - Quote
"We have one good weapon system so lets make it **** so it matches the others"
Now clean the mess Rise RATE LIKE SUBSCRIBE |

Ganthrithor
GoonWaffe Goonswarm Federation
826
|
Posted - 2014.01.21 15:13:00 -
[44] - 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.
We're not allowed to focus on the part where you proposed a silly, we told you it was a silly, you did the silly, and we all still hate the silly?
Please do not focus on the part where a developer proposed a terrible idea that was not only terrible but impossible to implement workarounds for from a technical perspective. Oh and by the way the workaround involves it somehow taking less time to unload 20 missiles and then load 20 new missiles into a launcher than it takes to put 20 missiles into an empty launcher. Because that makes sense! If you implement your "fix" will we also be able to put containers inside of containers inside of containers? Because personally I've always resented that little pop-up that appears telling me that "PHYSICS SAYS NO."
How about you just change rapid launchers back into normal launchers that happen to use smaller missiles and call it a day? You know, because you won't have to bug fifty programmers to implement some nonsensical workaround for a problem that should never exist in the first place, and we can all enjoy shooting hardly-interrupted streams of missiles at things again? I swear to god reading these forums is like spending your day in an insane asylum sometimes, but weirder. |

Destoya
Sniggerdly Pandemic Legion
229
|
Posted - 2014.01.21 15:20:00 -
[45] - Quote
Baali Tekitsu wrote:"We have one good weapon system so lets make it **** so it matches the others"
Now clean the mess Rise
Dont worry, sentries are still OP |

Ganthrithor
GoonWaffe Goonswarm Federation
826
|
Posted - 2014.01.21 15:20:00 -
[46] - Quote
"Guys we don't have programmer man-hours to devote to making our game multi-threaded or implementing live node-remapping: all programmers are currently working on the rapid missile launcher ammo-swapping (but not reloading) workaround." |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
13
|
Posted - 2014.01.21 15:25:00 -
[47] - Quote
To me it seems strange that people are calling for shorter reload times, if you want shorter reload times then why not just use the standard HML's. To me it seems a complete misunderstanding of the concept if you are asking for shorter reload times.
The three things that should be looked at are;
1. Reduce firing cycle time, they still seem to fire a little too slow for my liking, not enough difference between them and a regular HML.
2. Reduce explosion radius and increase explosion velocity, ie make them better at taking out the smaller target they are intended to take out.
3. Higher magazine capacity, CCP Rise has already done this, as more missiles fired over the same timespan mean better at delivering burst damage.
If anything I would increase these three aspects and lengthen the reload time even more to compensate. Don't give in and simply blend them even further into a regular HML with less dps and a longer reload time, as that is why no one will use them. If you use them as above then good pvpers who understand the game mechanics properly will definitely use them. |

Connall Tara
Conquering Darkness
117
|
Posted - 2014.01.21 15:33:00 -
[48] - Quote
Ganthrithor wrote:
We're not allowed to focus on the part where you proposed a silly, we told you it was a silly, you did the silly, and we all still hate the silly?
Please do not focus on the part where a developer proposed a terrible idea that was not only terrible but impossible to implement workarounds for from a technical perspective. Oh and by the way the workaround involves it somehow taking less time to unload 20 missiles and then load 20 new missiles into a launcher than it takes to put 20 missiles into an empty launcher. Because that makes sense! If you implement your "fix" will we also be able to put containers inside of containers inside of containers? Because personally I've always resented that little pop-up that appears telling me that "PHYSICS SAYS NO."
How about you just change rapid launchers back into normal launchers that happen to use smaller missiles and call it a day? You know, because you won't have to bug fifty programmers to implement some nonsensical workaround for a problem that should never exist in the first place, and we can all enjoy shooting hardly-interrupted streams of missiles at things again? I swear to god reading these forums is like spending your day in an insane asylum sometimes, but weirder.
hey folks! welcome to connall tara's guide to not influence someone's opinion towards your eventual goals!
point 1: claim the majority of opinion to yourself!
when you don't like something, CLEARLY EVERYONE HATES IT TO! so when making responses always imply that everyone is on your side, even if people have posted otherwise! only 6% of the eve community uses the forums, but they clearly don't need to know that!
point 2: lay the blame!
clearly it's THAT PERSONS FAULT that everything is now wrong with the world! no understanding or compromise permitted here! remember to claim that nothing was ever wrong in the first place! that disproportionate use of an anti-frigate missile system against cruisers was perfectly fine!
point 3: physics!
don't like the mechanics? don't worry! in eve online we get to pick and choose when physics makes sense, and as community members we get to move the goal posts! after all, we don't question submarines in space but if its convieniant we can damn well call out missile clip reload times!
point 4: Insult the dev!
he's clearly an idiot compared to you! you should let him know that! imply he should be locked up and put away, that'll show 'em!
yes, we damn well get it you don't like the changes, YES we saw the gods damned mega thread the haters kept spinning on wards for weeks. but if you are unable to argue your point without resorting to shouting until you get your own way then its no bloody wonder the development crew are less likely to listen to you.
all posts are not created equal, all opinions do not carry the same weight. if you want to change things then it is YOUR responsibility to come up with reasonable and valid reasons and counter arguments and put those arguments under scrutiny of the developers and of your peers.
you know... like how the re-balance team does every time they announce changes by posting one of these threads. Naomi Knight - "You must be CCP Rise alt , that would explain everything"
|

Altrue
Exploration Frontier inc Brave Collective
884
|
Posted - 2014.01.21 15:33:00 -
[49] - 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.
Given the very light nature of a tweak that will go unoticed among the community (because really it doesn't change anything fundamentally), I'm pretty sure that you won't get any new relevant data or feedback.
So you could already use current data as a feedback from after your changes 
Thus there is no point in waiting. Now can we get a bigger tweak ?  Signature Tanking - Best Tanking. |

Warde Guildencrantz
TunDraGon Backseat Promises
996
|
Posted - 2014.01.21 15:35:00 -
[50] - Quote
While you guys are working on overheat changes, why not making it that overheating a rapid launcher also decreases its reload time, at a cost of X heat damage for landing on reload while overheated? |
|

Edward Olmops
Sirius Fleet
127
|
Posted - 2014.01.21 15:39:00 -
[51] - Quote
Mizhir wrote:Miz's guide to fixing your own RLMLWith 1.1 stats
- Split your launchers into 2 groups
- Start shooting with one of the groups
- After roughly 40s of shooting start the 2nd group
- When the first group hits reload, let it reload and start shooting right away
- Enjoy sustained dps
Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type.
Stupid idea, since the Caracal has 5 Launchers - 5 is a number which cannot be divided by 2!
Also: RLML-Caracals should prefer to fight ECM-boats. Then they can be jammed AND reloading at the same time for double efficiency! (plus they can repair heat damage at the same time TRIPLING the efficiency!!!!)
|

Altrue
Exploration Frontier inc Brave Collective
884
|
Posted - 2014.01.21 15:40:00 -
[52] - Quote
Edward Olmops wrote: (plus they can repair heat damage at the same time TRIPLING the efficiency!!!!)
ALMOST! >You cannot repair heat damage while reloading.
Signature Tanking - Best Tanking. |

Jean-Baptiste Zorginho
University of Caille Gallente Federation
1
|
Posted - 2014.01.21 15:42:00 -
[53] - Quote
Mizhir wrote:Miz's guide to fixing your own RLMLWith 1.1 stats
- Split your launchers into 2 groups
- Start shooting with one of the groups
- After roughly 40s of shooting start the 2nd group
- When the first group hits reload, let it reload and start shooting right away
- Enjoy sustained dps
Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type.
Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns!
@Rise: Well I do see a problem with the rapid damage type change - probably the same you do, when you allow people to change ammo type within a smaller timeframe then people would exploit this to change to ammo B and back to ammo A. I get the idea of it, high initial damage but less dps due to reload time. But wouldnt it make more sense to give the missiles a higher damage, lower ROF and higher velocity. So that you get a high alpha, fast application and no issues with reload time, damage type, etc.? You could make that work at least for the BS sized RM...
Just an idea. |

Warde Guildencrantz
TunDraGon Backseat Promises
997
|
Posted - 2014.01.21 15:45:00 -
[54] - Quote
Jean-Baptiste Zorginho wrote:
Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns!
@Rise: Well I do see a problem with the rapid damage type change - probably the same you do, when you allow people to change ammo type within a smaller timeframe then people would exploit this to change to ammo B and back to ammo A. I get the idea of it, high initial damage but less dps due to reload time. But wouldnt it make more sense to give the missiles a higher damage, lower ROF and higher velocity. So that you get a high alpha, fast application and no issues with reload time, damage type, etc.? You could make that work at least for the BS sized RM...
Just an idea.
I originally proposed that ammo changing should work like this:
you change ammo instantly (or in 5/10 seconds, but isnt there enough waiting), but if you have 1 charge left before reload your new ammo type will still have 1 charge left before reload. |

Jean-Baptiste Zorginho
University of Caille Gallente Federation
1
|
Posted - 2014.01.21 15:46:00 -
[55] - Quote
Warde Guildencrantz wrote:Jean-Baptiste Zorginho wrote:
Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns!
@Rise: Well I do see a problem with the rapid damage type change - probably the same you do, when you allow people to change ammo type within a smaller timeframe then people would exploit this to change to ammo B and back to ammo A. I get the idea of it, high initial damage but less dps due to reload time. But wouldnt it make more sense to give the missiles a higher damage, lower ROF and higher velocity. So that you get a high alpha, fast application and no issues with reload time, damage type, etc.? You could make that work at least for the BS sized RM...
Just an idea.
I originally proposed that ammo changing should work like this: you change ammo instantly (or in 5/10 seconds, but isnt there enough waiting), but if you have 1 charge left before reload your new ammo type will still have 1 charge left before reload.
Sounds good to me. |

Edward Olmops
Sirius Fleet
127
|
Posted - 2014.01.21 15:51:00 -
[56] - Quote
Altrue wrote:Edward Olmops wrote: (plus they can repair heat damage at the same time TRIPLING the efficiency!!!!)
ALMOST! >You cannot repair heat damage while reloading.
Are you sure? Has that been changed? This did work on ASBs/AARs... (the module is not active while reloading) |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
13
|
Posted - 2014.01.21 15:53:00 -
[57] - Quote
Jean-Baptiste Zorginho wrote:Mizhir wrote:Miz's guide to fixing your own RLMLWith 1.1 stats
- Split your launchers into 2 groups
- Start shooting with one of the groups
- After roughly 40s of shooting start the 2nd group
- When the first group hits reload, let it reload and start shooting right away
- Enjoy sustained dps
Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type. Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns! I think some people are not understanding basic mathematics.
If you fire 2 guns each at 200% damage, and then they stop and another 2 guns fire at 200% each , that is equal to 4 guns firing continuously each at 100% damage.
Miz's guide was written tongue in cheek to show how it is misguided to complain about the reload time.
|

Ganthrithor
GoonWaffe Goonswarm Federation
827
|
Posted - 2014.01.21 15:53:00 -
[58] - Quote
Connall Tara wrote:all posts are not created equal, all opinions do not carry the same weight. if you want to change things then it is YOUR responsibility to come up with reasonable and valid reasons and counter arguments and put those arguments under scrutiny of the developers and of your peers.
you know... like how the re-balance team does every time they announce changes by posting one of these threads, its not like we hurl abuse at them like toddlers when we don't get our way.
HAHAHAHAHHAAHAHAHAHAHAHAHAHAHAHA....
...seriously?
Comes into a thread accusing me of not providing useful criticism, after I and a quadrillion other posters all provided Rise constructive criticism only to be repeatedly ignored outright. Then gives me a stern talking to about blaming a dev for the ideas that that dev introduced to the community and that that dev then proceeded to ram through despite massive community outcry from people like me who have been paying for, playing, and providing ideas and constructive criticism for for eight years.
Seriously.
This just happened.
Kindly find a more acceptable object for your white-knighting, sir. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
13
|
Posted - 2014.01.21 16:06:00 -
[59] - Quote
Ganthrithor wrote:Connall Tara wrote:all posts are not created equal, all opinions do not carry the same weight. if you want to change things then it is YOUR responsibility to come up with reasonable and valid reasons and counter arguments and put those arguments under scrutiny of the developers and of your peers.
you know... like how the re-balance team does every time they announce changes by posting one of these threads, its not like we hurl abuse at them like toddlers when we don't get our way. HAHAHAHAHHAAHAHAHAHAHAHAHAHAHAHA.... ...seriously? Comes into a thread accusing me of not providing useful criticism, after I and a quadrillion other posters all provided Rise constructive criticism only to be repeatedly ignored outright. Then gives me a stern talking to about blaming a dev for the ideas that that dev introduced to the community and that that dev then proceeded to ram through despite massive community outcry from people like me who have been paying for, playing, and providing ideas and constructive criticism for for eight years. Seriously. This just happened. CLEARLY the reason this thread exists and concessions are being made is that the usage stats on these rapid launchers indicate people's general displeasure with the changes. If the "majority-of-players-who-are-definitely-not-represented-by-Ganthrithor's-views-or-the-views-of-any-other-8000-people-who-don't-favor-these-changes" approved of the 1.0 changes, this thread would not exist. If Rise were at all confident that these proposed 1.1 changes would solve things, he wouldn't be leaving the possibility of "other major changes down the road" on the table. Kindly find a more acceptable object for your white-knighting, sir.
CCP Rise listened to your feedback and then choose to ignore it. Or are you such a snowflake that you think the Devs have to jump as soon as you click your fingers. Judging from your outcry in this thread so far then I would say that you do indeed think that you are.
I'd rather CCP Rise, who remember already has a track record of producing awesome balance changes, listens to our feedback but then in the end does what he thinks is correct rather than caving in to vocal minorities on the forums.
Also the reason for low usage stats doesn't necessarily mean that CCP Rise came up with a bad concept. Delivering burst damage isn't really something which most everyday PVErs need, these are really designed for small gang and solo PVP it seems to me which would account for the low usage. |

Seranova Farreach
615
|
Posted - 2014.01.21 16:07:00 -
[60] - 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
still pathetic. 20 sec reload (2x normal) or give a much larger charge to warrant longer reload time. _______________________ http://i.imgur.com/d9Ee2ik.jpg
|
|

Jean-Baptiste Zorginho
University of Caille Gallente Federation
1
|
Posted - 2014.01.21 16:12:00 -
[61] - Quote
Medalyn Isis wrote:Jean-Baptiste Zorginho wrote:Mizhir wrote:Miz's guide to fixing your own RLMLWith 1.1 stats
- Split your launchers into 2 groups
- Start shooting with one of the groups
- After roughly 40s of shooting start the 2nd group
- When the first group hits reload, let it reload and start shooting right away
- Enjoy sustained dps
Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type. Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns! I think some people are not understanding basic mathematics. If you fire 2 guns each at 200% damage, and then they stop and another 2 guns fire at 200% each , that is equal to 4 guns firing continuously each at 100% damage. Miz's guide was written tongue in cheek to show how it is misguided to complain about the reload time.
Buddy, not firing 40s with 50% of the guns will be 50% less dps within the first 40s. Simple math. So why the hell would somebody want to do that in PVP? |

Baali Tekitsu
Herrscher der Zeit Test Alliance Please Ignore
620
|
Posted - 2014.01.21 16:14:00 -
[62] - Quote
Edward Olmops wrote:Altrue wrote:Edward Olmops wrote: (plus they can repair heat damage at the same time TRIPLING the efficiency!!!!)
ALMOST! >You cannot repair heat damage while reloading. Are you sure? Has that been changed? This did work on ASBs/AARs... (the module is not active while reloading)
Its still works but scrubs gon b scrubs RATE LIKE SUBSCRIBE |

Connall Tara
Conquering Darkness
117
|
Posted - 2014.01.21 16:21:00 -
[63] - Quote
Ganthrithor wrote:Connall Tara wrote:all posts are not created equal, all opinions do not carry the same weight. if you want to change things then it is YOUR responsibility to come up with reasonable and valid reasons and counter arguments and put those arguments under scrutiny of the developers and of your peers.
you know... like how the re-balance team does every time they announce changes by posting one of these threads, its not like we hurl abuse at them like toddlers when we don't get our way. HAHAHAHAHHAAHAHAHAHAHAHAHAHAHAHA.... ...seriously? Comes into a thread accusing me of not providing useful criticism, after I and a quadrillion other posters all provided Rise constructive criticism only to be repeatedly ignored outright. Then gives me a stern talking to about blaming a dev for the ideas that that dev introduced to the community and that that dev then proceeded to ram through despite massive community outcry from people like me who have been paying for, playing, and providing ideas and constructive criticism for for eight years. Seriously. This just happened. Kindly find a more acceptable object for your white-knighting, sir.
quadrillion? well damn! i'll have to just pack up my bags and leave now won't I?
I'll point back to the original points I made then, they appear to have been missed.
the usefulness of an argument for a developer is tied to the quality of the argument, not the volume. take your response to myself for example.
1: you again declare that majority = right (quadrillion! oh gods!)
2: you claim that length of play is directly proportionate to how valid your own position is
3: you declare an attack against your own position and attitude as white knighting
the declaration that volume is equivalent to quality of argument, the claim that your seniority validates your position and an attack upon myself in an attempt to debase my accusations as simple misguided "forum white knighting"
congratulations, you responded to my accusation that your argument was terrible by responding with another terrible argument!
should I put a whole pile of stuff in Italics for emphasis?
this is little more than sophism and is entirely irrelevant to making your own opinions and arguments heard in the greater discussion, THAT is my point. CCP is looking for feedback and debate on this and the more informed it is the better result we can achieve.
go back, have a think and if you can manage it put together a coherent argument against the rapid light launchers under this new iteration then I'll happily provide you with the respect to appear to demand, I'll even concede points if they're reasonable :P
returning to the issue at hand, the increase in dps and reload time have been a nice big and welcome improvement, but its fairly clear that the one serious point of contention with this system are the problems relating to changing ammunition types against prevailing situations.
if this is the case, does CCP have a reasonable time frame for when they think they can add this change? Naomi Knight - "You must be CCP Rise alt , that would explain everything"
|

Altrue
Exploration Frontier inc Brave Collective
884
|
Posted - 2014.01.21 16:32:00 -
[64] - Quote
Baali Tekitsu wrote:Edward Olmops wrote:Altrue wrote:Edward Olmops wrote: (plus they can repair heat damage at the same time TRIPLING the efficiency!!!!)
ALMOST! >You cannot repair heat damage while reloading. Are you sure? Has that been changed? This did work on ASBs/AARs... (the module is not active while reloading) Its still works but scrubs gon b scrubs
My bad you can ! Well I wonder what didn't work last time I tried a month ago then. Signature Tanking - Best Tanking. |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
321
|
Posted - 2014.01.21 16:35:00 -
[65] - 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.
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
498
|
Posted - 2014.01.21 16:46:00 -
[66] - 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.
fix light missiles, then fix rapid launchers |

Swiftstrike1
Swiftstrike Incorporated
448
|
Posted - 2014.01.21 16:48:00 -
[67] - Quote
A step in the right direction!  Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |

Senarian Tyme
Serenity Rising LLC Ishuk-Raata Enforcement Directive
70
|
Posted - 2014.01.21 16:50:00 -
[68] - Quote
While definately well intended, this is still a bad solution. 35 seconds is still far too long of a reload time to be useful.
In order to fix the mess a few things need to be done.
-Rebalance heavy missiles vs light and cruise missiles in general before launcher tweaking is done.
-Revert Rapid launch missiles to their original functional state with a 10 second reload.
-Reintroduce burst launchers as an upscaled launcher instead of an undersized launcher. i.e. frigates firing a volley of heavy missiles, or cruisers fire a volley of cruise etc. (1-3 volleys before a 10 second reload).
-Later Introduce rapid cruise launcher for the Phoenix. |

Mizhir
Mangala Solaris's Fan Club
51341
|
Posted - 2014.01.21 16:53:00 -
[69] - Quote
Jean-Baptiste Zorginho wrote:Medalyn Isis wrote:Jean-Baptiste Zorginho wrote:Mizhir wrote:Miz's guide to fixing your own RLMLWith 1.1 stats
- Split your launchers into 2 groups
- Start shooting with one of the groups
- After roughly 40s of shooting start the 2nd group
- When the first group hits reload, let it reload and start shooting right away
- Enjoy sustained dps
Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type. Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns! I think some people are not understanding basic mathematics. If you fire 2 guns each at 200% damage, and then they stop and another 2 guns fire at 200% each , that is equal to 4 guns firing continuously each at 100% damage. Miz's guide was written tongue in cheek to show how it is misguided to complain about the reload time. Buddy, not firing 40s with 50% of the guns will be 50% less dps within the first 40s. Simple math. So why the hell would somebody want to do that in PVP?
It's you who fails at math. Remember that the RLML do more burst damage now than they did before.
One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |

Ganthrithor
GoonWaffe Goonswarm Federation
828
|
Posted - 2014.01.21 16:58:00 -
[70] - Quote
Medalyn Isis wrote:CCP Rise listened to your feedback and then choose to ignore it. Or are you such a snowflake that you think the Devs have to jump as soon as you click your fingers. Judging from your outcry in this thread so far then I would say that you do indeed think that you are.
Yeah, again, let's pretend I made every critical post in that massive threadnaught from a few months back. It was me. And my 5000 alts. Obviously.
Medalyn Isis wrote:I'd rather CCP Rise, who remember already has a track record of producing awesome balance changes
That's certainly debatable.
Medalyn Isis wrote:Also the reason for low usage stats doesn't necessarily mean that CCP Rise came up with a bad concept. Delivering burst damage isn't really something which most everyday PVErs need, these are really designed for small gang and solo PVP it seems to me which would account for the low usage.
I'll just jump right in where I'm most familiar here: these launchers are beyond awful for solo PvP, unless your idea of solo PvP revolves entirely around cruiser-and-below-sized faction warfare sites. The weapon works best for killing tiny ships (but even then could only kill a couple of them before going on its 40-second reload), but no tiny ship in its right mind is going to hang around and get tackled by a Caracal or Cerberus when it knows there's a good chance that the pilot will be using RLMLs (the odds are decent that they will be, since HAMs and heavies are both pretty bad). Of the things you could potentially catch in a RLML-equipped ships (namely other cruiser-and-larger hulls), there are very few things you can kill with your maximum of ~25k damage that you get (assuming you're rocking a Tengu and you keep furies loaded-- numbers for your average Caracal / Cerb will be a LOT lower-- think ~12k damage from a Caracal before reload) before your heinous reload kicks in. Basically you can hope to have a shot at killing a badly-fit T1 cruiser or a paper-tanked HAC, and that's about it. A tanky T1 cruiser, most HACs, and anything larger than that will not die in one magazine, so you then have to fall back to your sustained DPS figure and hope that rather pitiful number is enough to net you a win (unlikely). A typical Carcal with RLMLs would struggle to kill a tanky assault frigate before running out of missiles. Oh, you tried to fight a Jaguar in your frigate-death-spewing, highly-specialized gimmick Caracal? Have fun losing to your intended targets, much less anything better equipped.
Finally, as if not being able to aggressively pursue most targets wasn't enough of a black mark against an RLML ship, you've got to worry about contingencies. What if you find something lame to shoot at (and I literally mean lame as in partially disabled rather than "uncool"), but as you're shooting it another combat ship comes through the gate? You have to leave, is what, because you can't allow yourself to be tackled, because you'd never be able to finish your target and have ammo left to kill or force off the newcomer. Reloads that last the lenght of an ice-age are exactly what you don't want in a solo PvP ship-- solo PvP ships need to be flexible.
As for small gangs, in small gangs rapid launchers become insanely overpowered, especially while gatecamping or otherwise ganking. When ganking, you don't need to worry about engagements lasting very long, because ganks don't take very long. For these scenarios I can cook up a Tengu that will apply almost 800 dps out to 45km to basically any ship in the game that's larger than an interceptor. You tell me how that's balanced.
In the past, assault launchers were balanced and generally useful-- they never did ridiculous dps, but they made up for their mediocre peak damage numbers with excellent and reliable application. They were the opposite of hit-or-miss, front-loaded damage, serving as a viable counterpoint to many turret-based ships, including ones that specialized (and still specialize) in front-loaded damage. They were basically the definition of a viable compromise weapon: one someone would bring if they didn't know what they'd be fighting and wanted to be able to deal OK damage to whatever they encountered. Now they're either ridiculously overpowered in small gang contexts or ridiculously useless for solo work. Either way you look at the RLMLs, they're bad for the game. |
|

Connall Tara
Conquering Darkness
117
|
Posted - 2014.01.21 17:01:00 -
[71] - Quote
there we go! was that so hard? :D
I don't agree with points but its actual contribution to the debate, doesn't it make you feel all warm and fuzzy inside? :P Naomi Knight - "You must be CCP Rise alt , that would explain everything"
|

Ganthrithor
GoonWaffe Goonswarm Federation
828
|
Posted - 2014.01.21 17:05:00 -
[72] - Quote
Connall Tara wrote: go back, have a think and if you can manage it put together a coherent argument against the rapid light launchers under this new iteration then I'll happily provide you with the respect to appear to demand, I'll even concede points if they're reasonable :P
Why don't you go back and read the previous thread yourself. The points are already written down there for you to ignore. I don't see why I should have to go do your research for you. While you're at it, you might make note of the tremendous number of other players expressing frustrations similar to my own, and Rise systematically ignoring them. |

Mizhir
Mangala Solaris's Fan Club
51346
|
Posted - 2014.01.21 17:11:00 -
[73] - Quote
Who said that RLML were designed for solo pvp? One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |

Connall Tara
Conquering Darkness
117
|
Posted - 2014.01.21 17:16:00 -
[74] - Quote
Ganthrithor wrote:Connall Tara wrote: go back, have a think and if you can manage it put together a coherent argument against the rapid light launchers under this new iteration then I'll happily provide you with the respect to appear to demand, I'll even concede points if they're reasonable :P
Why don't you go back and read the previous thread yourself. The points are already written down there for you to ignore. I don't see why I should have to go do your research for you. While you're at it, you might make note of the tremendous number of other players expressing frustrations similar to my own, and Rise systematically ignoring them.
ignoring them so much that he posts a new thread proposing an adaptation to the original concept to be released in 7 days from now on the understanding that the initial proposal was inefficient?  Naomi Knight - "You must be CCP Rise alt , that would explain everything"
|

Centurax
Eve Engineering Authority Eve Engineering
15
|
Posted - 2014.01.21 17:17:00 -
[75] - Quote
RLML and RHML are so unusable for anything, you will usually run out of missiles a long time before you kill your target so not very good for 1v1 pvp (not even that sure how usable for small fleets ) and a 35 second reload means that your target has probably just recovered all its shield or armor (assuming an active tank of some kind) . A 15 to 20 second reload is a more reasonable solution.
Larger launcher capacity is probably the only thing you got right with this change. |

Morwennon
Aliastra Gallente Federation
71
|
Posted - 2014.01.21 17:19:00 -
[76] - Quote
Connall Tara wrote:ignoring them so much that he posts a new thread proposing an adaptation to the original concept to be released in 7 days from now on the understanding that the initial proposal was inefficient?  Given that the original changes were an abject failure by CCP's own criteria, would you agree that it would be sensible for the developers to summarily disregard all feedback from those who supported the previous changes since they have amply demonstrated themselves to be incapable of reliably predicting how balance changes will affect the game? Ceterum censeo, the RLML and HML nerfs must be undone. |

Jean-Baptiste Zorginho
University of Caille Gallente Federation
1
|
Posted - 2014.01.21 17:30:00 -
[77] - Quote
Mizhir wrote:Jean-Baptiste Zorginho wrote:Medalyn Isis wrote:Jean-Baptiste Zorginho wrote:Mizhir wrote:Miz's guide to fixing your own RLMLWith 1.1 stats
- Split your launchers into 2 groups
- Start shooting with one of the groups
- After roughly 40s of shooting start the 2nd group
- When the first group hits reload, let it reload and start shooting right away
- Enjoy sustained dps
Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type. Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns! I think some people are not understanding basic mathematics. If you fire 2 guns each at 200% damage, and then they stop and another 2 guns fire at 200% each , that is equal to 4 guns firing continuously each at 100% damage. Miz's guide was written tongue in cheek to show how it is misguided to complain about the reload time. Buddy, not firing 40s with 50% of the guns will be 50% less dps within the first 40s. Simple math. So why the hell would somebody want to do that in PVP? It's you who fails at math. Remember that the RLML do more burst damage now than they did before.
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. |

Mizhir
Mangala Solaris's Fan Club
51346
|
Posted - 2014.01.21 17:30:00 -
[78] - Quote
Centurax wrote:RLML and RHML are so unusable for anything, you will usually run out of missiles a long time before you kill your target so not very good for 1v1 pvp (not even that sure how usable for small fleets  ) and a 35 second reload means that your target has probably just recovered all its shield or armor (assuming an active tank of some kind) . A 15 to 20 second reload is a more reasonable solution. Larger launcher capacity is probably the only thing you got right with this change.
If you failed to kill something active tanked with the high burst, how do you expect to be able to kill it with a low sustained dps instead?
2 New RLML caracals will be able to easily break a dualrep navy exeq. If it was the old RLML the navy exeq would probably permatank them. One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |

Mizhir
Mangala Solaris's Fan Club
51346
|
Posted - 2014.01.21 17:38:00 -
[79] - Quote
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.
So no matter what, there will be a reduction in dps compared to the old one. Wether it is a flat dps reduction or the current design. Also remember there will be a slight overlap in the 2 groups shooting. With the rubicon 1.1 version you will be able to do 90% of the sustained dps. Wether you want to frontload it and gain an advantage of the burst or spread it out, is up to you.
The reload on damage types still suck. I agree with you there. But it is often possible to guess the correct damage type before the fight starts.
One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |

Connall Tara
Conquering Darkness
117
|
Posted - 2014.01.21 17:43:00 -
[80] - Quote
Morwennon wrote:Connall Tara wrote:ignoring them so much that he posts a new thread proposing an adaptation to the original concept to be released in 7 days from now on the understanding that the initial proposal was inefficient?  Given that the original changes were an abject failure by CCP's own criteria, would you agree that it would be sensible for the developers to summarily disregard all feedback from those who supported the previous changes since they have amply demonstrated themselves to be incapable of reliably predicting how balance changes will affect the game?
depending on certain provisions regarding this.
1: if CCP considered the entire project an abject failure. based on reports from both CCP fozzie and Rise in the previous thread rapid light missile use appeared at the time to be preforming as expected in terms of use and metrics.
2:has any been incapable of reliably predicting how balance changes would affect the game? can you point me to a source of information which has proven itself entirely accurate on this regard AHEAD of these releases in every single circumstance without the ability to test the results? if so CCP would surely like to hire this individual. this is far from a binary situation, its not a matter of its either Right or Wrong, its a matter of achieving the effective solution which is always somewhere in the grey.
its quite demonstrably clear that the development team involved in this project makes use of a scientific method when evaluating the success of these changes. only through long term data collection and proper analysis of causation and correlation can accurate conclusions be drawn.
as it stands the Devs are unsatisfied with the initial result of the module between member base response and on server usage and, as such, are making the correct decision by making an iteration on this module on the first available point release.
to specifically answer your question: no, I do not believe that this module was an absolute failure and that any opinion, sufficiently well argued and informative should be given consideration
"I hate this" is not useful feedback
"i hate this because of the following reasons... etc" is a potential source of good feedback. the same goes for positive responses, honestly i'm not overly fond of people on my own side simply saying "this is a good change" it is certainly beneficial to my own position but doesn't help the developers discern much information.
is that a sufficient response? Naomi Knight - "You must be CCP Rise alt , that would explain everything"
|
|

Mike Whiite
Stupid Stunts The Wolfpack Nexus
322
|
Posted - 2014.01.21 17:45:00 -
[81] - 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.? |

Morwennon
Aliastra Gallente Federation
71
|
Posted - 2014.01.21 17:45:00 -
[82] - Quote
Mizhir wrote:The old RLML was still OP. That may be your opinion, but there are absolutely no objective data to justify it - before Rubicon 1.0, it was selling far less than other medium missile launcher types, and for that matter far less than other competing medium weapon systems. Likewise, the hulls that used RLMLs were selling at comparable rates to other hulls of their type and were never the most popular ships in their classes. Based on the aggregate opinion of the player base as reflected in the sales volume going through Jita, RLMLs were pretty unremarkable. Ceterum censeo, the RLML and HML nerfs must be undone. |

JEFFRAIDER
Sniggerdly Pandemic Legion
285
|
Posted - 2014.01.21 17:47:00 -
[83] - Quote
Hey I said this last thread:
JEFFRAIDER wrote:
If the RLML stuff was like 21 charges and 30 second reload i think it'd be a very attractive solo/small gang option to pwn tackle/frig gangs
do it
take ur time |

Connall Tara
Conquering Darkness
118
|
Posted - 2014.01.21 17:54:00 -
[84] - Quote
Morwennon wrote:Mizhir wrote:The old RLML was still OP. That may be your opinion, but there are absolutely no objective data to justify it - it was selling far less than other medium missile launcher types, and for that matter far less than other competing medium weapon systems. Likewise, the hulls that used RLMLs were selling at comparable rates to other hulls of their type and were never the most popular ships in their classes. Based on the aggregate opinion of the player base as reflected in the sales volume going through Jita, RLMLs were pretty unremarkable.
this is inaccurate sadly, if rapid lights were a weapon system with bonuses available to both cruisers AND battlecruisers, then there may be comparisons. however, the number of ships which make use of heavy missiles is significantly more substantial than those which can use rapid lights.
drakes alone horrendously skew this comparison as it stands :/
were it possible to determine how many heavy missiles went to battlecruiser and command ship class vessels separate from the ones which were used on cruisers you might have more grounds to make this claim, without that data however its not all that useful. Naomi Knight - "You must be CCP Rise alt , that would explain everything"
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FT Diomedes
The Graduates RAZOR Alliance
322
|
Posted - 2014.01.21 18:00:00 -
[85] - Quote
Rise, whether these changes go far enough remains to be seen, but we are appreciative that you are willing to mitigate some of the perceived problems with this weapon system. http://eveion.blogspot.com/ |

Maxor Swift
Science and Trade Institute Caldari State
12
|
Posted - 2014.01.21 18:07:00 -
[86] - 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" |

Arthur Aihaken
The.VOID
2806
|
Posted - 2014.01.21 18:13:00 -
[87] - 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. CCP Rise, thanks for the update. The problem is two-fold: First, extended reloads aren't fun. While 35-seconds and a slight ammunition increase are improvements, it's still difficult to manage in PvE - as iit affords larger targets the ability to replenish health and often limits application to frigates and cruisers that can be taken out in several volleys. PvP is another matter entirelyGǪ Second, light missiles are fairly slow - and combined with the rapid launchers high rate of fire, this typically results in a lot of wasted ammunition. There's also the ongoing issue of ammunition swaps, which is a nightmare in PvP.
Based on numerous discussions with other players, this is the counter-proposal that I'm putting forward. GÇó Change the reload time back to the original 10 seconds; this also solves ammunition swaps GÇó Reduce the rate of fire on RLMLs to the original 9.6 seconds, and pre-Rubicon RHML values (couldn't find the thread with the 1st iteration) GÇó Retain the proposed ammunition capacity of 20 (RLML) and 25 (RHML) GÇó Retain the current fitting requirements (grid, CPU)
RLML Counterproposal
I have enclosed a chart that shows the original RLML in Odyssey, Rubicon 1.0, proposed changes in Rubicon 1.1 and the alternate proposal I'm putting forward. Thanks for your consideration. I am currently away, traveling through time and will be returning last week. |

Mizhir
Mangala Solaris's Fan Club
51346
|
Posted - 2014.01.21 18:14:00 -
[88] - Quote
Mike Whiite wrote: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.?
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. One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |

Arthur Aihaken
The.VOID
2806
|
Posted - 2014.01.21 18:23:00 -
[89] - Quote
There's a common misconception that the old RLMLs were "OP". They were relatively good at applying damage to small and medium targets, which is as it should be - since this is a light weapon system after all. Missile players have typically far fewer choices for weapon systems than lasers, hybrids and projectiles - and the RLML and RHML filled these gaps nicely. If there was any problem with the original RLMLs it was that they had an insane ammunition capacity - somewhere around 85 for T2 launchers if memory serves me. I am currently away, traveling through time and will be returning last week. |

Andrea Keuvo
Science and Trade Institute Caldari State
165
|
Posted - 2014.01.21 18:29:00 -
[90] - Quote
CCP Rise wrote:Hello
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
FYI - no one likes them and everyone would prefer you roll them back to pre-rubicon stats |
|

Sigras
Conglomo
659
|
Posted - 2014.01.21 18:42:00 -
[91] - Quote
Have you thought of relating the reload time to the number of missiles needing to be reloaded?
Something like: reloading takes 10 seconds + 1 second for each missile the launcher is missing.
this would fix the ammo swapping problem, and it would reduce the pain in top-up reloading quite a bit . . .
thoughts? |

Platypus King
Doughboys Shadow Cartel
15
|
Posted - 2014.01.21 18:42:00 -
[92] - Quote
This is a topic that has affected my gameplay hugely (in a negative way). However I feel changes in the right direction are being made.
The main things that come to mind for me is ammo swapping. The reason I use missiles is damage selection makes the lower dps than lasers and hybrids worth it. So I really look forward to ammo swap time.
Another thing is when RLML were reworked so were there fitting, making it impossible to effectively fit an XLASB on anything but a cerb. If the goal is burst damage with high reload that mocks the ASB gameplay it should mock the ASB gameplay completely and be able to fit a decent burst tank. I believe that would make RLML a very high speed choice that is effective for quick hit and runs.
Lastly with RLML changes I think on the cruiser hulls that previously used them it would make sense to take a second look at their drone bays. Most cruisers have a way out of frigate fights, be it neuts drones or constant dps from close range guns. I think it would make sense to have a bit of constant dps in the form of a single flight of light drones or the choice for a flight of ec-300s. Since all but the navy osprey lack any type of utility slots |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1100
|
Posted - 2014.01.21 18:45:00 -
[93] - Quote
I don't think the old RLML was OP as such. I think the problem was more that it was so easy to fit, meaning that you could whack on a decent tank as well, such as an XLASB on a Cerb, for example. But the extra PG fixed that problem.
Also part of the problem was that HMLs are trash, making it not attractive to up-missile from RLMLs to HMLs. The HML nerf was justified when LR med turrets were rubbish, but not any longer. |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
323
|
Posted - 2014.01.21 18:46:00 -
[94] - 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. |

Saede Riordan
Alexylva Paradox
5646
|
Posted - 2014.01.21 18:50:00 -
[95] - Quote
I think what CCP needs to decide is this: Is this a weapon designed to fight smaller ships, IE: Frigate hunting caracal. Or is it designed to be a volley weapon like artillery, where you unload a lot of ammo onto a target really fast, but then have to wait to fire again? I don't think you can exactly have it both ways and that's what it feels like to me now.
In my opinion, you need to about quadruple the ROF and ammunition capacity of these launchers, in order to make up for the long reload time. You want a hit and run weapon, give us a hit and run weapon. Give us a real macross missile massacre weapon. Where you do tons of damage and might very well wipe out a target in the first volley, but if you don't, you're going to be hard pressed trying to survive until the next one. If each volley is poweful enough, you can even increase the reload time up to a full minute, and have it still work well.
Torn from grace, gotta find your faith or the devils gonna claim your soul
|

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2014.01.21 19:01:00 -
[96] - Quote
Platypus King wrote:This is a topic that has affected my gameplay hugely (in a negative way). However I feel changes in the right direction are being made.
The main things that come to mind for me is ammo swapping. The reason I use missiles is damage selection makes the lower dps than lasers and hybrids worth it. So I really look forward to ammo swap time.
Another thing is when RLML were reworked so were there fitting, making it impossible to effectively fit an XLASB on anything but a cerb. If the goal is burst damage with high reload that mocks the ASB gameplay it should mock the ASB gameplay completely and be able to fit a decent burst tank. I believe that would make RLML a very high speed choice that is effective for quick hit and runs.
Lastly with RLML changes I think on the cruiser hulls that previously used them it would make sense to take a second look at their drone bays. Most cruisers have a way out of frigate fights, be it neuts drones or constant dps from close range guns. I think it would make sense to have a bit of constant dps in the form of a single flight of light drones or the choice for a flight of ec-300s. Since all but the navy osprey lack any type of utility slots
Agreed. Caldari cruisers lack utility/drones for defense. That is the issue for Caldari and rlml. This is something I mentioned in the original rlml thread. would adding a few drones help? Sure, but people will still cry about the reload since they fail to understand the new concept.
Ammo swap isn't a big deal to me. I generally have a good idea what ill be fighting thanks to this revolutionary tool called d-scan, or scouting around. Yes it needs to be fixed, but isn't the end all for rlml.
Yes I solo with a rlml scyfi and belli. I've fought single or multiple frigs, never had an issue. If there's incoming blob, I OH mwd a |

Jureth22
Vanguard Frontiers Black Legion.
154
|
Posted - 2014.01.21 19:02:00 -
[97] - Quote
this update doesnt help.the reload time is still too big,and the magazine isnt nowhere big enough.either decrease the reload time or increase the magazine.
p.s : heavy missiles suck,thats the main prober of rapid heavy launchers |

Anomaly One
183
|
Posted - 2014.01.21 19:04:00 -
[98] - Quote
1 frustrating example is missions, with the change of RLML in rubicon they are completely obsolete in missions. Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E
http://www.youtube.com/watch?v=5l_ZjVyRxx4
Trust me, I'm an Anomaly. DUST 514 FOR PC |

Mizhir
Mangala Solaris's Fan Club
51350
|
Posted - 2014.01.21 19:06:00 -
[99] - Quote
Mike Whiite wrote:
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.
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.
One Man Crew - The official Bringing Solo Back contest
SCL5 Winner |

I am disposable
Republic University Minmatar Republic
82
|
Posted - 2014.01.21 19:19:00 -
[100] - Quote
They are still going to suck and are going to remain infuriating to use, just slightly less so. I wish I could say I'm surprised by this weak attempt to fix what was a massive overnerf, but I'm not. |
|

Mike Whiite
Stupid Stunts The Wolfpack Nexus
323
|
Posted - 2014.01.21 19:31:00 -
[101] - 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. |

Ganthrithor
GoonWaffe Goonswarm Federation
831
|
Posted - 2014.01.21 19:31:00 -
[102] - Quote
Mizhir wrote:Instead they should work on bringing the HAM and HML back in line again.
Paradoxically, if they had just fixed HAMs and heavies in the first place, RLMLs would never have looked overpowered. The truly stupid thing was that you could do more damage to everything up to battlecruisers using the missile-equivalent of... well, the lowest DPS missile choice.
If missiles worked more sensibly, with HAM's and heavies having similar damage application-- IE both appling near-max DPS to other cruisers and bigger, but losing application on smaller ships-- but doing different amounts of DPS at different ranges, then classical RLMLs could return to their old "lowest DPS, best application" niche rather than simply being better than the other two launchers for shooting anything with a sig smaller than a battleship. I'd imagine the same would go for torps/cruises/RHMLs, given the graphs of BS launcher damage to various-sized targets that came out during the last threadnaught process... RHMLs were again better 90% of the time. |

Scatim Helicon
GoonWaffe Goonswarm Federation
2991
|
Posted - 2014.01.21 19:37:00 -
[103] - Quote
It's a partial rollback of a wrong move; I guess that's something.
I'm pretty sure this was said in the original thread by others if not by me; rollback the rapid launcher changes to broadly how they were, and introduce a new range of "salvo launchers" across the missile range which work along the same 'high burst, modest capacity, long reload' principles you tried to introduce with your original RLML changes. That way, you introduce the new concept whilst giving rather than removing options from your players.
For added awesomeness, or at least comedy, include Citadel launchers as well. Post on the Eve-o forums with a Goonswarm Federation character that drinking bleach is bad for you, and 20 forum warriors will hospitalise themselves trying to prove you wrong. |

Garrett Howe
Caldari Militia Task Force
0
|
Posted - 2014.01.21 19:41:00 -
[104] - Quote
I always thought the purpose of these rapid missile launchers was to kill an enemy in one loading cycle i.e. reloading should take place between battles, not during them. I still understand the issue of changing ammo types before a fight. Maybe something where you have a 10 second reload time if you have a full "clip," but a 35 second reload time if you've fired any would help in this aspect. |

Domanique Altares
Rifterlings Point Blank Alliance
2347
|
Posted - 2014.01.21 19:46:00 -
[105] - 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
During which you completely ignored the existence of the other thread, avoiding commenting in it totally.
Quote:we started seeing more and more people adjust to using them and even start liking them,
Because Stockholm Syndrome is good, kids.
Quote:so, rather than make drastic changes so quickly
Like you did with these things in the first place, you mean?
Quote:we want to give it more time and see what happens with usage and feedback over the next couple months.
So you're officially abandoning this new thread, too? Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Tau Cabalander
Retirement Retreat Working Stiffs
3101
|
Posted - 2014.01.21 19:55:00 -
[106] - Quote
It would be a lot better if rapid launchers were identical RoF & damage to non-rapid launchers, save for a much larger bonus only when overheated, and a much higher heat tolerance.
Just a thought. |

I am disposable
Republic University Minmatar Republic
83
|
Posted - 2014.01.21 20:08:00 -
[107] - Quote
Tau Cabalander wrote:It would be a lot better if rapid launchers were identical RoF & damage to non-rapid launchers, save for a much larger bonus only when overheated, and a much higher heat tolerance.
Just a thought.
A really terrible thought. |

stoicfaux
3869
|
Posted - 2014.01.21 20:09:00 -
[108] - Quote
Garrett Howe wrote:I always thought the purpose of these rapid missile launchers was to kill an enemy in one loading cycle i.e. reloading should take place between battles, not during them. I still understand the issue of changing ammo types before a fight. Maybe something where you have a 10 second reload time if you have a full "clip," but a 35 second reload time if you've fired any would help in this aspect. But then things would die too quickly and everyone would fly glass cannons full of Rapid Launchers.
In my useless opinion, Rapid Launchers should be a utility item (i.e. doesn't require a launcher slot,) something akin to a one shot weapon that burst fires a slew of missiles at a critical moment in the fight.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
|

Beckett Firesnake
Les chevaliers de l'ordre Goonswarm Federation
29
|
Posted - 2014.01.21 20:14:00 -
[109] - Quote
This is exactly what I asked for so I am really happy. I think that these changes are great. |

Garrett Howe
Caldari Militia Task Force
0
|
Posted - 2014.01.21 20:14:00 -
[110] - Quote
stoicfaux wrote:Garrett Howe wrote:I always thought the purpose of these rapid missile launchers was to kill an enemy in one loading cycle i.e. reloading should take place between battles, not during them. I still understand the issue of changing ammo types before a fight. Maybe something where you have a 10 second reload time if you have a full "clip," but a 35 second reload time if you've fired any would help in this aspect. But then things would die too quickly and everyone would fly glass cannons full of Rapid Launchers. In my useless opinion, Rapid Launchers should be a utility item (i.e. doesn't require a launcher slot,) something akin to a one shot weapon that burst fires a slew of missiles at a critical moment in the fight. But if a full load of heavy missiles only does say 50k damage, anything with more health than that (strong BC or BS) is secure, or at least better off in the long run. RHML makes you stronger vs cruisers, weaker vs BC and BS. Similarly, RLML makes you stronger vs frigates, weaker vs other cruisers. I think that is balanced enough. |
|

Capqu
Love Squad
409
|
Posted - 2014.01.21 20:24:00 -
[111] - Quote
whats the point in shooting if you don't have the right ammo loaded
rlmls are so garbage right now for that raisin alone http://pizza.eve-kill.net |

Mario Putzo
Welping and Dunking.
53
|
Posted - 2014.01.21 20:28:00 -
[112] - Quote
Nice! thank god. 40 seconds was gay...now 35 seconds isn't much better but at least I do get a few more shots. So frustrating watching a ship rep from nearly 0 shield or armor all the way back to full while I am reloading. Thanks for taking my complaint the other day seriously! |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
488
|
Posted - 2014.01.21 21:00:00 -
[113] - Quote
Arthur Aihaken wrote:There's a common misconception that the old RLMLs were "OP". They were relatively good at applying damage to small and medium targets, which is as it should be - since this is a light weapon system after all. Missile players have typically far fewer choices for weapon systems than lasers, hybrids and projectiles - and the RLML and RHML filled these gaps nicely. If there was any problem with the original RLMLs it was that they had an insane ammunition capacity - somewhere around 85 for T2 launchers if memory serves me.
Yah, the clip size on them was insane. I could bring a thousand rounds and exhaust them in one engagement. Every reload was 400 rounds. They weren't kidding when they said it was a cruiser-sized weapon using small ammo.
Free Ripley Weaver! |

Rengas
AQUILA INC Verge of Collapse
302
|
Posted - 2014.01.21 22:02:00 -
[114] - Quote
Dislikers gonna dislike.
Personally I don't mind spending most of a fight waiting for my weapons to reload.
Gives me time to catch up on paperwork and sportsball scores. |

Gorski Car
ElitistOps Pandemic Legion
209
|
Posted - 2014.01.21 22:30:00 -
[115] - Quote
Rengas wrote:Dislikers gonna dislike.
Personally I don't mind spending most of a fight waiting for my weapons to reload.
Gives me time to catch up on paperwork and sportsball scores.
Implying you actually play Eve.
CCP Rise you choose to ignore 200 pages of people telling you what's wrong with rapid lights and it's not rapid lights. It's the fact that hmls are **** and links remove way 2 much missile dmg. I suggest you and I hit the club, go blaze some and then work out your problems.
Also rhmls are still so bad they are using a ****** ammo type. |

Arthur Aihaken
The.VOID
2806
|
Posted - 2014.01.21 23:17:00 -
[116] - Quote
CCP Rise wrote: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. Any chance we can keep the reload time at 40 seconds and just buff the ammunition by 55% instead? 28 rounds for T2 RLMLs and 36 rounds for T2 RHMLs. The overall DPS is still less than the original RLMLs and 1st iteration of RHMLs, and 35 seconds is basically 40 seconds for all intents and purposes anyway. Also, is it possible to get light and heavy Defender missiles added as support ammunition to both launchers? I am currently away, traveling through time and will be returning last week. |

Hasikan Miallok
Republic University Minmatar Republic
181
|
Posted - 2014.01.21 23:19:00 -
[117] - Quote
As it stands I only use them on fits with those semi-useless "spare" missile slots on ships designed for something else.
I have never fit them to a dedicated missile ship. Whilst the idea of a "burst" weapon has some merit it is hard to justify dropping down a size category in your main weapon system and then giving yourself 35-40 seconds of no damage on top of that. A burst system that fired the same missiles as the ships normal weapons would be a different matter altogether (though potentially very OP)
At least these proposed changes will be a step in the right direction. |

Hatsumi Kobayashi
Origin. Black Legion.
424
|
Posted - 2014.01.21 23:40:00 -
[118] - Quote
Quote: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
citation needed No sig. |

Hasikan Miallok
Republic University Minmatar Republic
181
|
Posted - 2014.01.21 23:43:00 -
[119] - Quote
You could of course drop the separate launchers altogether and just make them a scripted mode of standard launchers. |

Omega Crendraven
Hyperfleet Industries xXPlease Pandemic Citizens Reloaded Alliance.Xx
140
|
Posted - 2014.01.22 00:22:00 -
[120] - Quote
Bringing back old Rapid lights [ xXPlease Pandemic Citizens Reloaded Alliance.Xx } ] HISEC / NULLSEC / LOWSEC Mercenary Alliance |
|

Arthur Aihaken
The.VOID
2806
|
Posted - 2014.01.22 01:33:00 -
[121] - Quote
Omega Crendraven wrote:Bringing back old Rapid lights I proposed this. Player interest: apparently zero. I am currently away, traveling through time and will be returning last week. |

Herzog Wolfhammer
Sigma Special Tactics Group
4165
|
Posted - 2014.01.22 01:49:00 -
[122] - Quote
Ok look. Please consider this.
We have rapid launch with long reload times. Some have implied maybe some other sacrifice, like flight time.
So, how about we have the power to "script" these launcher. Yes, those people who started liking the rapid launchers after the change I'm sure are finding them to be great gank bays.
But not everybody ganks.
So please, if possible, let us script them. Let us decide how fast we want them to work, and that that be through scripts. Rapid launch? OK longer reloading time. Faster reloading time? Ok, lower rate of fire then. The longer reload time only dissatisfied some players and made others happy. So let the players decide, let the launchers be script-able.
|

Arthur Aihaken
The.VOID
2806
|
Posted - 2014.01.22 01:56:00 -
[123] - Quote
Herzog Wolfhammer wrote:So please, if possible, let us script them. Let us decide how fast we want them to work, and that that be through scripts. Rapid launch? OK longer reloading time. Faster reloading time? Ok, lower rate of fire then. The longer reload time only dissatisfied some players and made others happy. So let the players decide, let the launchers be script-able. Scripting is actually not a half bad ideaGǪ Just for rapids, or all missile launchers? I am currently away, traveling through time and will be returning last week. |

Omega Crendraven
Hyperfleet Industries xXPlease Pandemic Citizens Reloaded Alliance.Xx
140
|
Posted - 2014.01.22 02:37:00 -
[124] - Quote
Scripted Launchers are actually a good idea, I think Rise should consider it. On the other hand, Rise asks for specific causes or motive of why should we go back to old rlml or why the new one suck. As every other antisupport weapon system, it must rely on the constant, precise and fast application of damage during all stages of the combat to be effective. RLML ARE MEANT TO BE AN ANTISUPPORT WEAPON, if you add a 40s reload timer you are basically being useless, how are you going to make a tactical decision according of the ships on field if you have to count with a 40s delay after killing 1 or 2 ships in the best scenario. In that time many things can happen, more ships can land on grid and the target you were shooting might not be the most appropiate to shoot; you can get scrammed, neuted, etc. If you want to decrease the overall performance of rapid lights its acceptable, but don't create a whole new weapon system with a purpose that wasn't meant to be and call it like it "gives a new array of tactical choices" because it doesn't, it only lets you feel happy because you killed 1 frig and then you have to gtfo [ xXPlease Pandemic Citizens Reloaded Alliance.Xx } ] HISEC / NULLSEC / LOWSEC Mercenary Alliance |

Arthur Aihaken
The.VOID
2807
|
Posted - 2014.01.22 02:42:00 -
[125] - Quote
Omega Crendraven wrote:On the other hand, Rise asks for specific causes or motive of why should we go back to old rlml or why the new one suck. There was only one problem with the original RLML and RHMLs: excessive ammunition capacity. Simply reinstate the original versions, keep the fitting requirements and dial back the capacity to what CCP Rise proposed. Voila - problem solved. 10 second reloads, less powerful weapon systems - and most importantly - resolves the ammunition swap problem. I think almost everyone could get onboard with this idea... I am currently away, traveling through time and will be returning last week. |

PotatoOverdose
Handsome Millionaire Playboys
935
|
Posted - 2014.01.22 03:24:00 -
[126] - Quote
Problem Identified: Ammo Swapping takes way, way too long, as pointed out by the community months ago. Solution: Make ammo swapping only take way too long instead of way, way too long. 
:CCP:
So, I take it we can expect a reasonable RLML by Rubicon 1.4? How's that SoE BS coming btw? |

Captain Hoax
Traveler 52
16
|
Posted - 2014.01.22 03:26:00 -
[127] - Quote
Will RHML's still continue to only receive bonuses from damage and not missile velocity/flight time/explosion velocity/radius? Right now on any ship that receives one or more of these bonuses RHML's damage application that is worse than cruise missiles. These tweaks are nice... I suppose.. and its good to know you're not just going to leave these toys dead in the water. Have to say though, still not going to touch these systems again with these changes. |

Kesthely
Fleet of the Damned Ace of Spades.
84
|
Posted - 2014.01.22 03:34:00 -
[128] - Quote
First of all:
Welcome back Rise,
The initial changes are a step in the right direction and i can understand why incremental changes are prefered instead of big major adjustments.
CCP Rise wrote:
We were looking at a really wide range of options for these systems
What i would like to know, now or right after Rubicon 1.1, is exactly what kind of options you guys have left for us on the table. I admit after unsticking the intial post, i was afraid that the missile issues had been postponed again. Missiles are a multifactored headache in terms of balancing, thus i believe that the earlier one can start a discussion of the options to adjust them the better, and more sound data you get from your response team (the players)
Mizhir wrote: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
Thats exactly what one of the problems are. While in theory its nice to have a good working support weapon, it leaves ships who are specialized in missiles with one fewer option. Rapid missiles became popular because the other options were deemed inadequate for most people, or in most situations compared to the Rapid missile system.
Kenneth Skybound wrote: But those talking about "oh no 35 seconds during the fight" - the point of front loaded dps is DEAD before you reload. It is precisely like artillery - dead in the first shot. It's meant to be the missile version of alpha, doing heavy damage quick, with a penalty for failure (lower overall dps). It isn't a 1 shot like artillery but it makes up for this by being much more applicable dps than the standard sized missiles for the ship class (eg HML/HAM on a caracal).
The idea of burst dps is great. I do like the concept of the rapid fire, long reload option for missiles but, my main concern is that it replaces one of only 3 weaponsystems, without haveing a viable fallback. I prefere the old Rapid missile mechanic, because its a reliable steady stream of dps. What i would like NEXT to those option is the burst dps option, not designed to hit smaller targets, but designed to improve weapon system options. That would mean an new system designed for this. Not adapting a working weapon system to something most people don't want to use anymore, while at the same time not adressing the situation that made those people choose to go to this system.
Rapid missiles have existed for a long time, when i started playing back in 2007 they were already in the game. If they were so broken, why did we get it formatted only 6 years later? Why is it that it got picked over a weapon system that already has more Burst dps (Alpha) more range and a higher DPS in total?
Because of in real life situations this paper mechanic proved unuseful. Real situations showed concluseively that in the majority of fights you were better of with the Rapid missile system. Yes there are situations where the ham or heavy outshines the situation, and that you can predict when those situations happen. Guess what? in those situations people often chose a different ship already.
Forceing this change to our troats to me would feel the same as proclaiming: Medium Autocannons are to good to deal with frigates, so were going to have them have a longer reload time then artillery.
Imagine, just for a second how much upheave that would cause.
CCP Rise wrote: 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
When exactly will that be? In most situations where reload time starts beeing an issue is in those times when your not blapping a single frigate or destroyer. With the increase of ammo capacity, youve reduced the likelyhood that we have to swap ammo when that first single frigate isn't dead yet, and de death gap of when we do have to reload has become slightly smaller. In the case of (especially ASB) cruisers the likelyhood of beeing able to kill it in one clip drasticly reduces. More importantly if the ASB cruiser thinks he can survive for 20 seconds (now 25 seconds) without haveing to use its ASB a smart ASB Cruiser will start reloading its ASB. Completly negateing ANY benefit the Rapid missile system has to offer.
Also on contrary to ECM, its not a matter IF we are getting jammed, but WHEN we are getting jammed. ECM while occasionally on the field isn't always on the field. While you occasionally getting targeted with ECM doesn't mean you always get targeted. ECM while able to jam you doesn't always jam you.
This version of Rapid missiles does. Its Always on the field, It Always targets you, and it Always successfully hits for 2 full cycles.
Medalyn Isis wrote:To me it seems strange that people are calling for shorter reload times, if you want shorter reload times then why not just use the standard HML's. To me it seems a complete misunderstanding of the concept if you are asking for shorter reload times.
Because like many people pointed out over the more then 200 page treat when the first changes were announced that Heavy missiles are so broken, even with the bad parts of this launcher they still outperform them in 90% of the real situations.
|

Iyacia Cyric'ai
Red Federation RvB - RED Federation
94
|
Posted - 2014.01.22 03:37:00 -
[129] - Quote
If ammo swapping took the usual 10 seconds, I think 35 seconds is okay. But until you fix that, I think 30 seconds reload would be more appropriate.
Anyway, you've probably already thought of it, but just to put it out there, basically I think you should make it so that as long as your missile is at 80% capacity (i.e. 16/20 missiles for light missiles, 18/25 for heavy missiles) you should be able to reload for the usual 10 second timer. This allows strategic decision making (i.e. swapping based on target or shoot 1-2 missiles of a certain damage type and realise it does very little damage so you make the decision to swap) while avoiding the obvious abuse of shooting all but 1 missile and then changing ammo to avoid the 35 (hopefully changed to 30) second reload. |

Herzog Wolfhammer
Sigma Special Tactics Group
4166
|
Posted - 2014.01.22 04:18:00 -
[130] - Quote
Arthur Aihaken wrote:Herzog Wolfhammer wrote:So please, if possible, let us script them. Let us decide how fast we want them to work, and that that be through scripts. Rapid launch? OK longer reloading time. Faster reloading time? Ok, lower rate of fire then. The longer reload time only dissatisfied some players and made others happy. So let the players decide, let the launchers be script-able. Scripting is actually not a half bad ideaGǪ Just for rapids, or all missile launchers?
I don't know. I liked the rapid lights. A caracel with rapid lights is not to be trifled with, but with interceptors becoming so powerful and the proliferation of intie gangs, I thought that a "frigate killer" ship, made possible by rapid lights, would be the ideal counter to that.
Scripting all missile bays would be nice - but so far we have rigs to alter their behavior so some would presume overkill? Not sure. But with rapid launchers being new to the game, and apparently their use at odd these days, I think being script-able so that players can choose how they operate would settle this conflict, a compromise between players who liked them the way they were and those who like them now. |
|

Kesthely
Fleet of the Damned Ace of Spades.
84
|
Posted - 2014.01.22 04:23:00 -
[131] - 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.
Haven't we been doing that in an 200 page threat in the previous topic about the Rapid Missiles? How many more pages of the same arguments do you want to hear? till theres finally a single argument that the proposed system DOES work?
If over 200 pages of feedback (4000 posts) you haven't found that yet that one post in the future is less then 0.025% of the players.
You expect us to "give specific reasons" we have been doing that. No we haven't been saying what you want to hear. And no the discussion of this treat is still about reload time (Notice that nobody actually extensively talks about the small clip size increase?) thats because THAT is where the majority of the players feel the problems lie. Sure you have a few people who say "great" "like" but those people don't use missiles as a primary weapon.
How can you expect us to discuss anything else, if
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, 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
this is the only hint of the other changes? Why not post what is beeing left in options? Is it more drastic changes to reload time? Is it more drastic changes to ammo size? is it implementing a 10 second reload timer for switching damage type, keeping the ammo clip the same otherwise? Is it consideration of createing a new missile variant that solves damage application and or reload times? Is it more meta flexibility where you can choose between more ammo clip longer reload time, vs small clip shorter reload time? Is it additional modules that behave ammo size, or reload time? Is it scripts that allow you to choose between damage types, reload times, ammo size? Is it changeing back? is it modifying the overload options drasticly to make it become a burst weapon?
I and many forum users would love to discuss to pro and cons of any other changes. But the fact is, the only stats you give us to discuss with is a small change in total damage output before reloading, and small change in reload time. I can give you the outcome of that discussion now: Yes the small clip size increase will allow us to more safely kill a few frigates and is a welcome adjustment. No the reload time is still considered to long and makes the system not fun to use. Thats been said over and over in a 200 page long treat already.
|

Herzog Wolfhammer
Sigma Special Tactics Group
4166
|
Posted - 2014.01.22 04:27:00 -
[132] - Quote
Arthur Aihaken wrote:Omega Crendraven wrote:On the other hand, Rise asks for specific causes or motive of why should we go back to old rlml or why the new one suck. There was only one problem with the original RLML and RHMLs: excessive ammunition capacity. Simply reinstate the original versions, keep the fitting requirements and dial back the capacity to what CCP Rise proposed. Voila - problem solved. 10 second reloads, less powerful weapon systems - and most importantly - resolves the ammunition swap problem. I think almost everyone could get onboard with this idea...
Pretty much this. Reducing the capacity was not so bad. The 40 second reload time (or ammo swap) was just plain cruel. |

Colman Dietmar
Red Federation RvB - RED Federation
24
|
Posted - 2014.01.22 05:23:00 -
[133] - Quote
This system was already overpowered and didn't need another buff. If RLML is going to have DPS of the regular medium launchers, at least make it have the same fittings.
Right now a caracal fit with these has everything at the same time: speed, tank, DPS, projection and full DPS on targets of any size. Hurricane was nerfed hard for less than that, nerfed along with the tracking enhancers. |

Sgt Ocker
State War Academy Caldari State
113
|
Posted - 2014.01.22 05:34:00 -
[134] - Quote
Arthur Aihaken wrote:Omega Crendraven wrote:On the other hand, Rise asks for specific causes or motive of why should we go back to old rlml or why the new one suck. There was only one problem with the original RLML and RHMLs: excessive ammunition capacity. Simply reinstate the original versions, keep the fitting requirements and dial back the capacity to what CCP Rise proposed. Voila - problem solved. 10 second reloads, less powerful weapon systems - and most importantly - resolves the ammunition swap problem. I think almost everyone could get onboard with this idea... I wonder if a compromise for reloading of :- 1 sec = 1 missile loaded, if the launcher holds 25 missiles it takes 25 seconds to load. I would gladly give up flight time when using RLML / RHML for a faster reload. If I need to get in and do as much damage as possible in a short time (kill tacklers, bubblers, etc) I don't need 80km range.
Scripts for launchers could be; - RLML load 20 missiles in 20 seconds minus 75% flight time (T2 launchers with Furies = approx 22km range) - RLML load 20 missiles in 35 seconds with 100% flight time |

Kesthely
Fleet of the Damned Ace of Spades.
84
|
Posted - 2014.01.22 06:53:00 -
[135] - Quote
My view on the problems is as follows.
If you are concerned with the dps amount you get out of Rapid missile launchers, lower its amount of missile capacity, and or its rate of fire.
If you want to create a burst weapon make a new weapon system. This has several advantages, and drawbacks.
Advantages: 1) You will be able to balance it from the start, compared to other already in place sytems. Eg one could argue that ECM transforms a steady dps into burst dps, where the burst takes place when someone isn't jammed. A fireing time of 20 seconds, followed by a 20 second reload time imitates this well.
2) since its a new system, you can design new ammo for it. Giveing the option to tweak better to allow for range damage and damage projection. Also basic omnidamage type ammo comes in mind? (no damage selection problems)
3) Tweaking towards size. Do you really want these launchers to be great at frigate killing, or do you want them to be great at destroyersized ships, cruiser ships, or even a larger type of adversary? With new damage application options outside of the range of light missiles you can make this happen.
Disadvantages:
1) Time, Developing and balanceing a proper burst weapon this way is going to cost more time. |

Arthur Aihaken
The.VOID
2810
|
Posted - 2014.01.22 07:42:00 -
[136] - Quote
I previously posted the numbers in another thread, but to quickly summarize: Reinstating the original RLML rate of fire, 10-second reload and retaining the current 18-ammo capacity is only *marginally* better than the Rubicon 1.1 version that CCP Rise has tabled. How much better? 2%. If we bump the ammo to 20 it's a 4% improvement. I am currently away, traveling through time and will be returning last week. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1154
|
Posted - 2014.01.22 09:16:00 -
[137] - Quote
Arthur Aihaken wrote:Omega Crendraven wrote:Bringing back old Rapid lights I proposed this. Player interest: apparently zero.
not a case of that. A casa that we realize CCP NEVER EVER step back that much and askign for it would be a waste of time. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1154
|
Posted - 2014.01.22 09:17:00 -
[138] - Quote
Colman Dietmar wrote:This system was already overpowered and didn't need another buff. If RLML is going to have DPS of the regular medium launchers, at least make it have the same fittings.
Right now a caracal fit with these has everything at the same time: speed, tank, DPS, projection and full DPS on targets of any size. Hurricane was nerfed hard for less than that, nerfed along with the tracking enhancers.
So overpowered that its salves all around new eden dropped 48%? Its such a horrible system that we woudl probably kick any member of ours if it flew with those things. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Mournful Conciousness
Embers Children TOHA Conglomerate
463
|
Posted - 2014.01.22 11:30:00 -
[139] - Quote
============================== 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.
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".
|

Mike Whiite
Stupid Stunts The Wolfpack Nexus
324
|
Posted - 2014.01.22 11:36:00 -
[140] - 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? |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
463
|
Posted - 2014.01.22 11:46:00 -
[141] - Quote
Mike Whiite wrote: I might not get it but why wouldn-¦t I just fit normal small missile launchers?
and still have the fitting bennefit?
Because you would not get the hull bonuses to damage when fitting light missile launcher to a cruiser, and you would with RLMLs.
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".
|

Domanique Altares
Rifterlings Point Blank Alliance
2351
|
Posted - 2014.01.22 11:49:00 -
[142] - Quote
Kagura Nikon wrote: So overpowered that its sales all around new eden dropped 48%? Its such a horrible system that we woudl probably kick any member of ours if it flew with those things.
Look, those people just haven't learned to like it yet. Rest assured, CCP know that another scandal or unnecessary change is coming, and this particular problem will soon be forgotten in the face of something else they decide to break just for the hell of it. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Garak n00biachi
Capital Destruction
108
|
Posted - 2014.01.22 12:18:00 -
[143] - Quote
Careful you guys dont whine these launchers into OP hell\heaven...they will change\break the game. Burst damage>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>sustained dps.
Compare burst damage dealers in other games and you will see how they change the meta,careful what you wish for. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:19:00 -
[144] - Quote
Domanique Altares wrote:Kagura Nikon wrote: So overpowered that its sales all around new eden dropped 48%? Its such a horrible system that we woudl probably kick any member of ours if it flew with those things.
Look, those people just haven't learned to like it yet. Rest assured, CCP know that another scandal or unnecessary change is coming, and this particular problem will soon be forgotten in the face of something else they decide to break just for the hell of it.
we know a thing or 2 about small scale PVP, and we do not allow our members to use such horrible and useless weapon.. for a reason. Because its only effect its psycological. It is inferior to all other missile options on the absolute majority of realistic scenarios.. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:20:00 -
[145] - Quote
PotatoOverdose wrote:Problem Identified: Ammo Swapping takes way, way too long, as pointed out by the community months ago. Solution: Make ammo swapping only take way too long instead of way, way too long.  :CCP: So, I take it we can expect a reasonable RLML by Rubicon 1.4? How's that SoE BS coming btw?
no way community could have pointed that months ago since the missile changes have less than 2 months :P "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2014.01.22 13:26:00 -
[146] - Quote
Here is a thought.
What if for each missile there was for instance a 2 second reload time. You have two choices, you could either load up a full salvo of 20 missiles and then fire all at once, which in this case would take you 40 seconds. Alternatively if you just need to quickly hit a target you could fire the salvo half way through the loading process which would fire 10 missiles and only take 20 seconds to reload.
I'm not sure if that is possible to code but it sounds like it would be quite fun to use. Then we can have a proper burst weapon with the flexibility and option during a reload still available for the pilot to fire their burst of missiles when they choose. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2014.01.22 13:30:00 -
[147] - Quote
Kagura Nikon wrote:Domanique Altares wrote:Kagura Nikon wrote: So overpowered that its sales all around new eden dropped 48%? Its such a horrible system that we woudl probably kick any member of ours if it flew with those things.
Look, those people just haven't learned to like it yet. Rest assured, CCP know that another scandal or unnecessary change is coming, and this particular problem will soon be forgotten in the face of something else they decide to break just for the hell of it. we know a thing or 2 about small scale PVP, and we do not allow our members to use such horrible and useless weapon.. for a reason. Because its only effect its psycological. It is inferior to all other missile options on the absolute majority of realistic scenarios.. Don't underestimate the affect of a proper burst weapon. For the same reason alpha strike is often more important than overall dps, a proper burst missile system would be great for any missile user wanting to pvp. That said, I think this one still need some improvements until it is anywhere near on par with artillery like effectiveness for instance. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:50:00 -
[148] - Quote
Medalyn Isis wrote:Kagura Nikon wrote:Domanique Altares wrote:Kagura Nikon wrote: So overpowered that its sales all around new eden dropped 48%? Its such a horrible system that we woudl probably kick any member of ours if it flew with those things.
Look, those people just haven't learned to like it yet. Rest assured, CCP know that another scandal or unnecessary change is coming, and this particular problem will soon be forgotten in the face of something else they decide to break just for the hell of it. we know a thing or 2 about small scale PVP, and we do not allow our members to use such horrible and useless weapon.. for a reason. Because its only effect its psycological. It is inferior to all other missile options on the absolute majority of realistic scenarios.. Don't underestimate the affect of a proper burst weapon. For the same reason alpha strike is often more important than overall dps, a proper burst missile system would be great for any missile user wanting to pvp. That said, I think this one still need some improvements until it is anywhere near on par with artillery like effectiveness for instance.
Alpha strike is only relevant if it can KILL the target on that single shot. Same way for burst weapon (that given the standard in eve of high alpha weapons having low sustained DPS).
Do not underestaimate the fact that a LOT of people that REALLY know PVP have pointed how horrible this weapon system is in the absolute majority of cases. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:52:00 -
[149] - Quote
Medalyn Isis wrote:Here is a thought.
What if for each missile there was for instance a 2 second reload time. You have two choices, you could either load up a full salvo of 20 missiles and then fire all at once, which in this case would take you 40 seconds. Alternatively if you just need to quickly hit a target you could fire the salvo half way through the loading process which would fire 10 missiles and only take 20 seconds to reload.
I'm not sure if that is possible to code but it sounds like it would be quite fun to use. Then we can have a proper burst weapon with the flexibility and option during a reload still available for the pilot to fire their burst of missiles when they choose.
woudl be more interesting, but probably much more complicated for them to implement and balance. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 13:54:00 -
[150] - Quote
Garak n00biachi wrote:Careful you guys dont whine these launchers into OP hell\heaven...they will change\break the game. Burst damage>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>sustained dps.
Compare burst damage dealers in other games and you will see how they change the meta,careful what you wish for.
Blank statements.. devoid of scenario are as useful as a bag of salt in middle of the ocean.
Scenario: enemy ship has 100K EHP and will be able to jump in 100 seconds. You can choose 2 weapons. One is a very high alpha strike weapon.. that does 80K damage but that can fire once every 120 seconds. Other is a weapon that does 1.1K damage per shot, but shoot once per second.
Which one is useless? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Medalyn Isis
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2014.01.22 13:56:00 -
[151] - Quote
Kagura Nikon wrote:Alpha strike is only relevant if it can KILL the target on that single shot. Same way for burst weapon (that given the standard in eve of high alpha weapons having low sustained DPS).
Do not underestaimate the fact that a LOT of people that REALLY know PVP have pointed how horrible this weapon system is in the absolute majority of cases. I agree that indeed the current weapon system needs a lot of tweaking before it can actually be considered anywhere near on par with the effectiveness of artillery for example. I am just wondering why more good PVPers like you and your own corp are not more in favour of working with this burst mechanic for missiles.
I would say the concept which CCP Rise has put out is certainly sound and also needed for missiles to keep on par with gunnery systems. If anything all the angst should probalby be directed toward improving standard heavy missiles launchers instead of asking for RHML to be made into a replacement for them. |

Kenneth Skybound
Gallifrey Resources
82
|
Posted - 2014.01.22 14:16:00 -
[152] - Quote
Kagura Nikon wrote:Garak n00biachi wrote:Careful you guys dont whine these launchers into OP hell\heaven...they will change\break the game. Burst damage>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>sustained dps.
Compare burst damage dealers in other games and you will see how they change the meta,careful what you wish for. Blank statements.. devoid of scenario are as useful as a bag of salt in middle of the ocean. Scenario: enemy ship has 100K EHP and will be able to jump in 100 seconds. You can choose 2 weapons. One is a very high alpha strike weapon.. that does 80K damage but that can fire once every 120 seconds. Other is a weapon that does 1.1K damage per shot, but shoot once per second. Which one is useless?
Scenario 2, you have a friend too. However, the enemy ship has a MWD, you guys only have long points, so even with webs they'll jump in 40 seconds. Now which one is useless? The answer is neither is useless, just successful at different times.
Long point keres is great for first tackle on a large gate while heavy tackle retribution is useful to hold long enough for logi to save you from gate guns. Tools for a job.
Any scenario you contrive which gives the target time means sustained dps is better. Any scenario which reduces the time dramatically will then favour the burst/alpha, for the downtime that reduces it's sustained dps isn't spent in fight. |

Omega Crendraven
Hyperfleet Industries xXPlease Pandemic Citizens Reloaded Alliance.Xx
142
|
Posted - 2014.01.22 14:23:00 -
[153] - Quote
wtf rise??, just bring the old rapid lights and missiles in general to counter the ******* new inty meta. No one wants 40s missiles.
GOGOGOGOOGOG !!!!!!!!!
Do it before 1.2 pl0x [ xXPlease Pandemic Citizens Reloaded Alliance.Xx } ] HISEC / NULLSEC / LOWSEC Mercenary Alliance |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1156
|
Posted - 2014.01.22 14:25:00 -
[154] - Quote
Kenneth Skybound wrote:Kagura Nikon wrote:Garak n00biachi wrote:Careful you guys dont whine these launchers into OP hell\heaven...they will change\break the game. Burst damage>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>sustained dps.
Compare burst damage dealers in other games and you will see how they change the meta,careful what you wish for. Blank statements.. devoid of scenario are as useful as a bag of salt in middle of the ocean. Scenario: enemy ship has 100K EHP and will be able to jump in 100 seconds. You can choose 2 weapons. One is a very high alpha strike weapon.. that does 80K damage but that can fire once every 120 seconds. Other is a weapon that does 1.1K damage per shot, but shoot once per second. Which one is useless? Scenario 2, you have a friend too. However, the enemy ship has a MWD, you guys only have long points, so even with webs they'll jump in 40 seconds. Now which one is useless? The answer is neither is useless, just successful at different times. Long point keres is great for first tackle on a large gate while heavy tackle retribution is useful to hold long enough for logi to save you from gate guns. Tools for a job. Any scenario you contrive which gives the target time means sustained dps is better. Any scenario which reduces the time dramatically will then favour the burst/alpha, for the downtime that reduces it's sustained dps isn't spent in fight.
At least now you have a scenario . My point is that blank STATEMENT LIKE THE ONE I QUOTED are useless and irrelevant.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1158
|
Posted - 2014.01.22 14:32:00 -
[155] - Quote
Medalyn Isis wrote:Kagura Nikon wrote:Alpha strike is only relevant if it can KILL the target on that single shot. Same way for burst weapon (that given the standard in eve of high alpha weapons having low sustained DPS).
Do not underestaimate the fact that a LOT of people that REALLY know PVP have pointed how horrible this weapon system is in the absolute majority of cases. I agree that indeed the current weapon system needs a lot of tweaking before it can actually be considered anywhere near on par with the effectiveness of artillery for example. I am just wondering why more good PVPers like you and your own corp are not more in favour of working with this burst mechanic for missiles. I would say the concept which CCP Rise has put out is certainly sound and also needed for missiles to keep on par with gunnery systems. If anything all the angst should probalby be directed toward improving standard heavy missiles launchers instead of asking for RHML to be made into a replacement for them.
Because in small scale PVP you usually CANNOT kill the enemy before you reload with rapid weapons. Therefore having a lower DPS becomes a very very bad tradeof.
When you have a blob, even a tiny blob of 12+ ships (yes 12 ships is a blob for me because it scales to the level where personal skills become less relevant) then alpha strike start to become relevant, because usually 12 alpha strike ships an kill another instance of the same ship in 1 volley, therefore gaining something from the alpha strike.
Even before the rapid laucnhers changes, the ONLY reason we used rapids were because of lower fittings.
We have no problem killing frigates with HAMs in our tengus, rapids were there only for range and better fittings. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2014.01.22 14:50:00 -
[156] - Quote
Kagura Nikon wrote:Because in small scale PVP you usually CANNOT kill the enemy before you reload with rapid weapons. Therefore having a lower DPS becomes a very very bad tradeof.
When you have a blob, even a tiny blob of 12+ ships (yes 12 ships is a blob for me because it scales to the level where personal skills become less relevant) then alpha strike start to become relevant, because usually 12 alpha strike ships an kill another instance of the same ship in 1 volley, therefore gaining something from the alpha strike.
Even before the rapid laucnhers changes, the ONLY reason we used rapids were because of lower fittings.
We have no problem killing frigates with HAMs in our tengus, rapids were there only for range and better fittings. I see what you are saying, in those examples the burst option isn't going to be as effective as overall dps, but then the point still remains, why should missile users not have an option to deliver burst damage if the wish to. Of course if you are flying solo against a similar class of ship with equal tank then overall dps is often going to be a better choice. But against smaller targets, and in larger number, then at least we have the option to use these missiles.
Right now if the only reason to use rapids where due to a trade of between dps and lower fitting reqs then that seems a bit of a poor choice to me for missile users. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1158
|
Posted - 2014.01.22 14:53:00 -
[157] - Quote
Medalyn Isis wrote:Kagura Nikon wrote:Medalyn Isis wrote:Kagura Nikon wrote:Alpha strike is only relevant if it can KILL the target on that single shot. Same way for burst weapon (that given the standard in eve of high alpha weapons having low sustained DPS).
Do not underestaimate the fact that a LOT of people that REALLY know PVP have pointed how horrible this weapon system is in the absolute majority of cases. I agree that indeed the current weapon system needs a lot of tweaking before it can actually be considered anywhere near on par with the effectiveness of artillery for example. I am just wondering why more good PVPers like you and your own corp are not more in favour of working with this burst mechanic for missiles. I would say the concept which CCP Rise has put out is certainly sound and also needed for missiles to keep on par with gunnery systems. If anything all the angst should probalby be directed toward improving standard heavy missiles launchers instead of asking for RHML to be made into a replacement for them. Because in small scale PVP you usually CANNOT kill the enemy before you reload with rapid weapons. Therefore having a lower DPS becomes a very very bad tradeof. When you have a blob, even a tiny blob of 12+ ships (yes 12 ships is a blob for me because it scales to the level where personal skills become less relevant) then alpha strike start to become relevant, because usually 12 alpha strike ships an kill another instance of the same ship in 1 volley, therefore gaining something from the alpha strike. Even before the rapid laucnhers changes, the ONLY reason we used rapids were because of lower fittings. We have no problem killing frigates with HAMs in our tengus, rapids were there only for range and better fittings. I see what you are saying, in those examples the burst option isn't going to be as effective as overall dps, but then the point still remains, why should missile users not have an option to deliver burst damage if the wish to. Of course if you are flying solo against a similar class of ship with equal tank then overall dps is often going to be a better choice. But against smaller targets, and in larger number, then at least we have the option to use these missiles. Right now if the only reason to use rapids where due to a trade of between dps and lower fitting reqs then that seems a bit of a poor choice to me for missile users.
The fact is that we LOST the fitting advantage and LOST dps. Now there is no reason to use rapid launchers.
Because ALMOST EVERYTHING that we would kill with rapids, we can kill with HAMS. But with HAMS we can kill A LOT things that with rapids we cannot.
Rapids allowed us to use 100MN cerberus, now that ship is gone.. and non usable anymore "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
17
|
Posted - 2014.01.22 16:03:00 -
[158] - Quote
Kagura Nikon wrote:Medalyn Isis wrote:Kagura Nikon wrote:Medalyn Isis wrote:Kagura Nikon wrote:Alpha strike is only relevant if it can KILL the target on that single shot. Same way for burst weapon (that given the standard in eve of high alpha weapons having low sustained DPS).
Do not underestaimate the fact that a LOT of people that REALLY know PVP have pointed how horrible this weapon system is in the absolute majority of cases. I agree that indeed the current weapon system needs a lot of tweaking before it can actually be considered anywhere near on par with the effectiveness of artillery for example. I am just wondering why more good PVPers like you and your own corp are not more in favour of working with this burst mechanic for missiles. I would say the concept which CCP Rise has put out is certainly sound and also needed for missiles to keep on par with gunnery systems. If anything all the angst should probalby be directed toward improving standard heavy missiles launchers instead of asking for RHML to be made into a replacement for them. Because in small scale PVP you usually CANNOT kill the enemy before you reload with rapid weapons. Therefore having a lower DPS becomes a very very bad tradeof. When you have a blob, even a tiny blob of 12+ ships (yes 12 ships is a blob for me because it scales to the level where personal skills become less relevant) then alpha strike start to become relevant, because usually 12 alpha strike ships an kill another instance of the same ship in 1 volley, therefore gaining something from the alpha strike. Even before the rapid laucnhers changes, the ONLY reason we used rapids were because of lower fittings. We have no problem killing frigates with HAMs in our tengus, rapids were there only for range and better fittings. I see what you are saying, in those examples the burst option isn't going to be as effective as overall dps, but then the point still remains, why should missile users not have an option to deliver burst damage if the wish to. Of course if you are flying solo against a similar class of ship with equal tank then overall dps is often going to be a better choice. But against smaller targets, and in larger number, then at least we have the option to use these missiles. Right now if the only reason to use rapids where due to a trade of between dps and lower fitting reqs then that seems a bit of a poor choice to me for missile users. The fact is that we LOST the fitting advantage and LOST dps. Now there is no reason to use rapid launchers. Because ALMOST EVERYTHING that we would kill with rapids, we can kill with HAMS. But with HAMS we can kill A LOT things that with rapids we cannot. Rapids allowed us to use 100MN cerberus, now that ship is gone.. and non usable anymore. Give me the low fittigns back and rapids are useful again
So.. use hams then and stop bitching. Rapids use an ammo type smaller than any other cruiser weapon. No other weapon system has this advantage. That would be like 180 autocannons or 650 arty having a Sig resolution of 50, instead of the current 120.
Its like CCP knew that heavies and hams didnt hit frigs great and tweaked a launcher specifically to kill frigs. Hams and heavies when fitted properly can apply all their damage to cruiser size targets. So there is no need to use rlml for this job anymore. Do heavies need a buff? Yes. But rlml are far from worthless. |

Warcalibre
Imperium Libertas space weaponry and trade
102
|
Posted - 2014.01.22 17:59:00 -
[159] - Quote
Rise, I can't understand why you would release incomplete changes on TQ. Why not wait until you've gotten it right and players have had time to test it on the test server? I believe you are better than this, and I am going holding you to a higher standard. Please rethink your decision to go forward with these changes. Numerous others here have posted very excellent changes that deserve consideration.
PS HMLs still have terrible damage application and just making them shoot faster does nothing. I was engaged by a RHML typhoon while I was in my cruiser, and his volleys did 29 damage. That doesn't seem like burst dps. Your thoughts? |

Ganthrithor
GoonWaffe Goonswarm Federation
837
|
Posted - 2014.01.22 18:29:00 -
[160] - Quote
Thanks, Obama. |
|

Elusive Panda
The Sky People
3
|
Posted - 2014.01.22 18:30:00 -
[161] - Quote
About the ammo switching problem. why not make the reload time proportional to the amount of ammo left in the launcher?
50% ammo left in the launcher, 50% reload time. Full ammo? Instant reload.
Really well suited to skirmish : D-Scan, D-Scan, D-Scan, OH, I see an Enyo closing in, better get those Scourge Lights out and replace them with Nova.
Or just pull range when youGÇÖre getting low on ammo for a tactical reload, save some reload time and quickly (relatively speaking, base 35s reload is still damn long) get ready for a next -½ burst -+ of action.
|

Inspiration
116
|
Posted - 2014.01.22 18:54:00 -
[162] - Quote
I still think the base theme for these launchers is completely off and that killing smaller classes of ships should never be only viable if the launchers are used as main weapon systems.
What would work is sacrificing one normal DPS high slot for something that can handle smaller classes very well. Restricting fits to one such module doesn't overpower anything, especially if the module does similar DPS as a class matching weapon system, but with much better damage application to the smaller classes of ships.
In other words, that solution wouldn't cause real balancing issues, it just shifts damage application ability.
But look was got introduced...something that is next to impossible to balance...tuning RoF, reload times and ammo size is not going to result in a well balanced module compared to alternatives. Make it good for one thing, and people will boat it making all other weapons obsolete. Don't do that and people complain or won't use it. This is costing a lot of resources, now and in future changes in the missile classes and ship bonuses!
We can only hope something big will be decided that makes more sense then the current approach and that next time this sort of mistake is not repeated. I hate arguing with static minds that relate everything relative to the status-quo. By definition these minds oppose logic, reason, posses a narrow view and object against solutions for issues that have half an existing workaround. Left up to them, nothing would ever progress!
|

Inspiration
116
|
Posted - 2014.01.22 19:10:00 -
[163] - Quote
Elusive Panda wrote:About the ammo switching problem. why not make the reload time proportional to the amount of ammo left in the launcher?
50% ammo left in the launcher, 50% reload time. Full ammo? Instant reload.
Really well suited to skirmish : D-Scan, D-Scan, D-Scan, OH, I see an Enyo closing in, better get those Scourge Lights out and replace them with Nova.
Or just pull range when youGÇÖre getting low on ammo for a tactical reload, save some reload time and quickly (relatively speaking, base 35s reload is still damn long) get ready for a next -½ burst -+ of action.
Shortening reload of the same missile type makes sense, but not switching to other types. Why would that go any faster, let alone when you have to unload a full rack first. I hate arguing with static minds that relate everything relative to the status-quo. By definition these minds oppose logic, reason, posses a narrow view and object against solutions for issues that have half an existing workaround. Left up to them, nothing would ever progress!
|

Vincintius Agrippa
F L O O D
21
|
Posted - 2014.01.22 20:07:00 -
[164] - 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
In the original discussion about rapid launchers, that is very much ongoing, I thought that you were just butthurt that people didn't like your s*&%tty idea. Now I know for a fact that you referring to 300+ pages of complaining about your changes as something most people haven't heard about, with you only commenting every 50 pages or so, is clear proof that its deeper than that. I'm thoroughly convinced that you are either suffering from a chemical imbalance in the brainz or suffering from what we over in the states refer to as the " Tea Party Syndrome". It is characterized by a patient having an acute denial of the truth, telling lahs, misrepresenting clear facts to support their own views just to name a few. For instance, someone suffering from said syndrome as your self would deny eating a co workers sandwich when they turned their back and storm out of the room when another co worker shows raw footage of that person eating said sandwich, all the while declaring a conspiracy. Congratz, your fan base has lost confidence in you.
The problem was never rml's, it was your ****** missile code change that rendered hams subpar and heavies unable to inflict damage to anything smaller than a pos. You guys seem to take forever to do anything, and when you do it you always f--K something else up in attempt to fix or "balance" another. Making minor changes every other release is not a good business practice. Better get your s@#t together, because eventually someone else is going to get an idea and they are going to do it better than you. 10+years of more or less the same thing= FAIL |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1160
|
Posted - 2014.01.22 23:03:00 -
[165] - Quote
Stitch Kaneland wrote: So.. use hams then and stop bitching. Rapids use an ammo type smaller than any other cruiser weapon. No other weapon system has this advantage. That would be like 180 autocannons or 650 arty having a Sig resolution of 50, instead of the current 120.
Its like CCP knew that heavies and hams didnt hit frigs great and tweaked a launcher specifically to kill frigs. Hams and heavies when fitted properly can apply all their damage to cruiser size targets. So there is no need to use rlml for this job anymore. Do heavies need a buff? Yes. But rlml are far from worthless.
So speaks the minmatar republic expert on PVP that surely must be right goign against about everyone that did PVP a lot with the Rapids before....
cannot see why theis would be wrong... can anyone? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
17
|
Posted - 2014.01.22 23:18:00 -
[166] - Quote
Kagura Nikon wrote:Stitch Kaneland wrote: So.. use hams then and stop bitching. Rapids use an ammo type smaller than any other cruiser weapon. No other weapon system has this advantage. That would be like 180 autocannons or 650 arty having a Sig resolution of 50, instead of the current 120.
Its like CCP knew that heavies and hams didnt hit frigs great and tweaked a launcher specifically to kill frigs. Hams and heavies when fitted properly can apply all their damage to cruiser size targets. So there is no need to use rlml for this job anymore. Do heavies need a buff? Yes. But rlml are far from worthless.
So speaks the minmatar republic expert on PVP that surely must be right goign against about everyone that did PVP a lot with the Rapids before.... cannot see why theis would be wrong... can anyone?
If my bellicose can kill frigs with rlml, your Caracal should as well. Never said I was an elite pvp'r, but I seem to grasp missile concepts better than most missile users.
This brings up a good point though. All I ever see are complaints from Cal pilots. Perhaps the caracal and cerb should be looked at for some tweaking.
I fought against triple lse rlml caracal often in null. I find it odd a t1 cruiser could hit my vagabond perfectly out to 60 to 80km and still having a 30k ehp tank. And still put out decent dps. And still blap frigs without problem. See anything wrong here? There is no risk with the old rlml. Now frigs can actually have a window to kill you, and not be rofl stomped. |

Garrett Howe
Caldari Militia Task Force
1
|
Posted - 2014.01.23 00:39:00 -
[167] - Quote
What if you had a missile launcher that took up significant fitting (say 5k power, 300 cpu for RHML) that fired off a burst of missiles to do a massive alpha (say 20-30k damage for the RHML) but could only fire once per minute. Thus, you're only doing an average of 300-500 dps or so, but the huge alpha allows you to break a tank or kill off a smaller ship. Then, you can still fit say 4 regular launchers and 1 rapid launcher on a ship, have the huge alpha but then still be able to do some amount of sustained dps with your other launchers. Heck, you could even fit two on a ship if you wanted, but you would have very little room for other modules. |

Hasikan Miallok
Republic University Minmatar Republic
197
|
Posted - 2014.01.23 00:54:00 -
[168] - Quote
It is hard to shake the impression that RMLs are being envisaged as a useful way of filling the spare left over missile slots on sniping turret based ships rather than being a useful weapon in their own right. |

Mournful Conciousness
Embers Children TOHA Conglomerate
464
|
Posted - 2014.01.23 01:00:00 -
[169] - Quote
Garrett Howe wrote:What if you had a missile launcher that took up significant fitting (say 5k power, 300 cpu for RHML) that fired off a burst of missiles to do a massive alpha (say 20-30k damage for the RHML) but could only fire once per minute. Thus, you're only doing an average of 300-500 dps or so, but the huge alpha allows you to break a tank or kill off a smaller ship. Then, you can still fit say 4 regular launchers and 1 rapid launcher on a ship, have the huge alpha but then still be able to do some amount of sustained dps with your other launchers. Heck, you could even fit two on a ship if you wanted, but you would have very little room for other modules.
20-30k is about the same alpha as 3 artillery tornadoes, or 30 1200mm howitzers so this seems excessive.
But if you want big alpha from missiles, put cruise launchers on a raven. With 2 target painters you get 1000 real applied dps against a cruiser with 6000 alpha.
There's no need to even consider RHMLs. 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".
|

Sgt Ocker
State War Academy Caldari State
115
|
Posted - 2014.01.23 01:02:00 -
[170] - Quote
Garrett Howe wrote:What if you had a missile launcher that took up significant fitting (say 5k power, 300 cpu for RHML) that fired off a burst of missiles to do a massive alpha (say 20-30k damage for the RHML) but could only fire once per minute. Thus, you're only doing an average of 300-500 dps or so, but the huge alpha allows you to break a tank or kill off a smaller ship. Then, you can still fit say 4 regular launchers and 1 rapid launcher on a ship, have the huge alpha but then still be able to do some amount of sustained dps with your other launchers. Heck, you could even fit two on a ship if you wanted, but you would have very little room for other modules. So a doomsday device for battleships? Yeah, as much as it sounds like a great idea and would probably be a lot of fun to use, I don't see any possibility of CCP giving us anything close to that.
Good idea though 
Mournful, I think you missed his point. He was talking about it as a support weapon, so only 1 used together with, possibly cruise missiles. |
|

Garrett Howe
Caldari Militia Task Force
1
|
Posted - 2014.01.23 01:07:00 -
[171] - Quote
Sgt Ocker wrote:Garrett Howe wrote:What if you had a missile launcher that took up significant fitting (say 5k power, 300 cpu for RHML) that fired off a burst of missiles to do a massive alpha (say 20-30k damage for the RHML) but could only fire once per minute. Thus, you're only doing an average of 300-500 dps or so, but the huge alpha allows you to break a tank or kill off a smaller ship. Then, you can still fit say 4 regular launchers and 1 rapid launcher on a ship, have the huge alpha but then still be able to do some amount of sustained dps with your other launchers. Heck, you could even fit two on a ship if you wanted, but you would have very little room for other modules. So a doomsday device for battleships? Yeah, as much as it sounds like a great idea and would probably be a lot of fun to use, I don't see any possibility of CCP giving us anything close to that. Good idea though  Mournful, I think you missed his point. He was talking about it as a support weapon, so only 1 used together with, possibly cruise missiles. I wasn't thinking about it as a doomsday weapon, but that is basically what it would be like, albeit with a shorter cooldown and not disabling your ship when you use it. Titans are the largest capital class ship and get one, having something similar for the largest sub-capital class wouldn't be completely unreasonable though. |

Kesthely
Fleet of the Damned Ace of Spades.
92
|
Posted - 2014.01.23 01:38:00 -
[172] - Quote
Stitch Kaneland wrote: If my bellicose can kill frigs with rlml, your Caracal should as well. Never said I was an elite pvp'r, but I seem to grasp missile concepts better than most missile users.
This brings up a good point though. All I ever see are complaints from Cal pilots. Perhaps the caracal and cerb should be looked at for some tweaking.
I fought against triple lse rlml caracal often in null. I find it odd a t1 cruiser could hit my vagabond perfectly out to 60 to 80km and still having a 30k ehp tank. And still put out decent dps. And still blap frigs without problem. See anything wrong here? There is no risk with the old rlml. Now frigs can actually have a window to kill you, and not be rofl stomped.
Benefit of Minmater and Amarr missile boats is that they have HUGE dronebays. Are you useing RLML ? no problem, have Hammerheads with you, and if you encounter cruisers, you can still do stuff. Are you useing Ham or HML? no problem, load Warriors or Hobgoblins and you can still fend off small stuff. For those ships the RLML changes hurt less then on the caldari hulls that have 10 mbit drone bays.
As for you vagabond: Kinetic damage is generally the weakest point of a vagabond. So its true that compared to other ships it does good damage vs a vagabond. Changeing a working weapon system to "let frigs have a window to kill you" can also be applied to Autocannons. How much trouble does your vagabond have against frigs? Autocannon ships have been dominateing against frigate sized for years. Your advocateing that a missile nerf is warranted just because you had to actually fight against a caracal instead of rofl stomp it like before?
Fact is that if you really wanted too you can tripple LSE a vagabond as well, put 220's on it and you get a 38 km range with Barrage, while haveing 45k effective hp. (1,5x the caracal) Has a 140 more dps (250 more dps if you count reloads), is capstable (the caracal isn't) and does 600 m/s more.
Plus if you want to get close, you can increase the damage even more. (300 dps more vs its burst 400 dps more includeing reloads)
I dare anyone to name me one single attack or combat line cruiser that can't beat the caracal in some or all of it stats, even if ALL the changes were reversed. (i am in favor the increased fittings btw)
The only thing why everyone is screaming bloody murder is due to their inability to adept to a 10% increase of a missile system thats been around for YEARS.
I'm sorry but i'm getting sick and tired of everyone shouting OP because for the first time in a decade a T1 caldari cruiser hull wich is not a blackbird can actually be used effectively in a single role. Because THATS what were talking about. Its effective in shooting Frigates, Destroyers and MAYBE cruisers. Gun and Drone ships have been able to do multiple roles and targets with the same fittings for Years. |

Arthur Aihaken
The.VOID
2818
|
Posted - 2014.01.23 03:09:00 -
[173] - Quote
CCP Rise, could we not revert the RLMLs and RHMLs back to the original specs with the adjusted fitting requirements and revised ammunition capacity? 35-40 second reloads are simply NOT FUN. I really don't know how to expand on that or express it in clearer terms. As I've repeatedly indicated, there was nothing inherently wrong with the rapid light missiles launchers with the exception of oversized ammunition capacity.
The change was made in December, and we've all patiently "sucked it up" for the last few months. Instead of continuing to explore all these incremental changes, let's get this weapon system back on-track and in the hands of players again. 35 seconds isn't going to cut it, and sooner or later the rats in this experiment are going to figure out there's no cheese for continuing to run the maze... I am currently away, traveling through time and will be returning last week. |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
18
|
Posted - 2014.01.23 03:35:00 -
[174] - Quote
Kesthely wrote:
Benefit of Minmater and Amarr missile boats is that they have HUGE dronebays. Are you useing RLML ? no problem, have Hammerheads with you, and if you encounter cruisers, you can still do stuff. Are you useing Ham or HML? no problem, load Warriors or Hobgoblins and you can still fend off small stuff. For those ships the RLML changes hurt less then on the caldari hulls that have 10 mbit drone bays.
I wouldn't call 25m3 huge, as that is generally what most minmatar ships have, except belli/huggin and a few others which have the oddball 40m3. However, this is what i've already mentioned in the previous RLML thread (theres a nice little comparison there, and it shows the caracal is better at everything but drones). Caldari ships need some more drones, otherwise they are specifically the fleet and pve faction (which may be intended, idk). Solo wise, they are a bit more difficult to work with. Not impossible, but more difficult.
Quote:As for you vagabond: Kinetic damage is generally the weakest point of a vagabond. So its true that compared to other ships it does good damage vs a vagabond. Changeing a working weapon system to "let frigs have a window to kill you" can also be applied to Autocannons. How much trouble does your vagabond have against frigs? Autocannon ships have been dominateing against frigate sized for years. Your advocateing that a missile nerf is warranted just because you had to actually fight against a caracal instead of rofl stomp it like before?
I generally fill the kinetic hole on my vaga, always have as it serves 2 purposes, defending a against caldari kinetic, and gallente kinetic.
It cannot be applied to autocannons, autocannons miss and have fall-off, missiles do not. If a frig is within 1-5km of me, orbiting while i'm tackled, theres a good chance i won't be able to hit him, as my guns will be missing a majority of the time. Granted I have some wiggle room here, using the medium neut , or switching to titanium sabot as a last resort hoping to compensate on tracking. All of which have no impact on our discussion, which is about RLML, not hull fittings. What all does an RLML fit have to do in this scenario? OH top rack and wait?
So once again, this seems to be more of a caldari problem than RLML problem. No utility high, and lack of drones.
Quote:Fact is that if you really wanted too you can tripple LSE a vagabond as well, put 220's on it and you get a 38 km range with Barrage, while haveing 45k effective hp. (1,5x the caracal) Has a 140 more dps (250 more dps if you count reloads), is capstable (the caracal isn't) and does 600 m/s more. [i](also noteworthy, if the caracal has to chase you (wich it can't) you can outfly its missiles a lot, with a max of 3.5km/s overheated on the standard vagabond, its 7.5 km flight time allows you to travel 26 km, wich needs to be deducted of its only 63km range (not 60-80) makeing its effective range only 37 km. WICH IS WITHIN your 220 falloff.
Please tell me how i intend to pvp with 3 LSE's and a MWD and no point? You would be insane to put 3 LSE's on a vaga solo, unless you like your targets warping away. Only 4 mids on a vaga.
So, you're pointing out (using current stats, not old RLML stats) that a t1 cruiser is worse than a t2 HAC? Who'd have guessed it? You're missing the point. A t1 cruiser could easily harass a t2 cruiser off field, or potentially kill it without much effort.
Old vagabond with double LSE, MWD and point had cap life of 1:30-1:45s roughly. Very close to the caracal. Meanwhile that lovely 37KM fall-off (that needs 2 TE's to achieve mind you) means i'm doing 237dps (with the chance to miss) with barrage if i'm constantly buzzing around and avoiding your missiles. Also meaning i'm most likely capped out shortly after the fight. Double LSE and some shield rigs mean you hit for your maximum dps with RLML regardless of what i do out to 63KM (my mistake, wasn't at my computer when i typed that). Yes, i said 63KM, because that scenario was with an old vagabond, before RLML change and HAC buff. So the chances of my capping out were very good in those fights. It actually happened in a caracal fight where i capped out because i was trying to avoid missiles.
Quote:I dare anyone to name me one single attack or combat line cruiser that can't beat the caracal in some or all of it stats, even if ALL the changes were reversed. (i am in favor the increased fittings btw).
Which stats do you mean? Stats vary depending on fitting.
Quote:The only thing why everyone is screaming bloody murder is due to their inability to adept to a 10% increase of a missile system thats been around for YEARS.
As i've said in the past in the previous RLML thread, to much disgust btw, think of missiles as a Damage over time effect, if you're in their range, you take damage. You can mitigate some of that damage with a/b's and speed. But, its always there. Maybe in extreme cases you can achieve 0 damage to a missile hit.. maybe like a torpedo against an a/b daredevil. So, add 10% damage to a light missile that hits very well against cruisers and frigs, and now you've upped that DoT by 10% and theres not much you can do about it. You've made a weapon that perform great against 2 different ship sizes, therefore reducing the risk on your end. Guns can miss, frigs can setup an orbit that guns cannot track, and then they kill your drones, so then we're stuck sitting there, waiting to die. You can try to get transversal back, but against web/scram, it'll be hard to recover unless the frig pilot fucks up.
Explain to me how a small frig gang(3-5) would engage old RLML caracal without dying? Its basically saying.. ok, we're going to lose a few guys (maybe all) to 1 ship, regardless of how well we plan this attack.
|

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
18
|
Posted - 2014.01.23 03:48:00 -
[175] - Quote
Quote: I'm sorry but i'm getting sick and tired of everyone shouting OP because for the first time in a decade a T1 caldari cruiser hull wich is not a blackbird can actually be used effectively in a single role. Because THATS what were talking about. Its effective in shooting Frigates, Destroyers and MAYBE cruisers. Gun and Drone ships have been able to do multiple roles and targets with the same fittings for Years.
Who said you had to fit RLML to a caracal? You have other options. Like the HAMs you mentioned that can kill frigs and cruisers. RLML specifically fill the hole for anti-frig that heavies and to a lesser extent, HAMs cannot fill. RLML is not the only caldari weapon. With hams and a 30KM range, you will be outside many ships effective damage range. The caracal isn't the fastest t1 cruiser, but its not slow. And can easily outrun most other t1 cruisers except the ones that are made for speed (stabber, Nomen etc). RLML needed the change as it was eclipsing your other weapon systems and is way too good at applying damage to cruisers, which is not what it was intended for.
Now, i understand why they were being favored over heavies and HAMS. Those weapon systems NEED a buff, heavies more than HAMs. So i'm not some anti-missile, pro-gun guy. As i use both weapon systems. I just trained into all 3 medium missile types, RLML/HAM and even heavies. I've used both extensively, and it easy to see the huge advantage to missiles. I don't have to fit anything but damage mods on RLML, and at least a web for HAMs to apply max damage. Yea heavies just suck.. except on a huggin.. they kind of work there with 2 webs. So don't think i'm out to nerf our missiles, but they need balance. |

Thirtythousand
Royal Amarr Institute Amarr Empire
13
|
Posted - 2014.01.23 04:08:00 -
[176] - Quote
Some of ya'll really need to understand burst dps. Its great for over powering healers and reps. Like alpha only without the 12, second cycle times on 1400s. Rlml was op as it was. This is a great change. Unfortunate for the ammo swap. If rlml gets insta swap ammo, can arties and auto cannons get that too plz? Just to make a point. Rlml had it good for a longd time. So did Minnie ship, but the balance happened. Less shinning and actual feed back.
I dont like that the Minnie ship that is bonused for rlml has a target painter bonus, as rlml is already very effective against small targets it feels partially useless. Intact I still think the Minnie t1 ships need a new seat bonus as target painters as still not widely used outside of stealth bombers and ravens/Coleman/cnr
Sorry for auto correct. Will fix when I get to a pc.... If I remember. |

Patri Andari
Thukker Tribe Antiquities Importer
157
|
Posted - 2014.01.23 05:13:00 -
[177] - Quote
Kesthely wrote:Stitch Kaneland wrote: If my bellicose can kill frigs with rlml, your Caracal should as well. Never said I was an elite pvp'r, but I seem to grasp missile concepts better than most missile users.
This brings up a good point though. All I ever see are complaints from Cal pilots. Perhaps the caracal and cerb should be looked at for some tweaking.
I fought against triple lse rlml caracal often in null. I find it odd a t1 cruiser could hit my vagabond perfectly out to 60 to 80km and still having a 30k ehp tank. And still put out decent dps. And still blap frigs without problem. See anything wrong here? There is no risk with the old rlml. Now frigs can actually have a window to kill you, and not be rofl stomped.
Benefit of Minmater and Amarr missile boats is that they have HUGE dronebays.
THIS, THIS, THIS, A Thousand times...THIS!
Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown |

Kesthely
Fleet of the Damned Ace of Spades.
93
|
Posted - 2014.01.23 07:44:00 -
[178] - Quote
Stitch Kaneland wrote: Who said you had to fit RLML to a caracal? You have other options.
Problem is that nobody flying a caracal feels like there is another option. Its an attack line cruiser, designed to tackle stuff (ideally) that means that you have to get close to the target, wich means you generally get shot at more. In such case you want to have your mandatory tackle and then as big as tank as you can get. For missiles that means toneing down to RLML
If you've succesfully tackled something, then yes, Ham can deploy more dps then RLML's but the tradeoff is such a huge buffer difference. that its not deemed worthwile.
If you set it up for fleet with no tackle, you run in entirely different problems. Ham without web (and paint) does virtually no damage to targets especially if you compare it with RLML's. The buffer difference is still the same, except at longer ranges, you can't apply your damage verry well. Same goes for HML, its range is great, its alpha is decent, but its damage application is so abysmal that except when you go against battlecruisers or higher your better off useing the RLML. In fact the RLML is almost on par with the applied dps against Battlecruisers. You can still fit more tank then with HML as well.
For most common situations, if you want to fly a caracal, the RLML is hands down the best choice. If HML or Hams are better in such a situation, its often that a Drake will be FAR superior in that situation.
As for the Bellicose:
The bellicose is a prelude to a recon ship, its a disruption type class of ship, wich in all intends of purposes is designed to let your fleet deal better with small targets. In case in the fleetsetup, except when the FC would ask for a minimum range that can't be reached with light missiles, your role is to help deal with -SMALL- Targets. The RLML is designed to deal with -SMALL- targets. The entire design already shouts RLML without even haveing to check if there actually better or worse then other options, because that should be your designated role.
In general:
Current Missile selection is poor for medium sized hulls. If you expect to fight Cruisers or below, go RLML, if you expect to fight Battlecruiser up Go Ham or HML. T1 cruisers like the Bellicose and Caracal, don't match up against Combat battlecruisers. In an somewhat even remotely fair fight, They should, and will run from battlecruisers.
I'm sorry but i truelly feel that on cruiser hulls you currently don't have the choice to choose one of the other options. Also keep in mind that the Battlecruisers do not have any RLML bonuses. For the targets them, the entire meta is completely different.
For those that refere to "Jita sales" as a referance point, the drake, Prophecy and Cyclone are still popular ships. Since they have no RLML bonuses Ham and HML makes still more sence. They also require more launchers then a Cruiser. "Jita Sales" showing % of launchers sold can't factor in how many actually go on cruiser or battlecruiser hulls.
I would be verry intrested if CCP could give us data of how many Cruisers actually are useing wich weapon system |

Arthur Aihaken
The.VOID
2818
|
Posted - 2014.01.23 08:23:00 -
[179] - Quote
CCP Rise, if the ammunition capacity and reload time is going to remain unchanged for Rubicon 1.1 - can we at least get the rate of fire halved? ie: 3.12 second base for RLMLs (T2) and a 2.59 second base for RHML (T2). I'm thinking it should ultimately look something like this...
Macross Missile Massacre (music and Japanese subtitling optional) I am currently away, traveling through time and will be returning last week. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1161
|
Posted - 2014.01.23 08:56:00 -
[180] - Quote
Stitch Kaneland wrote:Kagura Nikon wrote:Stitch Kaneland wrote: So.. use hams then and stop bitching. Rapids use an ammo type smaller than any other cruiser weapon. No other weapon system has this advantage. That would be like 180 autocannons or 650 arty having a Sig resolution of 50, instead of the current 120.
Its like CCP knew that heavies and hams didnt hit frigs great and tweaked a launcher specifically to kill frigs. Hams and heavies when fitted properly can apply all their damage to cruiser size targets. So there is no need to use rlml for this job anymore. Do heavies need a buff? Yes. But rlml are far from worthless.
So speaks the minmatar republic expert on PVP that surely must be right goign against about everyone that did PVP a lot with the Rapids before.... cannot see why theis would be wrong... can anyone? If my bellicose can kill frigs with rlml, your Caracal should as well. Never said I was an elite pvp'r, but I seem to grasp missile concepts better than most missile users. This brings up a good point though. All I ever see are complaints from Cal pilots. Perhaps the caracal and cerb should be looked at for some tweaking. I fought against triple lse rlml caracal often in null. I find it odd a t1 cruiser could hit my vagabond perfectly out to 60 to 80km and still having a 30k ehp tank. And still put out decent dps. And still blap frigs without problem. See anything wrong here? There is no risk with the old rlml. Now frigs can actually have a window to kill you, and not be rofl stomped.
No nothing wrong there, because you can do the same with turrets under slightly different conditions. For example.. take a navy omen.
On the need to check caldari ships...nope not at all. The complains come from caldari pilots because caldari is the race with less PG on their ships, therefore the race that benefit most from the reduced fittings of the rapid launchers.. HAMS are too hard to fit on caldari ships (they were made thinking on khanid ships).
Sacrileges for example do not need to save PG like that.
Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.
Just compare the following standign still interceptor.. fire arties on it (whiel you also immobile). Full damage.. or nearly full. Fire hams... very little damage. That is why missiles need for some scenarios a weapons with smaller explosion radius. That was a niche use, expanded by the better fitting of the rapids. Now with the changes, the niche became even more niche, since smart and well fitteed AF and some intercetprs will not be killed by a full load of rapids.. AND the other extra advantage, the fittings.. is GONE.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
465
|
Posted - 2014.01.23 09:12:00 -
[181] - Quote
Kagura Nikon wrote:
Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.
I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight.
With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits.
As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day.
The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us.
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".
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1161
|
Posted - 2014.01.23 09:38:00 -
[182] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote:
Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.
I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight. With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits. As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day. The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us.
Does nto need to be standign still. Just be webbed by a daredevil andyou have effectively the same scenario. Missiles will still loose a LOT of damage, while turrets will be able to hit almost Full damage on that scenario
Explosion size / sig is an independent element on missile formulae (in one of its options). You cannot compensate it with range and speed compensation like turrets can.
Also turrets are NOT all or nothing. They have degrees of hit quality that ARE influenced by the track formulae.
Also your deductions are wrong:
in the trackign formulae, if transversal is ZERO then the effect of signature is removed from the equation effectively. Then only range falloff chance applies. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Ruaro
Space monitoring
4
|
Posted - 2014.01.23 09:45:00 -
[183] - Quote
Persnally I like RLML's very much. They are perfect as a support anti-frig weapon for added burst damage to help my drones kill those pesky webbing/scrambling frigates when they get under my guns or to break some harder ships tanks faster (using Astarte). And I do not mind long reload time in those cases (I'm talking about PVE here obviously).
But in general I think they are OK except damage type changing as you can choose what to have - burst or sustained damage and that is a good thig to have (choises, remeber?) |

TAckermassacker
New Republic Initiative Mercenaries
39
|
Posted - 2014.01.23 12:48:00 -
[184] - Quote
i still miss the battleship boni to the missiles, otherwise are all bs just the same with rapid heavy. I am not talking about rof, raven stands for range by missile velocity, navy scorp tank without projection bonus and the typhoon for projection against smaller ships.
but now its just rof bonus - stupid
add the range nerv of HM to this argument and you will still see few people using this because you need missile rigs to gain advantages.
The cruisers are also not broken with keeping the rang bonuses why did you exclude the bs out of this? |

Warmistress Severine
Blue Republic RvB - BLUE Republic
55
|
Posted - 2014.01.23 12:54:00 -
[185] - Quote
Why not simply admit that the whole idea was crap and get this Rapid Light Missile Launcher back to 10 secs reload time. Before, the T2 launcher had 80 missiles. If you want to give this thing burst with rate of fire, ok. But balance it with the amount of missiles, not with reload time.
20 missiles (down from 80) double the rate of fire (12ish, now 6ish) but without screwing with the reload/change ammo ability?
Because even with 35 secs reload time, no-one is going to use this. Not in PvE and not in PvP either. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1163
|
Posted - 2014.01.23 13:36:00 -
[186] - Quote
Warmistress Severine wrote:Why not simply admit that the whole idea was crap and get this Rapid Light Missile Launcher back to 10 secs reload time. Before, the T2 launcher had 80 missiles. If you want to give this thing burst with rate of fire, ok. But balance it with the amount of missiles, not with reload time.
20 missiles (down from 80) double the rate of fire (12ish, now 6ish) but without screwing with the reload/change ammo ability?
Because even with 35 secs reload time, no-one is going to use this. Not in PvE and not in PvP either.
Well he can do the exact opposite. Make the reload be 23 HOURS but put 500 missiles per launcher :P "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
18
|
Posted - 2014.01.23 13:45:00 -
[187] - Quote
Kagura Nikon wrote:Mournful Conciousness wrote:Kagura Nikon wrote:
Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.
I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight. With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits. As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day. The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us. Does nto need to be standign still. Just be webbed by a daredevil andyou have effectively the same scenario. Missiles will still loose a LOT of damage, while turrets will be able to hit almost Full damage on that scenario Explosion size / sig is an independent element on missile formulae (in one of its options). You cannot compensate it with range and speed compensation like turrets can. Also turrets are NOT all or nothing. They have degrees of hit quality that ARE influenced by the track formulae. Also your deductions are wrong: in the trackign formulae, if transversal is ZERO then the effect of signature is removed from the equation effectively. Then only range falloff chance applies.
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.
|

Sgt Ocker
State War Academy Caldari State
115
|
Posted - 2014.01.23 13:56:00 -
[188] - Quote
Warmistress Severine wrote:Why not simply admit that the whole idea was crap and get this Rapid Light Missile Launcher back to 10 secs reload time. Before, the T2 launcher had 80 missiles. If you want to give this thing burst with rate of fire, ok. But balance it with the amount of missiles, not with reload time.
20 missiles (down from 80) double the rate of fire (12ish, now 6ish) but without screwing with the reload/change ammo ability?
Because even with 35 secs reload time, no-one is going to use this. Not in PvE and not in PvP either. Unfortunately for the majority of missile users, there are a few who seem to have a very strong influence with the devs responsible for this change. They actually think Burst Dps coupled with an overly long reload, is good based on the idea it is used successfully on another game. So regardless of whether it is a failure or success, missile users are stuck with it. There is absolutely no point in asking for anything remotely similar to RLML prior to Rubicon. RLML as we new them are gone, what we are left with is something from another game that as time goes by may or may not work in Eve PVP
Can a small fleet of Rlml Caracals be productive in the pvp arena? Typically a good FC is going to call targets so there is focused fire to dispatch individuals quickly.. RLML is designed as an anti frigate platform. If all in fleet have good skills, it will take 1 volley from 10 RLML Caracals to dispatch a frigate. Problem is, combining missile travel time and fast firing rate a 2nd or maybe 3rd volley has launched before the 1st lands so wasted missiles flying off into nowhere.
So what we end up with is, a 15 man fleet, including logi and tackle, who can engage a frigate fleet of 10 and with luck kill them all before running out of missiles and having to warp off to reload. If the frigates happen to have a couple of cruisers and or logi with them, I would advise you not to go near them. At best your fleet will have to warp off to reload with egg on its face, worst case you just die horribly. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1163
|
Posted - 2014.01.23 13:57:00 -
[189] - Quote
Stitch Kaneland wrote:Kagura Nikon wrote:Mournful Conciousness wrote:Kagura Nikon wrote:
Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.
I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight. With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits. As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day. The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us. Does nto need to be standign still. Just be webbed by a daredevil andyou have effectively the same scenario. Missiles will still loose a LOT of damage, while turrets will be able to hit almost Full damage on that scenario Explosion size / sig is an independent element on missile formulae (in one of its options). You cannot compensate it with range and speed compensation like turrets can. Also turrets are NOT all or nothing. They have degrees of hit quality that ARE influenced by the track formulae. Also your deductions are wrong: in the trackign formulae, if transversal is ZERO then the effect of signature is removed from the equation effectively. Then only range falloff chance applies. 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.
I am not defending one weapon system over the other. Just answering the statement that there is unfairness in missiles having the option of using a smaller sized explosion radius laucnher while turrets cannot.
POinting that turrets do not NEED, because they have other ways to hit smaller things, while missiles are much more tied to the module mechanics.
You again, has a very very serious problem os understandign people, maybe because you focus on your imagination instread of reading.. I NEVER FLEW a caracal in my 7 years of even and likely never WILL!!!
Stop daydreaming and READ what others write. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
327
|
Posted - 2014.01.23 14:39:00 -
[190] - 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.
|
|

Bad Messenger
Nasranite Watch OLD MAN GANG
674
|
Posted - 2014.01.23 14:42:00 -
[191] - Quote
overall long reload time is bad idea.
Rapid light missile caracal had poor dps before but still it was pretty much best cruiser on certain situations, it could use right ammo on right situation, example put auto targeting missiles on when jammed, change right damage type depending on target.
Now you do not have that possibility on practise, you sure have better burst damage but that is not making long term dps any better.
I bet devs have ever used light missile caracal so they only stare about dps reading on their screen and think that was good idea.
These new changes do make it better but personally i would go back to old system. |

Mournful Conciousness
Embers Children TOHA Conglomerate
469
|
Posted - 2014.01.23 15:00:00 -
[192] - Quote
Kagura Nikon wrote: ...Also your deductions are wrong...
OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae.
I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other.
I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like.
Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero.
This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process).
Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns.
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".
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1165
|
Posted - 2014.01.23 15:15:00 -
[193] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote: ...Also your deductions are wrong...
OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae. I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other. I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like. Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero. This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process). Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns.
Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
19
|
Posted - 2014.01.23 15:46:00 -
[194] - Quote
Mike Whiite wrote: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.
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.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.23 15:48:00 -
[195] - Quote
Kagura Nikon wrote: Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much.
This is true, it's a weakness of HAMs.
A strength of HAMs is that they will deliver the same 'fairly good' damage at any range out to ~16km regardless of what the target (cruiser or larger) does.
This means, for example, that a HAM-weilding ship can kite a blaster-fitted ship at the edge of web range and receive almost no damage while itself delivering consistently good damage.
Even a deimos with its range bonus can only deliver 13% of max dps at 9km against a kiting target when using VOID. If it switches to NULL, the damage is better but nonetheless compromised due to the ammo itself.
Kiting at exactly 9km (or 13km with a faction web for extra win) requires some skill on behalf of the missile pilot, and requires that the ship is properly fitted for the job.
In this circumstance, the unfortunate blaster pilot will soon be looking for a new ship.
Against something like a zealot or vagabond, it's a closer race. The HAM pilot will need to get angular velocity rather than range because lasers and auto cannons don't deliver as much damage as blasters at close range.
Guns and missiles are incompatible.They have different roles and require different styles of play. They are all effective in their current form.
Now when I say effective, please don't think I mean 'all equally as good at everything', I don't. The selection of guns or missiles, or more likely the proportion of each in the fleet, will depend on what situation I think I'm up against.
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".
|

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
19
|
Posted - 2014.01.23 15:49:00 -
[196] - Quote
Kagura Nikon wrote:Mournful Conciousness wrote:Kagura Nikon wrote: ...Also your deductions are wrong...
OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae. I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other. I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like. Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero. This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process). Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns. Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much.
Yes.. lets use the most extreme case to rationalize your argument. Because every frig pilot flies in halo sets. And you really think a turret will track an orbiting, a/b fit dram with halos any better? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1171
|
Posted - 2014.01.23 16:04:00 -
[197] - Quote
Stitch Kaneland wrote:Kagura Nikon wrote:Mournful Conciousness wrote:Kagura Nikon wrote: ...Also your deductions are wrong...
OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae. I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other. I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like. Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero. This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process). Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns. Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much. Yes.. lets use the most extreme case to rationalize your argument. Because every frig pilot flies in halo sets. And you really think a turret will track an orbiting, a/b fit dram with halos any better?
That is not an extreme case. A sittign still AF with gng links is already extreme case enough . And you are clearly still clueless because this part is the one that SUPPORTS Rapid lights. You are throwing pathetic answers without even understanding the other posts. If you could read, a minimal level, you woudl see we were discussing targets standign still or nearly standign still, like double webbed scrammed targets.
Now.. if you cannot read or use the brain to answer, please, stay out of the conversation. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Burneddi
Love Squad Black Legion.
4
|
Posted - 2014.01.23 16:14:00 -
[198] - Quote
Now you just need to give the Drake a RLML bonus.
Rise pls. |

BadAssMcKill
Love Squad
630
|
Posted - 2014.01.23 16:16:00 -
[199] - Quote
Giving the Drake an RML bonus would take it from garbage to top tier http://i.imgur.com/6j6cIZE.gif-á |

Zverofaust
Hoover Inc. Black Legion.
138
|
Posted - 2014.01.23 16:16:00 -
[200] - Quote
Burneddi wrote:Now you just need to give the Drake a RLML bonus.
Rise pls.
PLS RISE |
|

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.23 16:21:00 -
[201] - Quote
Can we add Defender missiles to the rapid launchers? I am currently away, traveling through time and will be returning last week. |

Ice Cream Truck
1
|
Posted - 2014.01.23 16:23:00 -
[202] - Quote
BadAssMcKill wrote:Giving the Drake an RML bonus would take it from garbage to top tier
+ 1 |

starvoid
Vanguard Frontiers Black Legion.
4
|
Posted - 2014.01.23 16:27:00 -
[203] - Quote
BadAssMcKill wrote:Giving the Drake an RML bonus would take it from garbage to top tier
+1
Let the dreaded drake fleets of Intrepid Crossing rise again \\o// |

Maxor Swift
Science and Trade Institute Caldari State
20
|
Posted - 2014.01.23 17:29:00 -
[204] - 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" |

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.23 17:39:00 -
[205] - Quote
Kagura Nikon wrote:...You are throwing pathetic answers without even understanding the other posts. If you could read, a minimal level, you woudl see we were discussing targets standign still or nearly standign still, like double webbed scrammed targets.
Now.. if you cannot read or use the brain to answer, please, stay out of the conversation.
Hurling abuse at people with an opposing point of view is a good way of ensuring that their view will never change.
You're clearly an intelligent guy, but this does not come across in the above exchange.
Your point that HMs do not so much damage to a stationary AF is accepted. We will have to differ on whether it represents an extreme case. A stationary AF with a full set of halo implants would certainly seem like an extreme case to me.
Nevertheless, even then, HMs are not a great weapon against this target. No one is denying this. In the more normal case where that AF is moving or orbiting, a railgun, beam laser or artillery cannon is not an optimal weapon either.
Blapping frigates that are heading straight towards you is an ability that is really only useful in PVE, with very few exceptions, no?
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".
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1171
|
Posted - 2014.01.23 17:53:00 -
[206] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote:...You are throwing pathetic answers without even understanding the other posts. If you could read, a minimal level, you woudl see we were discussing targets standign still or nearly standign still, like double webbed scrammed targets.
Now.. if you cannot read or use the brain to answer, please, stay out of the conversation. Hurling abuse at people with an opposing point of view is a good way of ensuring that their view will never change. You're clearly an intelligent guy, but this does not come across in the above exchange. Your point that HMs do not so much damage to a stationary AF is accepted. We will have to differ on whether it represents an extreme case. A stationary AF with a full set of halo implants would certainly seem like an extreme case to me. Nevertheless, even then, HMs are not a great weapon against this target. No one is denying this. In the more normal case where that AF is moving or orbiting, a railgun, beam laser or artillery cannon is not an optimal weapon either. Blapping frigates that are heading straight towards you is an ability that is really only useful in PVE, with very few exceptions, no?
I was not referencign to you. Was referencign to the guy that is tryign to claim that RApids are incredble and powerful, yet when I point exactly a situation when they are good he attacks me saying its an absurd situation.
Just attacking the fact that he did nto even read and tried to interpret the text before spewign his nonsense, regardless of the nonsense orientation. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.23 18:21:00 -
[207] - Quote
Kagura Nikon wrote: I was not referencign to you. Was referencign to the guy that is tryign to claim that RApids are incredble and powerful, yet when I point exactly a situation when they are good he attacks me saying its an absurd situation.
Just attacking the fact that he did nto even read and tried to interpret the text before spewign his nonsense, regardless of the nonsense orientation.
Yes of course I understand that, but the point still stands that the other guy is not going to change his point of view as a result of textual abuse either 
Anyone can abuse me all they want. It won't make the least bit of difference. I form my opinions through rigorous mathematical analysis, empirical observation and practical application on SiSi and TQ - particularly TQ where it really counts.
I believe that a green killboard comes through acceptance and adaptation to that which is, rather than the expressions of opinions of that which I believe should be.
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".
|

Aglais
Deep Core Mining Inc. Caldari State
463
|
Posted - 2014.01.23 18:25:00 -
[208] - 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.
You trying to tell us that there's absolutely no problem with a cruiser mounted weapon system (ie. HMLs) absolutely NEEDING two webs (which completely disregards their range advantage and brings you into a range at which you WILL get completely toasted) in order to actually engage other cruisers?
You're deranged. "Durrhurrhurr, you want better damage application against your own ship size? Throw away literally every advantage your weapon system has (RANGE) and try not to die to things you could deal with otherwise!" Yes. The point of the Cruiser mounted weapon systems is primarily for fighting cruisers and larger. But they fail to apply damage to cruisers properly, with cruiser grade weapons- something very few other ships have to deal with. If there are people whining about "wah my T2 fury HMLs aren't scratching frigates buff HMLs", then they're dumb because they should be using precision/faction if they HAVE to- or better yet letting smaller ships take care of said frigates if possible. The PROBLEM here, is that CRUISERS ARE HAVING PROBLEMS FIGHTING OTHER GODDAMN CRUISERS. The removal of RLMLs as an alternative to these subpar systems exacerbates the problem and that's why people are complaining so much. A lot of people are trying to campaign for reverting RLMLs because they have no faith in CCP fixing the actual problem (HAMs and HMLs), I think.
|

Mike Whiite
Stupid Stunts The Wolfpack Nexus
327
|
Posted - 2014.01.23 18:41:00 -
[209] - 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.
|

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
19
|
Posted - 2014.01.23 18:58:00 -
[210] - Quote
Aglais wrote: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.
You trying to tell us that there's absolutely no problem with a cruiser mounted weapon system (ie. HMLs) absolutely NEEDING two webs (which completely disregards their range advantage and brings you into a range at which you WILL get completely toasted) in order to actually engage other cruisers? You're deranged. "Durrhurrhurr, you want better damage application against your own ship size? Throw away literally every advantage your weapon system has (RANGE) and try not to die to things you could deal with otherwise!" Yes. The point of the Cruiser mounted weapon systems is primarily for fighting cruisers and larger. But they fail to apply damage to cruisers properly, with cruiser grade weapons- something very few other ships have to deal with. If there are people whining about "wah my T2 fury HMLs aren't scratching frigates buff HMLs", then they're dumb because they should be using precision/faction if they HAVE to- or better yet letting smaller ships take care of said frigates if possible. The PROBLEM here, is that CRUISERS ARE HAVING PROBLEMS FIGHTING OTHER GODDAMN CRUISERS. The removal of RLMLs as an alternative to these subpar systems exacerbates the problem and that's why people are complaining so much. A lot of people are trying to campaign for reverting RLMLs because they have no faith in CCP fixing the actual problem (HAMs and HMLs), I think.
Did I touch a nerve? Reread what I quoted. He indicated that HML could not apply their dps. I countered that with 2 webs hml will apply all their damage using fury ammo against a low sig cruiser (scyfi). Stop thinking eve is built for solo players. If you're in a gang, then heavies are usable. I never said that this is fair, but it seems that ccp want medium missiles, particularly heavies to have support ships to apply their damage.
Explain this. Solo, you have a HML ship. You want to use that great range to your advantage. How do you expect to keep a target tackled at 40-60km by yourself? Maybe links and faction point? Seems excessive on most hulls. So then I ask.. why not use hams? That makes more sense in a solo enviroment where unbonused reach out to 20km, well within point range, and apply dps better than heavies without the need for double webs. Maybe just a single web which is workable into most fits.
Kagura, you're right. I misread your previous post. Sorry bout that **** happens. |
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
363
|
Posted - 2014.01.23 19:03:00 -
[211] - Quote
aaaaaaaand BOOM!!!!!
With this buff we're back to Caracals everywhere.
Oh, and this also kills HML's again as it completely muscles them out.
EDIT: WTB light missile bonuses for Drake and Cyclone please |

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.23 19:05:00 -
[212] - Quote
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". I am currently away, traveling through time and will be returning last week. |

Elusive Panda
The Sky People
4
|
Posted - 2014.01.23 19:21:00 -
[213] - Quote
Mournful Conciousness wrote: Blapping frigates that are heading straight towards you is an ability that is really only useful in PVE, with very few exceptions, no?
No, itGÇÖs of paramount importance in PvP when youGÇÖre trying to keep tacklers at bay. It allows you to create a -½ deathfield -+ around you for any frigs that would want to burn straight at you and land scram. You force them to come at you at an angle or die, this in turn allows you to better dictate range. The fact that missiles do not have this property make them ill suited for fighting outnumbered against smaller ships. (IGÇÖm talking medium weapons here).
The Nomen is a prime exemple of this fighting style.
|

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.23 19:24:00 -
[214] - Quote
Elusive Panda wrote:No, itGÇÖs of paramount importance in PvP when youGÇÖre trying to keep tacklers at bay. Yeah, one. If there's more than one you're screwed. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.23 19:26:00 -
[215] - Quote
We're not going to see any changes for Rubicon 1.1, are we? I am currently away, traveling through time and will be returning last week. |

Ice Cream Truck
1
|
Posted - 2014.01.23 19:37:00 -
[216] - Quote
Drake Hater |

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.23 19:42:00 -
[217] - Quote
Ice Cream Truck wrote:Drake Hater I actually love the Drake. That still doesn't change the fact that it sucks... I am currently away, traveling through time and will be returning last week. |

El Space Mariachi
Love Squad Black Legion.
30
|
Posted - 2014.01.23 19:56:00 -
[218] - Quote
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 . |

El Space Mariachi
Love Squad Black Legion.
30
|
Posted - 2014.01.23 19:58:00 -
[219] - Quote
maybe i was too harsh i'm efting that fit and it looks pretty visionary. hats off to you for thinking outside the box i guess? . |

Ammzi
Love Squad Black Legion.
1643
|
Posted - 2014.01.23 20:00:00 -
[220] - Quote
Arthur Aihaken wrote:Elusive Panda wrote:No, itGÇÖs of paramount importance in PvP when youGÇÖre trying to keep tacklers at bay. Yeah, one. If there's more than one you're screwed.
You're ******** and have no idea wot you're talking about. |
|

Burneddi
Love Squad Black Legion.
4
|
Posted - 2014.01.23 20:01:00 -
[221] - Quote
Arthur Aihaken wrote:Ice Cream Truck wrote:Drake Hater I actually love the Drake. That still doesn't change the fact that it sucks... Yeah, but it wouldn't suck if it got bonuses to RLMLs.
In fact, all of the combat battlecruisers would be awesome if they got bonuses to RLMLs. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.23 21:50:00 -
[222] - Quote
strange that precisions have an explosion radius of 20 ..... sounds a little screwed up too me that 1. it can hit light drones for full damage in terms of sig radius 2. that a cruiser can use ammo that can do Number 1. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Sal Landry
School of Applied Knowledge Caldari State
205
|
Posted - 2014.01.23 21:56:00 -
[223] - Quote
Harvey James wrote:strange that precisions have an explosion radius of 20 ..... sounds a little screwed up too me that 1. it can hit light drones for full damage in terms of sig radius 2. that a cruiser can use ammo that can do Number 1. Because the extremely limited ammo capacity and terrible reloads on RLML are really going to be wasted shooting someone's random light drones, right?  |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
327
|
Posted - 2014.01.23 22:20:00 -
[224] - 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. |

Burneddi
Love Squad Black Legion.
4
|
Posted - 2014.01.23 22:31:00 -
[225] - Quote
Mike Whiite wrote: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. Two out of those three bonuses only apply to HMLs and HAMs. The one that does apply to RLMLs on a Tengu is a 5%/level kinetic missile damage bonus, which is... less than significant. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.23 22:39:00 -
[226] - Quote
Sal Landry wrote:Harvey James wrote:strange that precisions have an explosion radius of 20 ..... sounds a little screwed up too me that 1. it can hit light drones for full damage in terms of sig radius 2. that a cruiser can use ammo that can do Number 1. Because the extremely limited ammo capacity and terrible reloads on RLML are really going to be wasted shooting someone's random light drones, right? 
the point being Light missiles are OP even on frigs ... never-mind cruisers..    Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Jason Dunham
Barr Heavy Industries Fatal Ascension
10
|
Posted - 2014.01.23 23:09:00 -
[227] - Quote
No, they aren't OP. If they were they'd actually be used. With all the frigate buffing that happened in Rubicon, it's perfectly balanced to allow a cruiser to specialize in an anti-frigate role anyway. |

Sgt Ocker
State War Academy Caldari State
116
|
Posted - 2014.01.23 23:12:00 -
[228] - Quote
Stitch Kaneland wrote: Stop thinking eve is built for solo players. If you're in a gang, then heavies are usable. I never said that this is fair, but it seems that ccp want medium missiles, particularly heavies to have support ships to apply their damage.
Explain this. Solo, you have a HML ship.
Solo in a HML fit ship - Go run missions. (or snipe rookie ships caught by a drag bubble)
Funnily enough Eve is probably 1 of the only games around that "used to" allow / encourage solo play, it was a giant sandbox. Sadly it is now becoming less of a sandbox where you can play as you choose and changing to where "more is the only way".
** Well over 200 pages in 2 threads regarding RLML RHML - 1 thing has been said over 2000 times - we don't like or want long reloads..
Time to take the hint maybe? Is what players want important? When will the "FUN FACTOR" of RLML, RHML appear?
EVE is moving towards - The biggest blob wins.. In this scenario Burst weapons will work well, reloading will not matter, 10% tidi means you only get to fire every other hour anyway. |

Sgt Ocker
State War Academy Caldari State
116
|
Posted - 2014.01.23 23:21:00 -
[229] - Quote
Burneddi wrote:Mike Whiite wrote: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. Two out of those three bonuses only apply to HMLs and HAMs. The one that does apply to RLMLs on a Tengu is a 5%/level kinetic missile damage bonus, which is... less than significant. Sorry but no; 2 out of 3 directly effect RLML, Accelerated ejection bay - 5% kinetic damage, 7.5% ROF.
|

The Sinister
Eve Minions
41
|
Posted - 2014.01.23 23:53:00 -
[230] - Quote
I think that the Magic Numbers are: 30/ 30
30 second reload and 30 missiles... |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.23 23:55:00 -
[231] - Quote
This thread seems to have degenerated into a sorry tale in which frustrated pilots hurl insults at each other rather than step into their spaceships and try to kill each other.
While you lot were all busy doing that, I rolled two wormholes and baited 2 corps into a limited escalation. It wasn't a big haul, but it was fun.
#1 tackled an industrial until his friend came to help in a (poorly fitted) hurricane. #2 started stealing someone else's sleeper loot with a noctis until they were so enraged that they warped a maller off the high sec wormhole to engage it, whereupon the the oneiros and malediction landed.
Happy hunting guys
 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".
|

Burneddi
Love Squad Black Legion.
4
|
Posted - 2014.01.23 23:59:00 -
[232] - Quote
Sgt Ocker wrote:Burneddi wrote:Mike Whiite wrote: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. Two out of those three bonuses only apply to HMLs and HAMs. The one that does apply to RLMLs on a Tengu is a 5%/level kinetic missile damage bonus, which is... less than significant. Sorry but no; 2 out of 3 directly effect RLML, Accelerated ejection bay - 5% kinetic damage, 7.5% ROF. Actually, I suppose you're right. I checked the stats off of EFT, and it only mentioned assault missiles, heavy assault missiles and heavy missiles, and I suppose the assault missile bonus was changed into a light missile bonus.
The original point is still moot, though -- RLMLs are (according to some, were) extremely versatile, and anyone claiming otherwise must have spent last year docked to miss all the RLML Caracals flying around wrecking everything cruiser-sized or smaller. |

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.24 00:17:00 -
[233] - Quote
El Space Mariachi wrote: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. Yes, "used to be" being the operative words here.
Ammzi wrote:You're ******** and have no idea wot you're talking about. Bite me.
Burneddi wrote:Yeah, but it wouldn't suck if it got bonuses to RLMLs. In fact, all of the combat battlecruisers would be awesome if they got bonuses to RLMLs. Yes, whatever was I thinkingGǪ RLMLs are ideal for PvE and battlecruisers are the perfect platform for PvP roamsGǪ
Burneddi wrote:Two out of those three bonuses only apply to HMLs and HAMs. The one that does apply to RLMLs on a Tengu is a 5%/level kinetic missile damage bonus, which is... less than significant. Actually, two out of the three Tengu bonuses apply to RLMLs: 25% kinetic damage and 37.5% rate of fire; they don't get the 50% missile velocity bonus. Out of the two the most important is actually the kinetic damage bonus because RLMLs already have a insane rate of fire.
The Sinister wrote:I think that the Magic Numbers are: 30/ 30 30 second reload and 30 missiles... No - the magic number here is zero. As in zero more experiments. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.24 00:20:00 -
[234] - Quote
Mournful Conciousness wrote:This thread seems to have degenerated into a sorry tale in which frustrated pilots hurl insults at each other rather than step into their spaceships and try to kill each other. Don't they alwaysGǪ? There are three types of players participating in this thread: Those who hate missiles and are just here to stir the pot, those that have never used RLMLs and think they sound cool and the third group who knows better (and generated over 5000 posts discussing this at length in the previous thread). I am currently away, traveling through time and will be returning last week. |

Burneddi
Love Squad Black Legion.
4
|
Posted - 2014.01.24 00:39:00 -
[235] - Quote
Arthur Aihaken wrote:Yes, whatever was I thinkingGǪ RLMLs are ideal for PvE and battlecruisers are the perfect platform for PvP roamsGǪ RLMLs are good for PvE if you're blitzing L1s or L2s in a Caracal or a Cerberus or something.
The reason no one uses battlecruisers is because regular cruisers are comparably so much better. If the Drake were to get bonuses to RLMLs (even if it's just bloody Kinetic damage..), it would likely see use as a support platform for battleship fleets -- being able to fit six launchers and a ton of BCUs, and paints etc. in the mids, you're able to apply solid DPS to targets of all sizes. RLMLs as they are in Inferno 1.1 have extremely good damage already, and as soon as the ammo swapping issue is addressed (even if it weren't, you wouldn't need to swap out of Scourge if you were in a Drake) they'll become very popular again.
Arthur Aihaken wrote:No - the magic number here is zero. As in zero more experiments. Why on earth? Balancing a game essentially is experimenting. The initial RLML implementation was significantly too versatile and all-purpose for a "niche" weapon system, and as such it's a good thing CCP is at least trying to figure out a better way to do them. Personally I like the burst fire idea (it's RAPID!!!!!!1), except for the ammo swapping issue. The ammo swapping seems to be the major issue people have with it anyway, and as soon as it is addressed I'm sure the weapons system will be in a much better place.
Oh, and Drake needs to have RLML bonuses. |

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.24 00:56:00 -
[236] - Quote
Burneddi wrote:RLMLs are good for PvE if you're blitzing L1s or L2s in a Caracal or a Cerberus or something. So outside of blitzing L1s or L2s in your Caracal, not so much?
Quote:The reason no one uses battlecruisers is because regular cruisers are comparably so much better. If the Drake were to get bonuses to RLMLs (even if it's just bloody Kinetic damage..), it would likely see use as a support platform for battleship fleets -- being able to fit six launchers and a ton of BCUs, and paints etc. in the mids, you're able to apply solid DPS to targets of all sizes. RLMLs as they are in Inferno 1.1 have extremely good damage already, and as soon as the ammo swapping issue is addressed (even if it weren't, you wouldn't need to swap out of Scourge if you were in a Drake) they'll become very popular again. I thought it was also because cruisers were substantially cheaper, no? When was the last time you saw missile-based doctrines rocking the alliances list?
Arthur Aihaken wrote:Why on earth? Balancing a game essentially is experimenting. For the umpteenth timeGǪ RLMLs and the 1st iteration of RHMLs were fine. It was the insane ammunition capacity that simply needed to be dialed back. Just a casual glance at the raw numbers was enough of a dead giveaway where any adjustments needed to be madeGǪ I have no problem with including RLMLs to battlecruisers. That's still not going to fix RLMLs or the affected battlecruisers... I am currently away, traveling through time and will be returning last week. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.24 01:49:00 -
[237] - Quote
Jason Dunham wrote:No, they aren't OP. If they were they'd actually be used. With all the frigate buffing that happened in Rubicon, it's perfectly balanced to allow a cruiser to specialize in an anti-frigate role anyway.
no .... the role of anti frigs fall on destroyers not cruisers allowing some too have the option of being decent against frigs aswell as against targets of the same size or bigger is the intent here..... the missiles themselves are OP in multiple ways but alas the missiles themselves are only part of the issue the other part is the launchers themselves ...
if light missiles were balanced would they need RLML's to have a 35 second reload time and a 20 missile clip??? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

I am disposable
Republic University Minmatar Republic
88
|
Posted - 2014.01.24 03:18:00 -
[238] - Quote
Harvey James wrote:Sal Landry wrote:Harvey James wrote:strange that precisions have an explosion radius of 20 ..... sounds a little screwed up too me that 1. it can hit light drones for full damage in terms of sig radius 2. that a cruiser can use ammo that can do Number 1. Because the extremely limited ammo capacity and terrible reloads on RLML are really going to be wasted shooting someone's random light drones, right?  the point being Light missiles are OP even on frigs ... never-mind cruisers..   
I love how any missile that doesn't totally suck is somehow overpowered. That kind of thinking is why most missiles are total trash. |

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.24 03:43:00 -
[239] - Quote
I am disposable wrote:I love how any missile that doesn't totally suck is somehow overpowered. That kind of thinking is why most missiles are total trash. The only thing that brings a smile to my face is how hard drones are going to get nerfed later this year.  I am currently away, traveling through time and will be returning last week. |

Viceorvirtue
The Hatchery Team Liquid
40
|
Posted - 2014.01.24 04:25:00 -
[240] - Quote
Frigates are actually much worse off against the burst rlm than against the original rlm. Anything with the level of tank that a common assault frigate or cruiser has can generally outlast the first clip of rlm and achieve tackle or leave. T1 frigates are easily instagibbed by the 'high dps' and then the rlm user is stuck for roughly 2 jam cycles of not being able to shoot anything.
The only thing overpowered about the original rlm was the low fittings allowing you to go triple lse on caracals and lse/xlasbs on cerbs. If Rise was serious about not making sweeping changes, he would've altered the fitting first and seen how balanced it was instead of changing it all to an entirely new and relatively untested mechanic. Not to mention the glaring flaw of being unable to change to a different ammo type if the fight changes without taking over half a minute to do so. |
|

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.24 04:59:00 -
[241] - Quote
Viceorvirtue wrote:Frigates are actually much worse off against the burst rlm than against the original rlm. Anything with the level of tank that a common assault frigate or cruiser has can generally outlast the first clip of rlm and achieve tackle or leave. T1 frigates are easily instagibbed by the 'high dps' and then the rlm user is stuck for roughly 2 jam cycles of not being able to shoot anything.
The only thing overpowered about the original rlm was the low fittings allowing you to go triple lse on caracals and lse/xlasbs on cerbs. If Rise was serious about not making sweeping changes, he would've altered the fitting first and seen how balanced it was instead of changing it all to an entirely new and relatively untested mechanic. Not to mention the glaring flaw of being unable to change to a different ammo type if the fight changes without taking over half a minute to do so. Yes, yesGǪ A frigate only has a lot to worry about if it's a) alone, b) doesn't have any ancillary boosters and c) the player wielding the RLMLs pre-selected the wrong ammunition. On the other hand, if the ship sporting the RLMLs encounters more than a single frigate or runs into sensor damps or ECM - it's equally hooped.
Those of you purporting to claim RLMLs are "op" have put forward the most pathetic and weak arguments. It's abundantly clear to those of us who've actually used them that most of you don't have a ****ing clue what you're talking about. In any event, with Rubicon 1.1 out in 4 days - I welcome our new robot (drone) overlordsGǪ I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
116
|
Posted - 2014.01.24 05:09:00 -
[242] - Quote
I still like the idea of 1 missile 1 second to load. I believe 30 would be a little OP but the upcoming change to 20 for Rlml and 25 for Rhml would lend itself to this.
Create a script for RLML & RHML that gives load time bonus at the expense of range. RLML; Unscripted, 20 missiles = 30 second reload, 100% range Scripted, 20 missiles in 20 seconds -25% range RHML; Unscripted, 25 missiles = 30 seconds reload, 100% range Scripted, 25 missiles = 20 seconds reload, -25% range
Caracal with Fury lights around 26.85km range, Navy lights 33.8km, Precision lights 17.9km (probably not an option at this range) Raven with Fury HM 35km, Navy HM 47km, Precision 23km
The idea being; RLML RHML with script becomes a brawling style launcher, which may be well suited to burst DPS. You lose much of your range but if brawling in web range you don't need more than 10k - 20k range. Warpin, scram, web, shoot, warp out, reload, repeat. Could actually make it a fun application of burst weapons
|

Vincintius Agrippa
F L O O D
22
|
Posted - 2014.01.24 05:25:00 -
[243] - Quote
[/quote]
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.
[/quote]
I think that you are missing the point entirely. The problem was never that HAMs and Heavies couldn't hit frigs for full damage. The problem is that Heavies cant apply even a fraction of their damage to a cruiser in any scenario. Heavies can only hit BC's and up with acceptable damage. While hams can hit cruisers, and have similar range to other short range systems, they do not apply damage instantly, unlike every other system. Missile have to travel that distance to a target. I've seen my hams do 0 damage, I've seen them completely disappear trying to hit someone. Yes missiles almost always hit their target. They are missiles! Self guided projectiles with an explosive warhead. RLM's were a cruiser sized launcher that fired smaller sized missiles (which is why ammo capacity was higher). These smaller missiles are better at hitting smaller targets. Which is why they are used in that role. Smaller caliber cruiser sized turrets, particularly the "dual" versions are in fact double barreled frig-classed weapons designed for cruisers, and just like rlm's, they have massive ammo capacity. Despite the fact that they do less damage,they have significantly better tracking and lower fitting requirements than the larger sizes. They can also plow the field of frigs, although not as good as light missiles. Instead of bitching about rlm's having a smaller sig, you should be bitching about those dual barreled frig sized guns like dual 180s dual 150s, and dual 125's having such a large sig radius. For those wondering about why I didn't mention 220mm auto, I'm hesitant as while they are only slightly larger than 200mm Small arties they are not dual. Also, unlike turrets there are only 1 type or size/caliber of missiles, Short hams, and long heavies. It is unfair to assume that missile users can just sit back and hit everything. This is untrue. If someone is orbiting you close, hams will spiral out trying to catch them. Heavies will chase them around in circles until they travel their max distance or flight time. The missile mechanics in this game are flawed. I'm sick and tired of people bitching and moaning against missiles. In real life, missiles hit their targets almost always, but how they hit varies. A module on a naval warship, base defense, or plane use ecm to affect any missiles in its cone of fire. They also use point defense. Meaning it tries to disrupt the onboard guidance to make an incoming missile veer off course, explode prematurely, or shoot it down. Missiles can also inflict less damage to a fast moving target ( as the damage from the explosion velocity of the concussion wave is lessened) if you target is moving away from you. Also, the kinetic energy of shrapnel is lessened by same way. |

Vincintius Agrippa
F L O O D
22
|
Posted - 2014.01.24 06:36:00 -
[244] - Quote
P.s that's with faction ammo, if you load t2 missiles its even worse.
Also, its not about max gank and max tank on the caracal. Fact is , Caldari T1 cruisers other than the blackbird are ****. For caldari cruisers its about sacrificing a propmod and point for tank whilst having subpar gank. 5 midslots on caldari cruisers, -1 for mwd/ab, -1 warp disruptor. Shield resist < Armor resist, LSE < 1600mm plate with no sig penalty. 3 mid slots for tank. Target painters, which you cant fit, are needed to hit anything. Turret fanboy #1: HEY! you can fit 3 damage mods! Caldari pilot #1: It take 3 to get the same dps as 1 of yours. Caldari pilot #2: What the ---- else can it fit? Caldari t1 combat cruisers are out classed by every other faction.
To be quite honest, The caracal navy issue is the only t1 caldari cruiser capable of pvp. Actually imo is what the base Caracal should be like.
To go off topic for a little bit, shield based ships should be reworked to acknowledge this. Maybe an extra mid minus a low, better resists, better modules idk.
Anyway, missiles should be reworked so that they have chances to hit. They will hit, but to 1 of 3 degrees. 1. Glancing strike 2. On target strike 3. Excellent missile strike. With t2 missiles having better guidance systems and damage. They should also have cruiser based sigs. 10 -15% damage increase, maybe 12 to hams and heavies. reduce flight time and increase missile velocity and explosion velocity. Explosion velocity should only affect damage if your target is moving away from you or directly at you. Like transversal on turrets. A target moving away from you will receive less damage, an idiot flying straight at you will get hit with extra 40- 50% damage, as closing velocity is in effect. His velocity plus your missiles velocity equals more energetic (devastating) impact. Also, your ships velocity should have an impact, to a degree. your velocity plus missiles, if your advancing towards your target, perhaps give your missiles added range for a while, however missile velocity would slowly return to normal if your target started maneuvering. If you are moving away from your target missile velocity would be normal. Why not less? Hint: self guided and propelled projectiles. Those missile wouldn't travel backwards! In addition, you moving away plus your target moving towards you equals bad day for him damage bonus. This would be a very good system, not unlike how fighter pilots operate. They don't just press the fire button on everything and expect it to poof, explosion, die! They maneuver their selves into position to give their missiles a better chance to hit. Missile are limited by how fast they can turn/maneuver and track. If you fly wrong, missiles can loose track and fly off course , hitting nothing. I think this idea would be something that everyone would like. Now you haters couldn't complain about missile users just pressing f1 and waiting, missile ships have to be flown with skill and strategy to get the most out of them!
Boom, problem solved.
|

ThunderRa
Airkio Mining Corp Gentlemen's Agreement
1
|
Posted - 2014.01.24 07:15:00 -
[245] - Quote
Ok here are my thoughts on current Rapid Missile Launchers re-iteration: the right numbers would be 30 sec reload time - 29-33 ammo capacity for RLML(from meta 1 to T2) and 40-44 ammo capacity for RHML(also from meta 1 to T2). Rate of fire should be improved to 1.5 seconds for RLML and 2 seconds for RHML. RHML launchers have heavier warheads to load so they must load a bit slower than RLML. This needs to be made in order for the RLML fitted Cruiser/BC/T3 and RHML BS to be able to kill their intended targets, that is a well tanked enemy frigate, or cruiser respectively, as the faster this launchers fire the harder would be for the enemy frigate/cruiser to rep itself. Ammo swapping should be instant or 5 seconds max, in order to compensate for the long reload timers. I would agree with the idea of a script that reduces range by 25% and gives instead faster fire rate for RLML(from 1.5 to 1/sec) and RHML(from 2 to 1.5/sec), thus making them suitable as brawling or hit-and-run weapons.
Also I think Drake Navy should receive RLML damage bonuses as a special ability - that would compensate for his current lack of dps and give it a purpose - that of frigate hunter ^. |

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.24 08:03:00 -
[246] - Quote
ThunderRa wrote:Ok here are my thoughts on current Rapid Missile LaunchersGǪ Thanks, but you don't have a clue what you're talking about. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
2828
|
Posted - 2014.01.24 08:25:00 -
[247] - Quote
CCP Rise, I'm really disappointed with your latest effort to "improve" the rapid launchers. Despite the fact that you offered zero interaction in the original rapid heavy missile thread and announced the radical rapid launcher changes for Rubicon scant days before its release, I still gave you the benefit of the doubt and at least attempted to try them out in numerous scenarios. What adds injury to insult with the recent adjustment is that you've conveniently chosen to disregard close to 200 pages of feedback from players such as myself basically telling you that this weapon system is now broken. I can't speculate as to what the motivation has been to completely destroy missiles as a viable platform, but the in-game use outside of PvE speaks for themselves. Congratulations are in order, it seems. I am currently away, traveling through time and will be returning last week. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1171
|
Posted - 2014.01.24 09:01:00 -
[248] - Quote
Spugg Galdon wrote:aaaaaaaand BOOM!!!!!
With this buff we're back to Caracals everywhere.
Oh, and this also kills HML's again as it completely muscles them out.
EDIT: WTB light missile bonuses for Drake and Cyclone please
Not at all. THe buff was just enough that a caracal will be sure to kill a linked and well fit punisher. Not huge change. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Sgt Ocker
State War Academy Caldari State
116
|
Posted - 2014.01.24 11:10:00 -
[249] - Quote
Arthur Aihaken wrote:CCP Rise, I'm really disappointed with your latest effort to "improve" the rapid launchers. Despite the fact that you offered zero interaction in the original rapid heavy missile thread and announced the radical rapid launcher changes for Rubicon scant days before its release, I still gave you the benefit of the doubt and at least attempted to try them out in numerous scenarios. What adds injury to insult with the recent adjustment is that you've conveniently chosen to disregard close to 200 pages of feedback from players such as myself basically telling you that this weapon system is now broken. I can't speculate as to what the motivation has been to completely destroy missiles as a viable platform, but the in-game use outside of PvE speaks for themselves. Congratulations are in order, it seems. Sorry Arthur but it seems you may have misinterpreted what is actually happening.
Quote:CCP Rise 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 2 People in over 200 pages of posts said they liked the new RLML.
CCP Rise happened to see these posts and from that, RLML it seems are in an ok place for now, so we will knock 5 seconds off what is a ridiculously long reload time (and the basis of most complaints regarding the new launchers), simply to try and placate the other posters in the original RLML thread.
Which by the way had 8 posts added to it the day CCP Rise declared it dead and started a new thread. I suppose simply adding to a thread already 205 pages long, there was a chance the update from CCP Rise may have gotten lost and gone unseen. 
I wonder if RLML & RHML were to become a part of Omega Fleet Doctrine would they get better treatment? |

Basil Pupkin
Why So Platypus
27
|
Posted - 2014.01.24 11:37:00 -
[250] - Quote
How about a new module? A missile launcher loader. Once activated it starts consuming ammo, and once enough is consumed, a missile launcher can opt to be reloaded from the loader rather than from cargohold. Reloading from a loader should be fast. A loader can contain different ammo type for fast switch. Since it's a module, you sacrifice tank or gank to have it. Can even be high slot one for all I care. One module should not be enough to reload entire rack of launchers, so some would still have to reload conventionally, ensuring dps gain doesn't go overboard. There is of course a limit to how much missiles a loader can hold, and maybe a limit to frequency of reloads from it - I'll leave balance limits to your imagination. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 11:42:00 -
[251] - Quote
sorry about the double post. 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".
|

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 11:42:00 -
[252] - Quote
Vincintius Agrippa wrote: The problem was never that HAMs and Heavies couldn't hit frigs for full damage. The problem is that Heavies cant apply even a fraction of their damage to a cruiser in any scenario. Heavies can only hit BC's and up with acceptable damage. While hams can hit cruisers, and have similar range to other short range systems, they do not apply damage instantly, unlike every other system. Missile have to travel that distance to a target. I've seen my hams do 0 damage, I've seen them completely disappear trying to hit someone.
Respectfully, I think this argument is based on a flawed premise. The maths of the missile and gun equations indicate that overall, long range medium guns and long range medium missile launchers are approximately equivalent in overall damage application against cruisers - even cruisers fitted with afterburners (the tests I did used an AB stabber as the target). The missile damage is evenly distributed for all target directions whereas the gunnery equation has peaks and troughs - allowing for superior skills to prevail and inferior skills to fail. Empirical observation backs up the maths.
A missile hitting for zero (if indeed that happened) would be an exceptional scenario, indicating an extremely small sig radius and huge velocity in your target.
Here is a link to a wolfram alpha solution for the velocity component given the following inputs: launcher is a t2 HML firing navy scourge from a caracal with no rigs target is a frigate with sig radius 35m solve for Vt (target velocity) when the missile hits for 1 point of damage, which will be rounded down to zero by resistances > 50% Solution: target must travel at 147425.14 m/s Yes, that's one hundred and forty seven thousand meters per second. I respectfully suggest that you misread the log.
Link to calculation is: http://www.wolframalpha.com/input/?i=121.5+%2F+%28%281%2F269%29%5E%28ln%285.5%29%2Fln%283.2%29%29+*+%28105%2F35%29%29
Missiles missing completely indicates that either: 1. your target moved out of range, 2. He was kiting you and you launched on the edge of your range 3. you were out of range to begin with, or 4. You forgot about the wormhole effects, therefore see 1, 2 or 3.
As a missile user (I use guns and drones on this account, and missiles and drones on my other account), one has to accept that a large missile will never have a favourable outcome against a small target. Could this be why even the Caldari Navy, staunch supporters of missile doctrine, comission half their ships with hybrid turrets?
No weapon does it all. You just have to accept that.
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".
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1171
|
Posted - 2014.01.24 12:19:00 -
[253] - Quote
Its a tradeoff that people must learn to accept. Missile do not care if enemy is too close, therefore they cannot HIDE by gettign close. The tradeoff is that missiles cannot use positioning to compensate for very small targets.
Matrix is:
-------------------Far and fast------Far and slow -------close and fast ------close and slow Small target --------T-----------------T-------------------------none-----------------M Large target --------M----------------either -----------------M----------------------either "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
500
|
Posted - 2014.01.24 14:11:00 -
[254] - Quote
If CCP are onto doing little 5% tweaks, that means they probably aren't going to do a total rethink or whatever you're expecting, unfortunately. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
363
|
Posted - 2014.01.24 15:29:00 -
[255] - Quote
This change will make RLML's extremely useful however,
in order for RLML's not to ruin HML's I think these changes need to also be implemented:
Buff HM's damage by 5-10%
reduce precision heavy missiles explosion radius by 8-12%.
All other HM stats to remain.
For those complaining about damage application:
A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers. Even Minmatar ones. It's precision missiles really struggle vs frigates though. This is where I feel the heavy missile really struggles. That and it needs a smidge extra damage like I said above |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
500
|
Posted - 2014.01.24 15:59:00 -
[256] - Quote
Spugg Galdon wrote: A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers
it applies damage just fine without any of that |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
363
|
Posted - 2014.01.24 16:23:00 -
[257] - Quote
TrouserDeagle wrote:Spugg Galdon wrote: A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers
it applies damage just fine without any of that
Not really. You need those to be able to apply damage to the smaller cruisers and if you want a chance to apply damage to a frigate it's a must.
If you suggest I should scrap those modules in favour of a web then I would be fitting HAMs not HMLs. |

Morwennon
Aliastra Gallente Federation
79
|
Posted - 2014.01.24 16:50:00 -
[258] - Quote
TrouserDeagle wrote:Spugg Galdon wrote: A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers
it applies damage just fine without any of that A 3 BCS HML caracal shooting faction ammo at an MWDing thorax does 55% of its base missile damage with no painters, 70% with one painter, 81% with two painters, and 96% with three painters. Given that its base missile damage is very low for a cruiser and that this is for a same-class target, those are pretty terrible numbers. Ceterum censeo, the RLML and HML nerfs must be undone. |

Major Trant
CTRL-Q Iron Oxide.
657
|
Posted - 2014.01.24 17:00:00 -
[259] - Quote
Here is a potential solution to the switch ammo and partial reload problem. Instead of having a fixed 40 or 35 second reload time. Have a fixed 10 second reload time and a variable Cooldown timer.
Every time you fire a missile the Cooldown timer clocks up 1.5 seconds. Every time you stop firing the Cooldown timer start winding down. You can only reload when the Cooldown timer is at 0.
So lets give some examples, assume you start with 20 missiles loaded:
1. At the start of the battle, you want to change the ammo type. No cooldown timer, 10 second reload.
2. You fire all 20 missiles in one burst. 30 second Cooldown, 10 second Reload.
3. You fire 5 missiles in one burst then want to top up. 7.5 second Cooldown and 10 second reload.
The beauty is that you are not committed to the reload during the Cooldown period assuming you still have some missile left. You might stop firing midfight due to range issues, the initial target pops, you get ECM'd or damped out. The Cooldown timer runs down automatically. If you start firing again later, your Cooldown timer is not fully wound up firing off the last of the missiles, thus the reload is quicker. CTRL-Q - Minmatar FW - Low Sec PvP - Euro TZ - New Player Friendly Contact: Major Trant In game channel: FeO Public Recruitment thread: CTRL-Q |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
19
|
Posted - 2014.01.24 17:20:00 -
[260] - Quote
Morwennon wrote:TrouserDeagle wrote:Spugg Galdon wrote: A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers
it applies damage just fine without any of that A 3 BCS HML caracal shooting faction ammo at an MWDing thorax does 55% of its base missile damage with no painters, 70% with one painter, 81% with two painters, and 96% with three pain nters. Given that its base missile damage is very low for a cruiser and that this is for a same-class target, those are pretty terrible numbers.
One thing to keep in mind is, is your thorax in your scenario shield fit, or armor fit? If double lse fit with shield rigs, your values are misleading. You will apply close to, if not100% damage with a single tp. If plated, then target velocity is inherently lower due to the added mass, somewhat assisting application. Maybe not as much as the shield fit, but better than a naked thorax with mwd. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 17:28:00 -
[261] - Quote
Major Trant wrote:Here is a potential solution to the switch ammo and partial reload problem. Instead of having a fixed 40 or 35 second reload time. Have a fixed 10 second reload time and a variable Cooldown timer.
Every time you fire a missile the Cooldown timer clocks up 1.5 seconds. Every time you stop firing the Cooldown timer starts winding down. You can only reload when the Cooldown timer is at 0.
So lets give some examples, assume you start with 20 missiles loaded:
1. At the start of the battle, you want to change the ammo type. No cooldown timer, 10 second reload.
2. You fire all 20 missiles in one burst. 30 second Cooldown, 10 second Reload.
3. You fire 5 missiles in one burst then want to top up or change ammo type. 7.5 second Cooldown and 10 second reload.
The beauty is that you are not committed to the reload during the Cooldown period assuming you still have some missile left. You might stop firing midfight due to range issues, the initial target pops, you get ECM'd or damped out. The Cooldown timer runs down automatically. If you start firing again later, your Cooldown timer is not fully wound up firing off the last of the missiles, thus the reload is quicker.
This kind of well thought out, pragmatic problem solving clearly has no place in these forums. I hope you feel ashamed of yourself!. What were you thinking?

ps. Really nice neat solution. +1
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".
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
500
|
Posted - 2014.01.24 17:53:00 -
[262] - Quote
Stitch Kaneland wrote:Morwennon wrote:TrouserDeagle wrote:Spugg Galdon wrote: A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers
it applies damage just fine without any of that A 3 BCS HML caracal shooting faction ammo at an MWDing thorax does 55% of its base missile damage with no painters, 70% with one painter, 81% with two painters, and 96% with three pain nters. Given that its base missile damage is very low for a cruiser and that this is for a same-class target, those are pretty terrible numbers. One thing to keep in mind is, is your thorax in your scenario shield fit, or armor fit? If double lse fit with shield rigs, your values are misleading. You will apply close to, if not100% damage with a single tp. If plated, then target velocity is inherently lower due to the added mass, somewhat assisting application. Maybe not as much as the shield fit, but better than a naked thorax with mwd.
armour buffer tanking also increases damage taken |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1174
|
Posted - 2014.01.24 18:10:00 -
[263] - Quote
Major Trant wrote:Here is a potential solution to the switch ammo and partial reload problem. Instead of having a fixed 40 or 35 second reload time. Have a fixed 10 second reload time and a variable Cooldown timer.
Every time you fire a missile the Cooldown timer clocks up 1.5 seconds. Every time you stop firing the Cooldown timer starts winding down. You can only reload when the Cooldown timer is at 0.
So lets give some examples, assume you start with 20 missiles loaded:
1. At the start of the battle, you want to change the ammo type. No cooldown timer, 10 second reload.
2. You fire all 20 missiles in one burst. 30 second Cooldown, 10 second Reload.
3. You fire 5 missiles in one burst then want to top up or change ammo type. 7.5 second Cooldown and 10 second reload.
The beauty is that you are not committed to the reload during the Cooldown period assuming you still have some missile left. You might stop firing midfight due to range issues, the initial target pops, you get ECM'd or damped out. The Cooldown timer runs down automatically. If you start firing again later, your Cooldown timer is not fully wound up firing off the last of the missiles, thus the reload is quicker.
Too inteligent for CCP .... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Vincintius Agrippa
F L O O D
22
|
Posted - 2014.01.24 18:46:00 -
[264] - Quote
If your main complaint is fire and forget than you should further read my post. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well. |

Morwennon
Aliastra Gallente Federation
79
|
Posted - 2014.01.24 20:20:00 -
[265] - Quote
Stitch Kaneland wrote:Morwennon wrote:TrouserDeagle wrote:Spugg Galdon wrote: A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers
it applies damage just fine without any of that A 3 BCS HML caracal shooting faction ammo at an MWDing thorax does 55% of its base missile damage with no painters, 70% with one painter, 81% with two painters, and 96% with three pain nters. Given that its base missile damage is very low for a cruiser and that this is for a same-class target, those are pretty terrible numbers. One thing to keep in mind is, is your thorax in your scenario shield fit, or armor fit? If double lse fit with shield rigs, your values are misleading. You will apply close to, if not100% damage with a single tp. If plated, then target velocity is inherently lower due to the added mass, somewhat assisting application. Maybe not as much as the shield fit, but better than a naked thorax with mwd. The figures were based on an 800mm plate/MAAR thorax fit, not just a naked hull with an MWD. Ceterum censeo, the RLML and HML nerfs must be undone. |

Jasen Harper
0
|
Posted - 2014.01.24 21:23:00 -
[266] - Quote
Vincintius Agrippa wrote:If your main complaint is fire and forget than you should further read my post. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well.
Modern missiles aren't nearly as limited as you imply, and space bound missiles would be even less so.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 22:16:00 -
[267] - Quote
Vincintius Agrippa wrote:unrealistic
Did he just say "realistic"? In reaity only the railgun and projectile weapons wouid be viable in space.
Lasers produce more heat in the attacker than the defender, and missiles waste valuable impact mass by carrying fuel and guidance systems.
Explosive warheads would be close to useless since there's no air to create a shockwave.
Railguns would probably be the most effective mass drivers if you could find some way to dissipate the heat (not easy in space).
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".
|

Catherine Laartii
Providence Guard Templis CALSF
46
|
Posted - 2014.01.24 22:43:00 -
[268] - Quote
Stitch Kaneland wrote:Kagura Nikon wrote:Stitch Kaneland wrote: So.. use hams then and stop bitching. Rapids use an ammo type smaller than any other cruiser weapon. No other weapon system has this advantage. That would be like 180 autocannons or 650 arty having a Sig resolution of 50, instead of the current 120.
Its like CCP knew that heavies and hams didnt hit frigs great and tweaked a launcher specifically to kill frigs. Hams and heavies when fitted properly can apply all their damage to cruiser size targets. So there is no need to use rlml for this job anymore. Do heavies need a buff? Yes. But rlml are far from worthless.
So speaks the minmatar republic expert on PVP that surely must be right goign against about everyone that did PVP a lot with the Rapids before.... cannot see why theis would be wrong... can anyone? If my bellicose can kill frigs with rlml, your Caracal should as well. Never said I was an elite pvp'r, but I seem to grasp missile concepts better than most missile users. This brings up a good point though. All I ever see are complaints from Cal pilots. Perhaps the caracal and cerb should be looked at for some tweaking. I fought against triple lse rlml caracal often in null. I find it odd a t1 cruiser could hit my vagabond perfectly out to 60 to 80km and still having a 30k ehp tank. And still put out decent dps. And still blap frigs without problem. See anything wrong here? There is no risk with the old rlml. Now frigs can actually have a window to kill you, and not be rofl stomped.
Generally the issue with caldari ships is that for a lot of them, their bonuses are JUST to missiles. To be fair, even though the bellicose does less overall missile dps than the caracal, it DOES have a target painting bonus, and a decent-sized drone bay. The issue pointed out many, many times over is that if you're fighting someone with an active tank in said caracal or missile-only ship with these burst weapons, and they don't die the first time around, all that dps was basically useless since they rep back up during your reload, and continue to apply dps. In regards to tweaking, I would be totally for doing something like increasing the drone bay for some of these missile-only caldari ships. Part of the reason why they suffer so badly from this compared to turret boats is the missile mechanics deny usable damage application to smaller targets in any sense at all vs frigates. A cruiser using good AC's or even Pulse lasers can track an interceptor or frigate kiting it at range, wheres heavy missiles have difficulty even with cruisers, and HAMs, while nice, still do not stack up in the same way vs smaller, faster targets. Barring taking RLML to the old way, I would like to see them DRAMATICALLY increase the bonuses on ships that get missile damage application bonuses, specifically explosion velocity and sig radius reduction. And if they have to continue this route with burst weapons, bring the old ammo capacity back, or extend it even. Because Burst weapons DO NOT WORK against any kind of active tanking in this game if you can't kill them the first time around. Because paper dps is useless when you factor in damage application.
|

Maxor Swift
Science and Trade Institute Caldari State
20
|
Posted - 2014.01.25 00:02:00 -
[269] - 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" |

Sgt Ocker
State War Academy Caldari State
116
|
Posted - 2014.01.25 00:49:00 -
[270] - Quote
Stitch Kaneland wrote:Morwennon wrote:TrouserDeagle wrote:Spugg Galdon wrote: A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers
it applies damage just fine without any of that A 3 BCS HML caracal shooting faction ammo at an MWDing thorax does 55% of its base missile damage with no painters, 70% with one painter, 81% with two painters, and 96% with three pain nters. Given that its base missile damage is very low for a cruiser and that this is for a same-class target, those are pretty terrible numbers. One thing to keep in mind is, is your thorax in your scenario shield fit, or armor fit? If double lse fit with shield rigs, your values are misleading. You will apply close to, if not100% damage with a single tp. If plated, then target velocity is inherently lower due to the added mass, somewhat assisting application. Maybe not as much as the shield fit, but better than a naked thorax with mwd. Lets say it is an armour, duel rep, cap booster, Thorax.. You can apply the damage of a HML Caracal to it all day and until he runs out of cap boosters will not die.
With all level 5 skills you get 284 DPS out of a HML Caracal (thorax can tank , 340dps with 1 damage mod) so even applying 100% damage, your going to have a hard time killing it, if at all.
|
|

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.25 01:26:00 -
[271] - Quote
Sgt Ocker wrote:Stitch Kaneland wrote:Morwennon wrote:TrouserDeagle wrote:Spugg Galdon wrote: A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers
it applies damage just fine without any of that A 3 BCS HML caracal shooting faction ammo at an MWDing thorax does 55% of its base missile damage with no painters, 70% with one painter, 81% with two painters, and 96% with three pain nters. Given that its base missile damage is very low for a cruiser and that this is for a same-class target, those are pretty terrible numbers. One thing to keep in mind is, is your thorax in your scenario shield fit, or armor fit? If double lse fit with shield rigs, your values are misleading. You will apply close to, if not100% damage with a single tp. If plated, then target velocity is inherently lower due to the added mass, somewhat assisting application. Maybe not as much as the shield fit, but better than a naked thorax with mwd. Lets say it is an armour, duel rep, cap booster, Thorax.. You can apply the damage of a HML Caracal to it all day and until he runs out of cap boosters will not die. With all level 5 skills you get 284 DPS out of a HML Caracal (thorax can tank , 340dps with 1 damage mod) so even applying 100% damage, your going to have a hard time killing it, if at all.
That's kind of the point of a dual armour rep. it makes you indestructible to 1 opponent at the cost of horribly gimped dps and extremely tight cap. In a 1v1, cap boosters in the hold are equivalent to very thick armour plating.
When it's 2v1 or 3v1 its a different story - the dual rep ship dies in an instant.
By the way, why on earth are you fitting HMLs in a 1v1 scenario? It's a long range weapon. to take on a self-tanked thorax, use something like this: [Caracal, HAM-kite]
5x Heavy Assault Missile Launcher II (Nova Rage Heavy Assault Missile)
10MN Afterburner II Adaptive Invulnerability Field II Large Ancillary Shield Booster (Navy Cap Booster 150) Warp Disruptor II Fleeting Propulsion Inhibitor I
Damage Control II 2x Ballistic Control System II Overdrive Injector System II
Medium Anti-EM Screen Reinforcer I Medium Polycarbon Engine Housing I Medium Auxiliary Thrusters I
2x Hobgoblin II
Your web will ensure he cannot get closer than 10km. If he tries, his sig radius gets very large. In addition, you can't run a dual rep tank and keep the MWD lit in a thorax, the capacitor isn't strong enough.
Once you've killed his drones, his DPS at 10km, even with NULL ammo is 42% of 288 = 120dps. Yours is closer to 437 without drones if he's at 10km, a little less if you choose to kite out to disruptor range, but then he can't damage you at all. To damage you he's got to get close. To get close he burns (a lot of) cap. Every Gj of cap he burns is effectively burning away his own armour so he's doing your job for you.
A caracal vs thorax is always (rightly) going to be a close fight. The pilot with better cap and range management will win it.
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".
|

Claud Tiberius
The Loathsome Lions
5
|
Posted - 2014.01.25 03:09:00 -
[272] - Quote
I think people are confused as to how rapid launchers are suppose to be used.
Hint: You shoot the smaller ships! Smaller as in: What ever is smaller then your currently used ship.
Think about it. Already we have a system where on their own:
LM's are only good for Frigates, Destroyers. HM's are only good for Destroyers, Cruisers, BC's.
If you make a 'rapid' launcher for the two missile types, then logically its going to still have the same ideal targets. Damage wise, the only difference is the payload is at a much faster rate. You can of course shoot ships that are not your idea targets. However there are already other missiles that do a better job.
So what are the consequences have using these rapid launchers? You need some consequence, otherwise the 'smaller' ships would be in great danger of these weapon systems, regular missile launchers would become obsolete, other weapon systems (Projectiles, Hybrids, Lasers) equivalents, would be inefficient.
So CCP has added to the rapid Launchers:
1. A large reload time. 2. The launchers have high cpu and power costs (thus can only fit on the larger ships).
Now if you work it out, do the math: Over time rapid launchers will do more damage, then regular launchers. That includes the reload times of each module. Rapids have a slight lead in damage output.
This already shows that given the choice, if you were using a ship and fitting it to kill smaller ships, you would use the rapid launchers, ALWAYS. Because they are better than the regular types. This shouldn't surprise you, considering their high cpu/power costs. And that your ship has to be more powerful (bigger), then the ones you are trying to destroy.
But I hear you say, the reload time is still too big! There is not enough ammo!
No its not too big. There is plenty of ammo. If you shoot some missiles from a rapid launcher, how much damage is that? Is it larger than the EHP of the small targeted ships your are trying to kill? Yes. In fact (I'm not certain but I am pretty sure this is true) a regular fitted ship with rapid launchers can kill multiple smaller ships before it has to reload. You are looking at a Kill:Death ration of 3:1 or 4:1 which is pretty good considering, by the time regular missiles launchers of the same type have dealt the same amount of damage, your ship may have already been destroyed because it took longer to deal that amount of damage (Remember Rapid Launchers deal damage faster!).
BUT this only holds true if you are using your ship to destroy the ideal targets:
RLML -> Frigates, Destroyers. RHML -> Destroyers, Cruisers, BC's. RCML (Rapid Cruise Missile Launcher, fits on Capitals) -> BC's, Battle Ships ... one day 
That^ is all based on the missile stats. Exp velocity, Exp radius, Missile speed, etc.
This is how rapids are to be used, as stated a thousand times.
If for example: You are using a RLML against Cruisers or bigger. You are doing it wrong! HAM's, RHML's and Assault missiles do it better! You are using a RHML against Battle Ships or bigger. You are doing it wrong! CM's, Torpedoes do it better!
But remember with rapids, you excel [ONLY] at killing smaller targets. This is the trade off. Do I target ships of the same size or bigger? Or do I only target ships of smaller size. You cannot have both, otherwise its over powered.
***If*** you are still determined to be able to stand a fair chance against smaller and larger ships, then I recommend you carry Javlin and Rage missile types so that you can switch for the appropriate target.
***However*** the regular launcher types will still do better for their respective ideal targets, because their consistent damage payload (rate of fire/ammo space) means you will destroy the enemy ship before having to reload (Reloading leaves you vulnerable unable to kill the target, thus more likely to die - one of the main cons of rapids).
See list below:
Rcks -> Drones, Frigates, Destroyers. LML -> Frigates, Destroyers. RLML* -> Frigates, Destroyers. HML -> Destroyers, Cruisers, Battle Cruisers. AML -> Destroyers, Cruisers, Battle Cruisers. RHML* -> Destroyers, Cruisers, Battle Cruisers. CML -> BC's, Battle Ships, Capitals. TPL -> BC's, Battle Ships, Capitals.
* Excel in their role but require more cpu/power.
You can see a pattern emerging. If we one day had a rapid Cruise missile launcher it would have to be only be able to be fitted on Capital ships and it would only be effective against BC's, Battle Ships. If it was effective against Capitals as well, then there wouldn't be any need for regular cruise missile launchers would there?
Rant over, you are all welcome... Update is good. Stop complaining. |

CW Itovuo
The Executioners Capital Punishment.
14
|
Posted - 2014.01.25 03:39:00 -
[273] - Quote
Major Trant wrote:Here is a potential solution to the switch ammo and partial reload problem. Instead of having a fixed 40 or 35 second reload time. Have a fixed 10 second reload time and a variable Cooldown timer.
Every time you fire a missile the Cooldown timer clocks up 1.5 seconds. Every time you stop firing the Cooldown timer starts winding down. You can only reload when the Cooldown timer is at 0.
So lets give some examples, assume you start with 20 missiles loaded:
1. At the start of the battle, you want to change the ammo type. No cooldown timer, 10 second reload.
2. You fire all 20 missiles in one burst. 30 second Cooldown, 10 second Reload.
3. You fire 5 missiles in one burst then want to top up or change ammo type. 7.5 second Cooldown and 10 second reload.
The beauty is that you are not committed to the reload during the Cooldown period assuming you still have some missile left. You might stop firing midfight due to range issues, the initial target pops, you get ECM'd or damped out. The Cooldown timer runs down automatically. If you start firing again later, your Cooldown timer is not fully wound up firing off the last of the missiles, thus the reload is quicker.
That's a rather elegant solution. Some space rich individual give that man a prize.
Although having a variable cooldown timer based on current ammo would require new coding, which would require effort on CCP's part. So the likelihood of this happening is small. I'd guess they'd rather just EFF with base line numbers: ROF, Velocity, m3 Capacity....
Honestly, I'd prefer a reset back to pre-rubicon spec's myself. I have a difficult time fathoming some of CCP's actions, and the "OBTW, we're changing this module" on the eve of release was insulting. |

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.25 03:58:00 -
[274] - 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.
I always though the front loaded damage weapon system was arty... |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
48
|
Posted - 2014.01.25 04:29:00 -
[275] - Quote
Poor CCP Rise.. He always gets to post about changes people have a steadfast and strong opinion for. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Arthur Aihaken
The.VOID
2830
|
Posted - 2014.01.25 05:08:00 -
[276] - Quote
Claud Tiberius wrote:Rant over, you are all welcome... Update is good. Stop complaining. You're an idiot. I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
100
|
Posted - 2014.01.25 06:05:00 -
[277] - Quote
Claud Tiberius wrote: Now if you work it out, do the math: Over time rapid launchers will do more damage, then regular launchers. That includes the reload times of each module. Rapids have a slight lead in damage output.
This is so utterly NOT true. Every Missile system has a higher damage over time then the Current Rapid missile launcher. |
If you compare a Corax (Destroyer designed to kill frigates) with Light missile launchers vs a Caracal with Rapid light missile launchers, the Corax outdamages the Caracal when reload times are calculated with it.
Corax also has a higher Alpha, wich makes the analogy of multiple of the same ship vs a few frigates even worse. But this is offset by the fact that destroyers are designed to kill frigates, and have a vastly lower tank and speed then the caracal. Wich brings me to the point that i brought out several times earlier.
A cruiser sized system designed to smaller targets should NOT be formatted to target Frigates, but Destroyers.
The Rapid Heavy Missile launcher is in even a worse shape. On a typhoon for instance if you shoot at a Sacriledge the RHML gets only half the damage projection compared to cruises, This is against a sacriledge useing mwd, afterburner or no propullsion mod. This with the fact that is has half the range, and Less then half its alpha. Cruises also have the ablity to fit for high damage ammo if they encounter something big. In any case, when reload times come into play cruises already have 150% of the damage of a RHML.
Rapid missile launchers (light and heavy) are flawed in so many ways:
The damage application is inherently flawed, they either surpass the intended targets by way to much (light) or just simply can't project the damage (heavy). They are an all or nothing, kill or die weapon system They can't be bonused towards ship hull without breaking them even further They replace a missile launcher option, effectively makeing the weaponselection poorer. Guns have 6 gun variants per type vs 2 or 3 with the missiles. They disporportionally imbalance the game by makeing an entire T1 line of ships obsolete in their role (Destroyers) They need additional extra programming to adress acknowledged issues like ammo swapping
And this can all be solved with one SIMPEL solution (and probably have less work arounds then programming the ammo swap) Replace the Chargegroup with a Rapid missile charge.
This allows for:
Intended damage, range, and damage application for each of the 2 rapid variants Allow for hull bonuses to be applied Properly balance the game by not makeing Destroyers obsolete, and at the same time introduce a new niche weapon to deal with destroyer / interdictors Require less additional programming, only allocating wich charge can be produced, copy paste a missile, rename it to the propper charge, and adjust its stats are needed. Will result in a faster and better way to balance it without haveing to artificially adress balancing options in comparison with ships that use normal light or heavy launchers Allow for future implementations for Rapid launcher variants for Frigate / Capital sized. And most of all; Bridge the gap between a legion of dissatisfied customers.
|

Vincintius Agrippa
F L O O D
25
|
Posted - 2014.01.25 07:03:00 -
[278] - Quote
Mournful Conciousness wrote:Vincintius Agrippa wrote:unrealistic Did he just say "realistic"? In reaity only the railgun and projectile weapons wouid be viable in space. Lasers produce more heat in the attacker than the defender, and missiles waste valuable impact mass by carrying fuel and guidance systems. Explosive warheads would be close to useless since there's no air to create a shockwave. Railguns would probably be the most effective mass drivers if you could find some way to dissipate the heat (not easy in space).
1. actually, projectiles used as they are in the game would only serve as short, short, short range weapons. They do not have anywhere near the velocity needed to cover the vast distances in space, nor would they have comparable kinetic energy needed to damage anything other than satellites. 2. Rail guns? yes, but they wouldn't work the way they do in the game. They can function as both long range and short range.And can inflict devastating amounts of ke to a target. Only downside is the heat generated by the projectile being accelerated between the rails which would degrade them. This can and has been significantly reduced by using them in sabot form. There are naval rail guns being tested for deployment on board new navy destroyers. 3. Lasers, are actually not as effective and actually would not work as they do in the game. They GENERATE EXCESSIVE AMOUNTS OF HEAT. More powerful the laser, the significantly higher the power needs, heat generation and efficiency loss. Lasers= directed radiation. I'm not going to go into how a laser would actually apply damage. I suggest you look it up. Basically it superheats a point on a target. In addition, laser beams "bend" or arc with increased distance in space.
4. Blasters are actually reminiscent of short range particle beams (in a sort of of super charged bolts), which unlike lasers can inflict massive amount of kinetic energy, and unlike railguns have near lightspeed velocity. <<<<<<<<<<<<<<<<<<--------- The prefered space weapon. Actually the most realistic weapon.
5. Mssiles: in reference to missiles you are correct in the case of extreeeeeeeeme ranges of lets say 10,000km. However, you are incorrect in saying that they are useless for close range ie a few thousand and below engagements. I said explosive and warhead concussion force in a light term. I am referring to the way space based missiles are used today. Shaped charge detonates behind a steel or tungsten plate just behind the warhead housing which discharges/launches the warhead ( which in current times would be shrapnel in its various forms( from a batch or 10ft long molten steel beams or a cloud of steel pellets at super to hyper sonic velocities. Missiles can change its missile type to any damage that you can fit in it's housing. example a missile with two stages: 1st penetrate hull, 2nd explode inside of hull increasing damage significantly. Missile dont have to be charged unlike mass drivers and directed energy weapons. Missiles fly quite well in space, they direct thrust through vectoring. A space based missile platform would couple both thrust vectoring and on board maneuvering thrusters. It would also have velocities much higher than earth based missiles. Missiles have the ability to track their targets and can be programmed to attack a designated target.
It seems that everyone is ignoring my point. That is: a proposal that is better than the current and would remove the ability of turrets users to ***** about missile guys just having to push buttons. You cant get mad at a proven weapon system because you dont like it.
Actually, A coilgun would be the most efficient space based weapon as it is similar to a rail gun except the tungsten projectile doenst make contact. it effectively levitates inside of the coil and is accelerated in step to the next coil,,,,,,,,next coil.... It has no heat damge like the rail guns do. |

Maxemus Payne
THE BOARD OF EDUCATION
9
|
Posted - 2014.01.25 07:27:00 -
[279] - 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
The basic gist is that you're not satisfied...well let me clue you in. NO ONE is satisfied. I was messing around with a RLML Cerberus on Sisi like the week or two before Rubicon came out...and the "Last minute" changes were not implemented on there. Could have told us about the PG requirement change too when you introduced them to us. Maybe if these concepts were tested fully before throwing them at the community(or even partially as it seems) we wouldn't be in this shituation. Where did you see people "start liking them" ? Where was this? Fencing in the community with no other viable alternatives does not constitute people "liking" them.
Seriously, 20 missiles or RLML? I literally laughed out loud when I read that. 35 seconds reload time?
SO CUTE.
Don't worry CCP, I've been playing for like I dunno...over TEN YEARS now.... guess I'll just have to wait a few more for a working missile weapon system...
*HINT* Find the middle ground from the old HML system and the new... *HINT* Fix HAMs so we don't NEED a gang of people to scram and web and TP our targets.
These systems should be able to be used solo.
Lastly, PLEASE, do not change turret systems to be anything like this... I threw up a little just thinking about that.
-Max |

Vaju Enki
Secular Wisdom
1218
|
Posted - 2014.01.25 09:54:00 -
[280] - Quote
The Rapid Light Missile are perfect like this. Thank you. The Tears Must Flow |
|

Medalyn Isis
Tribal Liberation Force Minmatar Republic
18
|
Posted - 2014.01.25 10:42:00 -
[281] - Quote
Mournful Conciousness wrote:Major Trant wrote:Here is a potential solution to the switch ammo and partial reload problem. Instead of having a fixed 40 or 35 second reload time. Have a fixed 10 second reload time and a variable Cooldown timer.
Every time you fire a missile the Cooldown timer clocks up 1.5 seconds. Every time you stop firing the Cooldown timer starts winding down. You can only reload when the Cooldown timer is at 0.
So lets give some examples, assume you start with 20 missiles loaded:
1. At the start of the battle, you want to change the ammo type. No cooldown timer, 10 second reload.
2. You fire all 20 missiles in one burst. 30 second Cooldown, 10 second Reload.
3. You fire 5 missiles in one burst then want to top up or change ammo type. 7.5 second Cooldown and 10 second reload.
The beauty is that you are not committed to the reload during the Cooldown period assuming you still have some missile left. You might stop firing midfight due to range issues, the initial target pops, you get ECM'd or damped out. The Cooldown timer runs down automatically. If you start firing again later, your Cooldown timer is not fully wound up firing off the last of the missiles, thus the reload is quicker. This kind of well thought out, pragmatic problem solving clearly has no place in these forums. I hope you feel ashamed of yourself!. What were you thinking?  ps. Really nice neat solution. +1
I think a similar solution which I gave to fix this specific problem may be slightly easier to code for. I like the cooldown option above also although perhaps my option would offer slightly more interesting gameplay potential as you have the option to wait for a full reload or take half the time for instance and fire of ten missiles to quickly finish off the kill.
Medalyn Isis wrote:Here is a thought.
What if for each missile there was for instance a 2 second reload time. You have two choices, you could either load up a full salvo of 20 missiles and then fire all at once, which in this case would take you 40 seconds. Alternatively if you just need to quickly hit a target you could fire the salvo half way through the loading process which would fire 10 missiles and only take 20 seconds to reload.
I'm not sure if that is possible to code but it sounds like it would be quite fun to use. Then we can have a proper burst weapon with the flexibility and option during a reload still available for the pilot to fire their burst of missiles when they choose.
|

Vincintius Agrippa
F L O O D
25
|
Posted - 2014.01.25 12:18:00 -
[282] - Quote
Jasen Harper wrote:Vincintius Agrippa wrote:If your main complaint is fire and forget than you should further read my post. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well. Modern missiles aren't nearly as limited as you imply, and space bound missiles would be even less so.
Thats not the point. I honestly dont understand what people are not getting. If that were the case missiles would always hit their target for full damage in game as in life, unless you could ecm them or shoot them down.
Can everyone just google missile? Read the many descriptions and please post your results. Missiles are what they are. You cant get mad and make them less than half as effective as everything else because you believe they are easy. Which is why I made my suggestion to change the already overly complicated missile code with something simple. A change that would allow to apply damage similar to turrets and require more skill and piloting to apply that damage. If you people cant agree with that attempt then clearly you dislike missiles in the game as a whole and honestly are just here to troll and make stupid comments.
Finally your comment about missiles not being limited is kind of short sighted. While some advanced missiles can undergo skull crushing acceleration ( i dont remember 100-200+ G's?) in a almost straight path they cannot turn at those accelerations as the G forces would stack up considerably and that missile electronics would fail and/or that missile would be torn apart. <<<---------- Earth/Space, it doesn't matter. That is what a mean. |

Sgt Ocker
State War Academy Caldari State
116
|
Posted - 2014.01.25 12:25:00 -
[283] - Quote
Mournful Conciousness wrote: That's kind of the point of a dual armour rep. it makes you indestructible to 1 opponent at the cost of horribly gimped dps and extremely tight cap. In a 1v1, cap boosters in the hold are equivalent to very thick armour plating.
When it's 2v1 or 3v1 its a different story - the dual rep ship dies in an instant.
By the way, why on earth are you fitting HMLs in a 1v1 scenario? It's a long range weapon. to take on a self-tanked thorax, use something like this: [Caracal, HAM-kite]
5x Heavy Assault Missile Launcher II (Nova Rage Heavy Assault Missile)
10MN Afterburner II Adaptive Invulnerability Field II Large Ancillary Shield Booster (Navy Cap Booster 150) Warp Disruptor II Fleeting Propulsion Inhibitor I
Damage Control II 2x Ballistic Control System II Overdrive Injector System II
Medium Anti-EM Screen Reinforcer I Medium Polycarbon Engine Housing I Medium Auxiliary Thrusters I
2x Hobgoblin II
Your web will ensure he cannot get closer than 10km. If he tries, his sig radius gets very large. In addition, you can't run a dual rep tank and keep the MWD lit in a thorax, the capacitor isn't strong enough.
A dual rep thorax is forced to fit electron blasters (even then he needs a powergid implant). His range will NULL ammo is 4200 + 5040. Once you've killed his drones, his DPS at 10km, even with NULL ammo is 22% of 219 = 48.18dps. Yours is closer to 437 without drones if he's at 10km, a little less if you choose to kite out to disruptor range, but then he can't damage you at all. To damage you he's got to get close. To get close he burns (a lot of) cap. Every Gj of cap he burns is effectively burning away his own armour so he's doing your job for you. A dual rep thorax can't even sustain its own tank without running a prop mod unless it overheats the cap booster and times reloads and restarts perfectly.
If the thorax pilot is foolish enough to fit an AB, he will always be out-kited by you and will eventually die helplessly.
A caracal vs thorax is always (rightly) going to be a close fight. The pilot with better cap and range management will win it. The thorax must get close, fast and stay there. The Caracal simply needs to prevent that for long enough that the thorax runs out of boosters.
Duel rep Thorax with Dual 150's & Hammerheads, 9,000opt 7,500 f/o (faction antimatter) 469dps, 2,000m/s.
** Thorax can carry 18 navy 800 boosters and still have room for 3000 rounds of ammo. Is 33% cap stable with everything running, cycle 1 repper for cap booster reloads can perma run MWD. (Be smart and cycle MWD to lower sig blowout.) without drones dps is still a reasonable 313 dps at web range.
Both have the same EHP. Caracal tanks 255dps, Thorax 340dps so the fight would come down to pilot skill. |

Inspiration
123
|
Posted - 2014.01.25 16:30:00 -
[284] - Quote
Inspiration wrote:I still think the base theme for these launchers is off and that killing smaller classes of ships should never be only viable if the launchers are used as main weapon systems.
What would work is sacrificing one normal DPS high slot for something that can handle smaller classes very well. Restricting fits to one such module doesn't overpower anything, especially if the module does similar DPS as a class matching weapon system, but with much better damage application to the smaller classes of ships.
That solution wouldn't cause balancing issues, it just shifts damage application ability. To accomplish bursts, we already have overheating and you could tune that per module as you like. Keep it simple, have separate variables to tune for separate aspects of damage application, nicely isolated. The current solution tangles everything up in one unmanageable mess and every change hurts somewhere.!
The current approach is costing too many resources and it is good to take a step back and rethink it!
Just an improvement on what I wrote before.
Instead of imposing an arbitrary hard limit on the number of launchers, it would be better to give RL very high fitting requirements to prevent them being used as a main weapon system. I hate arguing with static minds that relate everything relative to the status-quo. By definition these minds oppose logic, reason, posses a narrow view and object against solutions for issues that have half an existing workaround. Left up to them, nothing would ever progress!
|

Mournful Conciousness
Embers Children TOHA Conglomerate
483
|
Posted - 2014.01.25 18:49:00 -
[285] - Quote
Sgt Ocker wrote:Duel rep Thorax with Dual 150's & Hammerheads, 9,000opt 7,500 f/o (faction antimatter) 469dps, 2,000m/s.
** Thorax can carry 18 navy 800 boosters and still have room for 3000 rounds of ammo. Is 33% cap stable with everything running, cycle 1 repper for cap booster reloads can perma run MWD. (Be smart and cycle MWD to lower sig blowout.) without drones dps is still a reasonable 313 dps at web range.
Both have the same EHP. Caracal tanks 255dps, Thorax 340dps so the fight would come down to pilot skill.
To counter this (unusual) thorax you'd want to get into a 500m orbit where he can't hit you at all. If you have a scram, you've won.
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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Kontrapshun
Federal Navy Academy Gallente Federation
11
|
Posted - 2014.01.26 04:33:00 -
[286] - Quote
This is a funny dog and pony show, really!
i just sold all my missile characters and I'm not going back.... just don't trust you guys.
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1177
|
Posted - 2014.01.26 09:33:00 -
[287] - Quote
Maxemus Payne wrote: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
The basic gist is that you're not satisfied...well let me clue you in. NO ONE is satisfied. I was messing around with a RLML Cerberus on Sisi like the week or two before Rubicon came out...and the "Last minute" changes were not implemented on there. Could have told us about the PG requirement change too when you introduced them to us. Maybe if these concepts were tested fully before throwing them at the community(or even partially as it seems) we wouldn't be in this shituation. Where did you see people "start liking them" ? Where was this? Fencing in the community with no other viable alternatives does not constitute people "liking" them. Seriously, 20 missiles or RLML? I literally laughed out loud when I read that. 35 seconds reload time? SO CUTE. Don't worry CCP, I've been playing for like I dunno...over TEN YEARS now.... guess I'll just have to wait a few more for a working missile weapon system... *HINT* Find the middle ground from the old HML system and the new... *HINT* Fix HAMs so we don't NEED a gang of people to scram and web and TP our targets. These systems should be able to be used solo. Lastly, PLEASE, do not change turret systems to be anything like this... I threw up a little just thinking about that. -Max
HAMS need nto FIXING. THey are incredbly powerful fightign ships of the classes they intend to target. THey are weak against frigates only or against cruisers that did EVERYTHIGN possible specifically to defend against HAMS (adn therefore they should be like that).
HInt ALL weapon systems need a scramb and web and even sometimes a TP to reliably hit for nearly full damage (except upscalling shots , liek from a frigate into a battleship).
THe weak missiles are the HM. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Arthur Aihaken
Perkone Caldari State
2835
|
Posted - 2014.01.26 15:15:00 -
[288] - Quote
I don't think anyone should hold out any hope that missiles will get addressed anytime in the near future. With the mess that is drones and drone assist, I think priorities have shifted. As many have pointed out, there are so many hulls that simply lack RLML bonuses; quite a few Caldari and virtually all Amarr and Minmatar.
So here's a relevant question: Why is it that hybrids, lasers, projectiles and drones all receive bonuses to light, medium and heavy weapon systems - yet missiles continue to get pigeonholed into specific ones? If RLMLs are indeed a "medium" weapon system, why haven't the various ship hulls been updated? ie:
GÇó Tengu: No 10% missile velocity bonus for RLMLs GÇó Caracal Navy: No 5% explosion radius for RLMLs GÇó Osprey Navy: No 10% missile velocity for RLMLs GÇó Drake: No 10% kinetic damage bonus for RLMLs GÇó Drake Navy: No 10% missile velocity or 5% explosion radius bonuses for RLMLs GÇó Nighthawk: No 7.5% kinetic damage, no 7.5% rate of fire or 5% explosion radius bonuses for RLMLs GÇó Cyclone: No 5% rate of fire for RLMLs GÇó Loki: Honestly, this is such a mess I don't even know where to startGǪ GÇó Claymore: No 5% rate of fire or 5% explosion velocity bonuses for RLMLs GÇó Damnation: No 10% missile velocity or 10% missile damage bonuses for RLMLs
This isn't an exhaustive list and I'm sure I've missed a few. I am currently away, traveling through time and will be returning last week. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
500
|
Posted - 2014.01.26 18:13:00 -
[289] - Quote
Arthur Aihaken wrote:I don't think anyone should hold out any hope that missiles will get addressed anytime in the near future. With the mess that is drones and drone assist, I think priorities have shifted. As many have pointed out, there are so many hulls that simply lack RLML bonuses; quite a few Caldari and virtually all Amarr and Minmatar.
So here's a relevant question: Why is it that hybrids, lasers, projectiles and drones all receive bonuses to light, medium and heavy weapon systems - yet missiles continue to get pigeonholed into specific ones? If RLMLs are indeed a "medium" weapon system, why haven't the various ship hulls been updated? ie:
GÇó Tengu: No 10% missile velocity bonus for RLMLs GÇó Caracal Navy: No 5% explosion radius for RLMLs GÇó Osprey Navy: No 10% missile velocity for RLMLs GÇó Drake: No 10% kinetic damage bonus for RLMLs GÇó Drake Navy: No 10% missile velocity or 5% explosion radius bonuses for RLMLs GÇó Nighthawk: No 7.5% kinetic damage, no 7.5% rate of fire or 5% explosion radius bonuses for RLMLs GÇó Cyclone: No 5% rate of fire for RLMLs GÇó Loki: Honestly, this is such a mess I don't even know where to startGǪ GÇó Claymore: No 5% rate of fire or 5% explosion velocity bonuses for RLMLs GÇó Damnation: No 10% missile velocity or 10% missile damage bonuses for RLMLs
This isn't an exhaustive list and I'm sure I've missed a few.
what? no turret ship has generic all-size bonuses. drones do, but as we all know, combat drones are awful, and CCP have been putting a few size-specific tracking/speed bonuses in, for some reason thinking that people don't just use sentries on everything with 75 or more bandwidth. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
364
|
Posted - 2014.01.26 19:34:00 -
[290] - Quote
An RLML Drake with a 10% per level light missile kinetic damage bonus would do:
C. Navy Scorge: Sustained: 300 dps (+ 99 dps from Hob II's) Burst: 450 dps (+ 99 dps from Hob II's)
Scorge Fury: Sustained: 350 dps (+drones) Burst: 500 dps (+drones)
Seems okay. Can I haz please? |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
500
|
Posted - 2014.01.26 19:51:00 -
[291] - Quote
Spugg Galdon wrote:An RLML Drake with a 10% per level light missile kinetic damage bonus would do:
C. Navy Scorge: Sustained: 300 dps (+ 99 dps from Hob II's) Burst: 450 dps (+ 99 dps from Hob II's)
Scorge Fury: Sustained: 350 dps (+drones) Burst: 500 dps (+drones)
Seems okay. Can I haz please?
no, fly a destroyer if you want to kill frigates |

Arthur Aihaken
Perkone Caldari State
2835
|
Posted - 2014.01.26 20:22:00 -
[292] - Quote
TrouserDeagle wrote:what? no turret ship has generic all-size bonuses. drones do, but as we all know, combat drones are awful, and CCP have been putting a few size-specific tracking/speed bonuses in, for some reason thinking that people don't just use sentries on everything with 75 or more bandwidth. Read it again. Rapid light launchers, heavy launchers and heavy assault launchers are all medium-sized weapons. Just as heavy electron, ion and neutron blasters and dual 150mm, 200mm and 250mm rail guns are all medium-sized weapons. It would be like arguing that electron blasters have better tracking but less DPS, so they should be excluded from receiving any hull tracking bonuses. I am currently away, traveling through time and will be returning last week. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
501
|
Posted - 2014.01.26 20:47:00 -
[293] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:what? no turret ship has generic all-size bonuses. drones do, but as we all know, combat drones are awful, and CCP have been putting a few size-specific tracking/speed bonuses in, for some reason thinking that people don't just use sentries on everything with 75 or more bandwidth. Read it again. Rapid light launchers, heavy launchers and heavy assault launchers are all medium-sized weapons. Just as heavy electron, ion and neutron blasters and dual 150mm, 200mm and 250mm rail guns are all medium-sized weapons. It would be like arguing that electron blasters have better tracking but less DPS, so they should be excluded from receiving any hull tracking bonuses.
cool semantics. if you can explain why they should even exist, it'll be easier to explain why they should get bonuses. you could group rapid launchers in with smartbombs, neutralisers and salvagers for lack of ship bonuses, if it'll make you feel better.
heavy electrons have about 1/10th the tracking of light neutrons. this is unlike rapid lights, which obviously have the same tracking as lights (I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes). |

Morwennon
Aliastra Gallente Federation
79
|
Posted - 2014.01.26 21:14:00 -
[294] - Quote
TrouserDeagle wrote:(I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes). Based on the gallente frigate lineup, which represent a sort of middle ground in terms of sig/speed, faction light missiles apply the following proportions of their raw damage to different MWD frigate targets:
Interceptor: 35% (15% if the inty overloads its mwd) AF: 63% Attack frigate: 65% Ewar frigate: 75% Combat frigate: 81% (63% if the combat frig overloads its mwd) Logi frigate: 86% EAF: 86%
LM ships have substantially lower dps than comparable frigate sized LR setups and their damage is much easier to mitigate since all you have to do is switch on your prop mod and move in any direction you like. What exactly is so overpowered here? I know lowsec guys who want to do nothing but roll around in AB-only brawling frigates hate being kited to death by condors, but that's just whining about having your gimmick fit dumpstered by a hard counter rather than being indicative of any broader imbalance. Ceterum censeo, the RLML and HML nerfs must be undone. |

Arthur Aihaken
Perkone Caldari State
2835
|
Posted - 2014.01.26 21:18:00 -
[295] - Quote
TrouserDeagle wrote:cool semantics. if you can explain why they should even exist, it'll be easier to explain why they should get bonuses. you could group rapid launchers in with smartbombs, neutralisers and salvagers for lack of ship bonuses, if it'll make you feel better.
heavy electrons have about 1/10th the tracking of light neutrons. this is unlike rapid lights, which obviously have the same tracking as lights (I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes). Several Amarr and Blood Angel hulls receive neutralizer bonuses (Ashimmu, LegionGǪ) and every race has at least one frigate class that receives salvage bonuses (in addition to strategic cruisers, NoctisGǪ) I'm not exactly sure how these relate to the discussion, though - and it still doesn't change the fact that turret-based hulls don't differentiate between individual weapon types, ie: when you get a +25% medium energy weapon bonus, it applies to all medium lasers. I am currently away, traveling through time and will be returning last week. |

Mike Voidstar
Voidstar Free Flight Foundation
356
|
Posted - 2014.01.26 21:30:00 -
[296] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:cool semantics. if you can explain why they should even exist, it'll be easier to explain why they should get bonuses. you could group rapid launchers in with smartbombs, neutralisers and salvagers for lack of ship bonuses, if it'll make you feel better.
heavy electrons have about 1/10th the tracking of light neutrons. this is unlike rapid lights, which obviously have the same tracking as lights (I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes). Several Amarr and Blood Angel hulls receive neutralizer bonuses (Ashimmu, LegionGǪ) and every race has at least one frigate class that receives salvage bonuses (in addition to strategic cruisers, NoctisGǪ) I'm not exactly sure how these relate to the discussion, though - and it still doesn't change the fact that turret-based hulls don't differentiate between individual weapon types, ie: when you get a +25% medium energy weapon bonus, it applies to all medium lasers.
Because missiles are not turrets, and their problems and advantages are not turret problems and advantages.
Most of the relevant use stats are in the ammo of launcher systems. A light missile behaves as a light missile regardless of the hull it is launched from. It's damage application does not change from small hull to medium hull the same way turret systems do.
The RLML takes a small weapon, and increases it's damage a bit with no decrease in application through rate of fire. Turrets have nothing like that. The turrets that seem like they would be like that have good application for medium weapons, but would be useless if they were light weapons, and do not in fact track light targets anything like a light weapon would. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
501
|
Posted - 2014.01.26 21:41:00 -
[297] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:cool semantics. if you can explain why they should even exist, it'll be easier to explain why they should get bonuses. you could group rapid launchers in with smartbombs, neutralisers and salvagers for lack of ship bonuses, if it'll make you feel better.
heavy electrons have about 1/10th the tracking of light neutrons. this is unlike rapid lights, which obviously have the same tracking as lights (I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes). Several Amarr and Blood Angel hulls receive neutralizer bonuses (Ashimmu, LegionGǪ) and every race has at least one frigate class that receives salvage bonuses (in addition to strategic cruisers, NoctisGǪ) I'm not exactly sure how these relate to the discussion, though - and it still doesn't change the fact that turret-based hulls don't differentiate between individual weapon types, ie: when you get a +25% medium energy weapon bonus, it applies to all medium lasers.
because the fact that it's called a missile launcher and that it's a medium-sized one isn't a good reason balance-wise for you to get a load of bonuses for it. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
501
|
Posted - 2014.01.26 22:06:00 -
[298] - Quote
Morwennon wrote:TrouserDeagle wrote:(I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes). Based on the gallente frigate lineup, which represent a sort of middle ground in terms of sig/speed, faction light missiles apply the following proportions of their raw damage to different MWD frigate targets: Interceptor: 35% (15% if the inty overloads its mwd) AF: 63% Attack frigate: 65% Ewar frigate: 75% Combat frigate: 81% (63% if the combat frig overloads its mwd) Logi frigate: 86% EAF: 86% LM ships have substantially lower dps than comparable frigate sized LR setups and their damage is much easier to mitigate since all you have to do is switch on your prop mod and move in any direction you like. What exactly is so overpowered here? I know lowsec guys who want to do nothing but roll around in AB-only brawling frigates hate being kited to death by condors, but that's just whining about having your gimmick fit dumpstered by a hard counter rather than being indicative of any broader imbalance.
compare damage at range to turrets, and if you want, look at applied damage to your targets while orbiting in a turret kiter. the numbers you posted are pretty high. also look at volley damage, damage type selection, useful T2 ammo (spike and javelin and whatnot are for operating at different ranges, not for shooting a variety of targets, and are generally just really niche) availability of FOFs (i.e. immunity to damps and ecm), and obviously the immunity to tracking disruptors all missile users enjoy. CCP themselves said it's overpowered, but they're too bad to do anything about it. |

Arthur Aihaken
Perkone Caldari State
2835
|
Posted - 2014.01.26 22:09:00 -
[299] - Quote
TrouserDeagle wrote:because the fact that it's called a missile launcher and that it's a medium-sized one isn't a good reason balance-wise for you to get a load of bonuses for it. Balance-wise, rapid light missile launchers do less DPS than heavy and heavy assault missiles - even if the bonuses were extended to them. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
483
|
Posted - 2014.01.26 22:19:00 -
[300] - Quote
less dps to which class of ships? 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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Kane Fenris
NWP
142
|
Posted - 2014.01.26 22:26:00 -
[301] - Quote
CCP Rise wrote: 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.
 make the weapon "unjammable" (like the launcher keeps fireing at the selected target even if jammed and weapon maybe fine as is (or as proposed) would make it a intesting choice for some purposes.
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
501
|
Posted - 2014.01.26 22:27:00 -
[302] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:because the fact that it's called a missile launcher and that it's a medium-sized one isn't a good reason balance-wise for you to get a load of bonuses for it. Balance-wise, rapid light missile launchers do less DPS than heavy and heavy assault missiles - even if the bonuses were extended to them.
sounds good to me. |

CW Itovuo
The Executioners Capital Punishment.
14
|
Posted - 2014.01.26 22:52:00 -
[303] - Quote
Arthur Aihaken wrote:I don't think anyone should hold out any hope that missiles will get addressed anytime in the near future. With the mess that is drones and drone assist, I think priorities have shifted. As many have pointed out, there are so many hulls that simply lack RLML bonuses; quite a few Caldari and virtually all Amarr and Minmatar.
Ha ha! You fool! You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: "Never assume your priority is CCP's priority" |

Arthur Aihaken
State Protectorate Caldari State
2835
|
Posted - 2014.01.27 00:05:00 -
[304] - Quote
CW Itovuo wrote:Ha ha! You fool! You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: "Never assume your priority is CCP's priority" I thought it was "Never put SP into missiles..."  I am currently away, traveling through time and will be returning last week. |

CW Itovuo
The Executioners Capital Punishment.
14
|
Posted - 2014.01.27 00:49:00 -
[305] - Quote
Arthur Aihaken wrote:CW Itovuo wrote:Ha ha! You fool! You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: "Never assume your priority is CCP's priority" I thought it was "Never put SP into missiles..." 
Certainly feels that way with every new "balance" |

Kaarous Aldurald
ROC Academy The ROC
2192
|
Posted - 2014.01.27 02:33:00 -
[306] - Quote
CW Itovuo wrote:Arthur Aihaken wrote:CW Itovuo wrote:Ha ha! You fool! You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: "Never assume your priority is CCP's priority" I thought it was "Never put SP into missiles..."  Certainly feels that way with every new "balance"
Never not nerf Caldari. Not posting on my main, and loving it.-á Because free speech.-á |

Sgt Ocker
State War Academy Caldari State
117
|
Posted - 2014.01.27 05:21:00 -
[307] - 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.
RLML = a complete class of missile ship (missile cruisers) relegated to shooting 1 class below (frigates), can't really be used solo (except in a rare gank opportunity), intensive skill training to get near optimal performance (not good for newer players), useless in PVE (disadvantages new missile users), Caldari ship bonuses do not in most cases compliment a burst firing weapon.
I'm sure there are advantages to RLML for solo play, I just can't find them.
|

Nevyn Auscent
Broke Sauce
970
|
Posted - 2014.01.27 07:32:00 -
[308] - Quote
TrouserDeagle wrote:Arthur Aihaken wrote:TrouserDeagle wrote:because the fact that it's called a missile launcher and that it's a medium-sized one isn't a good reason balance-wise for you to get a load of bonuses for it. Balance-wise, rapid light missile launchers do less DPS than heavy and heavy assault missiles - even if the bonuses were extended to them. sounds good to me. You will find most of the ships missing bonuses are not cruisers but battle cruisers, and this was deliberate on CCP's part to make Battlecruisers feel different, not just oversized cruisers. If there are cruisers missing RLML bonuses feel free to bring those up though. |

Nevyn Auscent
Broke Sauce
970
|
Posted - 2014.01.27 07:33:00 -
[309] - Quote
Kane Fenris wrote: make the weapon "unjammable" (like the launcher keeps fireing at the selected target even if jammed and weapon maybe fine as is (or as proposed) would make it a intesting choice for some purposes.
Load FoF missiles into it. Hey presto, unjammable. |

Kane Fenris
NWP
142
|
Posted - 2014.01.27 08:39:00 -
[310] - Quote
Nevyn Auscent wrote:Kane Fenris wrote: make the weapon "unjammable" (like the launcher keeps fireing at the selected target even if jammed and weapon maybe fine as is (or as proposed) would make it a intesting choice for some purposes.
Load FoF missiles into it. Hey presto, unjammable.
thats not quite the same you know ? fof do not fire on a specific target nor have they the dmg normal missiles do.
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Mournful Conciousness
Embers Children TOHA Conglomerate
483
|
Posted - 2014.01.27 10:35:00 -
[311] - Quote
Sgt Ocker wrote: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.
RLML = a complete class of missile ship (missile cruisers) relegated to shooting 1 class below (frigates), can't really be used solo (except in a rare gank opportunity), intensive skill training to get near optimal performance (not good for newer players), useless in PVE (disadvantages new missile users), Caldari ship bonuses do not in most cases compliment a burst firing weapon. I'm sure there are advantages to RLML for solo play, I just can't find them.
I'm sure there are advantages to remote armour repairers in solo play, I just can't find them...
Are we sure that this module is intended for solo play?
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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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1181
|
Posted - 2014.01.27 12:18:00 -
[312] - Quote
Mournful Conciousness wrote:Sgt Ocker wrote: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.
RLML = a complete class of missile ship (missile cruisers) relegated to shooting 1 class below (frigates), can't really be used solo (except in a rare gank opportunity), intensive skill training to get near optimal performance (not good for newer players), useless in PVE (disadvantages new missile users), Caldari ship bonuses do not in most cases compliment a burst firing weapon. I'm sure there are advantages to RLML for solo play, I just can't find them. I'm sure there are advantages to remote armour repairers in solo play, I just can't find them... Are we sure that this module is intended for solo play?
point is.. it used to be great for solo play.. in fact its best usage was for solo play. Now its not usable there. And people are rightfully complainign that almsot everythign made in eve on last few years has been a nerf to solo play. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Mournful Conciousness
Embers Children TOHA Conglomerate
484
|
Posted - 2014.01.27 12:35:00 -
[313] - Quote
Kagura Nikon wrote:Mournful Conciousness wrote:Sgt Ocker wrote: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.
RLML = a complete class of missile ship (missile cruisers) relegated to shooting 1 class below (frigates), can't really be used solo (except in a rare gank opportunity), intensive skill training to get near optimal performance (not good for newer players), useless in PVE (disadvantages new missile users), Caldari ship bonuses do not in most cases compliment a burst firing weapon. I'm sure there are advantages to RLML for solo play, I just can't find them. I'm sure there are advantages to remote armour repairers in solo play, I just can't find them... Are we sure that this module is intended for solo play? point is.. it used to be great for solo play.. in fact its best usage was for solo play. Now its not usable there. And people are rightfully complainign that almsot everythign made in eve on last few years has been a nerf to solo play.
Well not everything.
ASBs are a buff to solo shield skirmishing and the recent buffs to local reps were a buff to solo play, as were the buffs to some of the HACs.
I do some solo and forward scout work in a stratios to good effect (finally lost it last night after many good fights).
But yes, missiles do not seem to me to be a natural solo weapon.
I guess when life gives you lemons, make a Sapphire Sin... or lemonade if you don't like to party  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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Ransu Asanari
Powder and Ball Alchemists Union The Predictables
77
|
Posted - 2014.01.27 15:42:00 -
[314] - Quote
Had a great time yesterday at the Stay Frosty Frigate FFA. I think the RvB Ganked killboard speaks for itself :)
I put together a couple of really fun Breacher fits and raced around killing everything I could get my hands on. My last Light Missile Kiting Breacher lasted for hours, until I got killed by a boosted Heretic that I engaged in a fit of overconfidence.
I can't count the number of times I dscanned, and changed ammo types while in warp to what I thought would be best for hitting my intended target. I was carrying all damage types, plus auto-targeting missiles to surprise the random Maulus that kept trying to kite and sensor damp. ECM was not allowed for the event, but there were a few Griffins. I was bringing Precision missiles originally, but I was trying to stay out of scram range as much as possible, and 18km just wasn't comfortable, so I just took faction ammo.
I look forward to being able to try out this kind of kiting gameplay at a Cruiser level with a Bellicose or Scythe Fleet Issue, but I won't be doing it with Heavy Missiles or RLML until they are both fixed. Right now with my skills (only trained in missiles), outside of the frigate level, I am not able to contribute much to our fleets with missile DPS, so I typically fly an Interceptor, or run Logistics/Ewar.
---
I don't believe that these changes in 1.1 will make any significant difference to the gameplay of the rapid launchers. I will personally be helping the statistics by continuing to boycott the module until it is iterated into something half-decent. Considering the changes in the thread OP, at this rate, that'll probably take 3 or 4 more point releases.
I'm glad CCP Rise has said ammo swapping is being looked at, and I applaud that they learned their lesson by not rushing something incomplete through. I think a lot of us are still bitter that the ammo swap problem was introduced with the 40-second reload without a solution, when it could have been avoided by delaying the rapid launcher changes in Rubicon for a full solution to be done, instead of iterating on something incomplete.
So lets talk about it. A few people mentioned an interesting change that could be made here. A reload timer would definitely be a "nice to have", instead of the module just flashing. A more productive development that I did like, was the idea of the ammo reloading in cycles, a few blocks of ammo at a time, instead of having to wait the whole 10-40 seconds. If you could cancel a full reload cycle to give yourself a few more volleys to finish off a target, that would introduce some very interesting gameplay.
Modules that are time/reload dependent like cap boosters, anciliary shield/armor modules, and potentially weapons would all have a lot more flexibility and choice for the pilots on when to use them, when to keep them idle (and ready to activate), and when to try to sneak in a partial reload cycle. Pilot skill would mean a lot more here, where the current design means you might both be sitting staring at each other while your modules flash. |

Arthur Aihaken
State Protectorate Caldari State
2837
|
Posted - 2014.01.27 16:03:00 -
[315] - Quote
Ransu Asanari wrote:I don't believe that these changes in 1.1 will make any significant difference to the gameplay of the rapid launchers. I will personally be helping the statistics by continuing to boycott the module until it is iterated into something half-decent. Considering the changes in the thread OP, at this rate, that'll probably take 3 or 4 more point releases. They won't, and we've been saying this for weeks (or longer) now. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
486
|
Posted - 2014.01.27 16:57:00 -
[316] - Quote
Ransu Asanari wrote:Modules that are time/reload dependent like cap boosters, anciliary shield/armor modules, and potentially weapons would all have a lot more flexibility and choice for the pilots on when to use them, when to keep them idle (and ready to activate), and when to try to sneak in a partial reload cycle. Pilot skill would mean a lot more here, where the current design means you might both be sitting staring at each other while your modules flash.
This would do a lot to improve solo combat actually.
I think it's a very good and correct idea.
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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Soldarius
Deadman W0nderland Test Alliance Please Ignore
494
|
Posted - 2014.01.27 18:36:00 -
[317] - Quote
When tiericide came through for cruisers and BCs, Tribal Band was trying to decide on a cheap skirmish doctrine. The two finalist hulls were Caracals and Oracles.
Which got chosen is irrelevant. Was is relevant is that a recently buffed attack cruiser was competing with a tier 3 battlecruiser.
I used to fly AML/RLML Caracals all the time. They were fast, versatile, and able to apply reasonable dps to any target from frigates to T1 cruisers and recons by swapping to the right missiles and/or launchers.
You could fit it with double LSE for buffer, ASB+tackle for solo, or double webs for frigate killing. Coupled with the missile launcher rebalance, we even gained the option of fitting a full rack of T2 rapids, heavies, or heavy assaults, as they would actually all fit on the hull without completely gimping the rest of the fit. Some fitting trades still had to be made.
Point is that we had options. But now it seems that what CCP giveth, CCP taketh away. We are now without a viable option vs small ships. I no longer fly the Caracal because no matter how you fit it, you are locked into a very narrow engagement envelope, which is right where it used to be.
Prior to Rubicon a Caracal with rapids would do 257dps with Fury ammo, 211 with faction, and 184 with Precision, including reload times. Bolded the important part.
Now you get 220, 180, and 157, respectively. That is a 15% raw sustained damage nerf across the board.
Will rapids kill a frigate? If its untanked, sure. But they could do that already with the frigate having a somewhat slim chance of escaping.
Most of the damage application was gained from selecting the right ammo for the job. By taking these options away, the Caracal and all RLML platforms in general are limited to very specific engagement envelopes.
CCP, rapid launchers have 2 problems:
1. Missiles have no choices for range/application without swapping ammo types. By taking that option away from rapid launchers in favor of front-loaded dps and massively long reload times, the weapon systems have lost their best and most important attribute: versatility.
2. Front loading doesn't work if you can't get through the target's EHP before you reload unless they are hopelessly tackled and have no reps of any kind.
If you can fix these two problems, then you will have a successful rapid-fire missile launcher. If you cannot resolve these issues, please give us back the old RLMLs and change RHMLs to match.
Free Ripley Weaver! |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
495
|
Posted - 2014.01.27 19:29:00 -
[318] - Quote
Vincintius Agrippa wrote:Jasen Harper wrote:Vincintius Agrippa wrote:If your main complaint is fire and forget than you should further read my post. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well. Modern missiles aren't nearly as limited as you imply, and space bound missiles would be even less so. Thats not the point. I honestly dont understand what people are not getting. If that were the case missiles would always hit their target for full damage in game as in life, unless you could ecm them or shoot them down. Can everyone just google missile? Read the many descriptions and please post your results. Missiles are what they are. You cant get mad and make them less than half as effective as everything else because you believe they are easy. Which is why I made my suggestion to change the already overly complicated missile code with something simple. A change that would allow to apply damage similar to turrets and require more skill and piloting to apply that damage. If you people cant agree with that attempt then clearly you dislike missiles in the game as a whole and honestly are just here to troll and make stupid comments. Finally your comment about missiles not being limited is kind of short sighted. While some advanced missiles can undergo skull crushing acceleration ( i dont remember 100-200+ G's?) in a almost straight path they cannot turn at those accelerations as the G forces would stack up considerably and that missile electronics would fail and/or that missile would be torn apart. <<<---------- Earth/Space, it doesn't matter. That is what a mean.
I find your lack of knowledge disturbing.
The only way for a missile with some sort of explosive warhead to deal all of its possible damage to a target is if it is detonated inside the target. Missiles can and do miss as you say. Many of them, especially air-to-air missiles have a proximity detonation system that sees when it flies past a target within a certain distance and detonates the warhead. Rods or ball-bearings wrapped around the warhead explosive charge are blown outwards in the hopes of shot-gunning an aircraft.
Main battle tanks employ armor that can deflect or absorb enough energy to defeat even large armor piercing rounds. Modern missile technology has been designed to counter that or get around it. The TOW2B was intentionally designed to explode over a tank instead of hitting it directly and shoot a depleted uranium shell downwards through the thinner top armor.
In short, missiles do NOT always deal full damage in real life.
I do agree with the idea that some parts of the missile damage formula are a bit of a stretch. But that doesn't mean it doesn't work for the purposes of Eve Online. And frankly, what we do have makes some sense. Your ship only has so much surface area. A warhead detonation can only deal damage to the exposed areas of your ship. Only a directed charge fired directly at the target would deal full damage. A ship with a small signature radius is harder for a guidance system to track.
I don't care for the explosion velocity part as much. Any explosion will be orders of magnitude faster than anything we could even begin to survive in while under acceleration. Rather than a geometric reduction of damage, perhaps we could employ a system to emulate hit or miss chances.
And about guidance systems, there are as many ways to guide a missile as there are platforms to use them. Passive, semi-active, active, home-on-jam (why Eve no have HARM?), data-link, gps, wire-guided (no troll there a wire back to the launcher), the list goes on.
Free Ripley Weaver! |

Tsobai Hashimoto
Evil Monkey Asylum Evil Monkeys Asylum
188
|
Posted - 2014.01.27 21:44:00 -
[319] - Quote
CarbonFury wrote: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.
In FW, RLML where just OP, 100% OP before the changes....they needed a nerf.
It was a bit to much, and these changes move it towards being very viable, RLML are still used at times in FW and can be very useful, (at the 40sec reload)
I cant wait for these changes...... RLML make caracals perfect for extra DPS support on a frig/dessy gang, and can often remove small threats quickly, like T1 Logi Frigs, T1 Ewar Frigs, and Ceptors or really make someone regret bringing a DD and Dram, I have lost a DD Myself running into a RLML Caracal, its nasty
As posted before, just because it has drawbacks, does not make the weapon useless, blasters have no range at all, making them yes, completely useless in some engagements, but they get a lot of use, you just have to get yourself in positions to use them
Fitting Blasters on your frig/dessy in FW and entering a plex that already has WT inside is extremely dangerous, the WT are able to setup the range of the battle from the start, your toast if they pilot correctly and or have links, and you will deal a whopping zero to paltry damage.
Does this mean blasters on frigs are useless? ...... |

Arthur Aihaken
State Protectorate Caldari State
2839
|
Posted - 2014.01.27 22:37:00 -
[320] - Quote
Tsobai Hashimoto wrote:In FW, RLML where just OP, 100% OP before the changes....they needed a nerf. It was a bit to much, and these changes move it towards being very viable, RLML are still used at times in FW and can be very useful, (at the 40sec reload) Yes, that's why everywhere you look all you see is RLML Caracal fits nowGǪ LMFAO  These changes won't make any difference. I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
State Protectorate Caldari State
2841
|
Posted - 2014.01.27 22:46:00 -
[321] - Quote
Full patch notes for Rubicon 1.1. Nothing listed for rapid launchers except this: GÇó Adding Shaqil's modified Rapid Heavy Missile Launcher to the market. http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon-1.1 ... I am currently away, traveling through time and will be returning last week. |

Lucia Noor
EVE University Ivy League
0
|
Posted - 2014.01.28 01:14:00 -
[322] - Quote
Ohh man. That stinks.
I really want to use them, but they are worthless as they are right now. |

Catherine Laartii
Providence Guard Templis CALSF
47
|
Posted - 2014.01.28 02:00:00 -
[323] - Quote
Mike Voidstar wrote:Arthur Aihaken wrote:TrouserDeagle wrote:cool semantics. if you can explain why they should even exist, it'll be easier to explain why they should get bonuses. you could group rapid launchers in with smartbombs, neutralisers and salvagers for lack of ship bonuses, if it'll make you feel better.
heavy electrons have about 1/10th the tracking of light neutrons. this is unlike rapid lights, which obviously have the same tracking as lights (I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes). Several Amarr and Blood Angel hulls receive neutralizer bonuses (Ashimmu, LegionGǪ) and every race has at least one frigate class that receives salvage bonuses (in addition to strategic cruisers, NoctisGǪ) I'm not exactly sure how these relate to the discussion, though - and it still doesn't change the fact that turret-based hulls don't differentiate between individual weapon types, ie: when you get a +25% medium energy weapon bonus, it applies to all medium lasers. Because missiles are not turrets, and their problems and advantages are not turret problems and advantages. Most of the relevant use stats are in the ammo of launcher systems. A light missile behaves as a light missile regardless of the hull it is launched from. It's damage application does not change from small hull to medium hull the same way turret systems do. The RLML takes a small weapon, and increases it's damage a bit with no decrease in application through rate of fire. Turrets have nothing like that. The turrets that seem like they would be like that have good application for medium weapons, but would be useless if they were light weapons, and do not in fact track light targets anything like a light weapon would.
Ironically, an example of this scaling of light weapons into cruisers would be guns like the "quad light beam laser" and "dual 180mm autocannon". CCP implied that it was going there, but didn't actually follow through with it. Perhaps these weapon systems were holdovers from the initial inception of medium weapons in the game? It would make sense that they threw around the idea, had it planned out, and axed at the last minute, but kept rapid lights as the only holdover to that because of how missile systems work vs turret application. It would be interesting to see if they fixed that for amarr& minmatar, wouldn't it? I think it would be nice because it would also fix the issues so many people have with quad lights...
|

Arthur Aihaken
State Protectorate Caldari State
2842
|
Posted - 2014.01.28 02:48:00 -
[324] - Quote
Catherine Laartii wrote:Ironically, an example of this scaling of light weapons into cruisers would be guns like the "quad light beam laser", "Dual 150mm railgun", and "dual 180mm autocannon". CCP implied that it was going there, but didn't actually follow through with it. Perhaps these weapon systems were holdovers from the initial inception of medium weapons in the game? It would make sense that they threw around the idea, had it planned out, and axed at the last minute, but kept rapid lights as the only holdover to that because of how missile systems work vs turret application. It would be interesting to see if they fixed that for each of the turrets, wouldn't it? I think it would be nice because it would also fix the issues so many people have with quad lights... Probably because it would've resulted in Burn Jita II... Buy yeah, I think we should give a 35-second reload to all the dual and quad turrets as well. After all, it's so popular... I am currently away, traveling through time and will be returning last week. |

Nevyn Auscent
Broke Sauce
981
|
Posted - 2014.01.28 04:03:00 -
[325] - Quote
So few people use quad lights currently that if you changed them to actually have small turret tracking & sig radius, front loaded dps & a cooldown/reload, they would probably increase in popularity, not decrease. |

Hasikan Miallok
Republic University Minmatar Republic
219
|
Posted - 2014.01.28 04:15:00 -
[326] - Quote
Nevyn Auscent wrote:So few people use quad lights currently that if you changed them to actually have small turret tracking & sig radius, front loaded dps & a cooldown/reload, they would probably increase in popularity, not decrease.
Yes well ...
The issue is when all weapons are gradually being "balanced" in a way that morphs them into slightly differing variants of the same thing there will end up being one or two optimal choices and everything else will get reprocessed. I would not entirely blame CCP alone for this, chronic forum whining about any new or different weapons being "OP" does not help.
What is actually needed is more meaningful choices. An example of this is the good performance but high fitting and cap cost of Tachs versus the other less effective but easier to fit large beam lasers.
I think CCP have the right intentions with the rapids but have dropped the ball somewhat with the actual implementation. As it stands they are an awesome secondary anti-frigate weapon on a sniping turret ship which would otherwise leave that slot empty, but not much good for anything else. |

Catherine Laartii
Providence Guard Templis CALSF
47
|
Posted - 2014.01.28 08:01:00 -
[327] - Quote
Arthur Aihaken wrote: Probably because it would've resulted in Burn Jita II... Buy yeah, I think we should give a 35-second reload to all the dual and quad turrets as well. After all, it's so popular...
No no, follow me on this. Here's an idea I'll put out for food for thought:
1. Make all 'dual' weapons doubled versions of their listed caliber size, including quad lights, since they're 'dual' versions of the dual light beam laser. The balance would be set up along the lines of the "ranged" weapons, excepting small caliber autcannons, which would be appropriately balanced by negating dmg projection bonuses and be more like blasters; close up, high dps high tracking. Arty would retain it's role of uber-alpha.
2. This follows that they all have undersized ammunition, and excepting firing rate, same or similar stats for dmg mult, tracking, range etc. Generally how the damage setup would flesh out would be at basic just double the damage mult or firing rate of the single small weapon they double up on
3. Factor this in with their ORIGINAL iteration of adding rapid heavies to the game, WITHOUT doing burst weaponry and you actually have a fairly "balanced" pvp field. Couple this with a 10-20 second reload timer excepting lasers, obv (again, double guns) and you have viable turret counterparts for rapid lights and rapid heavies. Properly integrating it would be following the same schema with letting certain sets of ships within a given class get bonuses to x undersized caliber weapon, and others without just as you have with rapid lights. Couple that with combining heavies/hams and cruise/torps into "medium and large missiles" and you have a clean balance that would look akin to this:
Caracal 10% bonus to medium and rapid light missile velocity, 5% bonus to medium and rapid light missile firing rate
Omen 10% bonus to medium and rapid energy turret capacitor use, 5% bonus to medium and rapid energy turret firing rate
Bonus allocation across the board would be the "attack" variants of cruisers, some bc's, battleships get bonuses to undersized rapid weapon systems (apoc and raven for battleships, respectively). You'd see battleships like the raven and especially the apoc be good at this, since they get very good bonuses to damage projection. Certainly, this would be balanced by capacitor issues, easy-access TD jamming, and proper bonus allocation to ships, but it would, realistically, be the way to solve the issue of having undersized caliber missiles. It would level the playing field more appropriately then this uber-nerf to missiles this thread is covering.
The stuff to support this idea is already IN the game; you'd only need minor tweaks like upsizing large pulse lasers (just goes to mega pulse laser, tachyon pulse laser, lengthen the rate of fire and increase dmg mult), and maybe nerfing autocannons a bit to compensate.
I'm not necessarily advocating this as the 'right' way to balance and fix everything, just as an interesting alternative with its own batch of flaws and strengths. |

Mournful Conciousness
Embers Children TOHA Conglomerate
488
|
Posted - 2014.01.28 10:08:00 -
[328] - Quote
Arthur Aihaken wrote:Catherine Laartii wrote:Ironically, an example of this scaling of light weapons into cruisers would be guns like the "quad light beam laser", "Dual 150mm railgun", and "dual 180mm autocannon". CCP implied that it was going there, but didn't actually follow through with it. Perhaps these weapon systems were holdovers from the initial inception of medium weapons in the game? It would make sense that they threw around the idea, had it planned out, and axed at the last minute, but kept rapid lights as the only holdover to that because of how missile systems work vs turret application. It would be interesting to see if they fixed that for each of the turrets, wouldn't it? I think it would be nice because it would also fix the issues so many people have with quad lights... Probably because it would've resulted in Burn Jita II... Buy yeah, I think we should give a 35-second reload to all the dual and quad turrets as well. After all, it's so popular...
Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.
Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.
The applications for them though are narrow, as it seems they are for the RLML at the moment.
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".
|

Catherine Laartii
Providence Guard Templis CALSF
47
|
Posted - 2014.01.28 10:12:00 -
[329] - Quote
Mournful Conciousness wrote:
Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.
Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.
The applications for them though are narrow, as it seems they are for the RLML at the moment.
Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things. |

Mournful Conciousness
Embers Children TOHA Conglomerate
488
|
Posted - 2014.01.28 10:34:00 -
[330] - Quote
Catherine Laartii wrote:Mournful Conciousness wrote:
Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.
Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.
The applications for them though are narrow, as it seems they are for the RLML at the moment.
Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things. Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration.
Yes I've thought about this, but if you did it the dual 150s with javelin would deliver the same dps as a heavy neutron blaster with void while having 25% more optimal, 100% more falloff, better tracking, 35% of the power grid requirement and 60% of the capacitor requirement.
In short, there would be no reason whatsoever to fit any other weapon to a hybrid-bonused cruiser or battlecruiser unless you wanted extreme long range.
They would even be awesome on dominixes and armageddons as the secondary weapon system.
In short, more of a monster than the RLML was.
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".
|
|

Catherine Laartii
Providence Guard Templis CALSF
47
|
Posted - 2014.01.28 11:10:00 -
[331] - Quote
Mournful Conciousness wrote:Catherine Laartii wrote:Mournful Conciousness wrote:
Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.
Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.
The applications for them though are narrow, as it seems they are for the RLML at the moment.
Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things. Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration. Yes I've thought about this, but if you did it the dual 150s with javelin would deliver the same dps as a heavy neutron blaster with void while having 25% more optimal, 100% more falloff, better tracking, 35% of the power grid requirement and 60% of the capacitor requirement. In short, there would be no reason whatsoever to fit any other weapon to a hybrid-bonused cruiser or battlecruiser unless you wanted extreme long range. They would even be awesome on dominixes and armageddons as the secondary weapon system. In short, more of a monster than the RLML was.
I do see this as a major problem, and I'm guessing it's why CCP never took it up seriously. Perhaps they could balance the dps a bit to make it usable in that sense; balancing it closer to the original dps, but have the same tracking, range, sig, etc. of the smalls? Even if the dps isn't reflected of 'double' the small caliber, having the undersized ammo for better tracking and whatnot does seem like an appropriate way to balance it out, since the issue REMAINS that there aren't any turret alternatives to the launchers in question.
Any ideas of how to make this work? I'd rather not see rapid launchers get sidelined because they don't have any alternatives...
|
|

CCP Rise
C C P C C P Alliance
3503

|
Posted - 2014.01.28 11:25:00 -
[332] - Quote
It seems the changes posted here didn't make it into the patch notes for some reason but they will still be going into the patch. Sorry for any confusion. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
488
|
Posted - 2014.01.28 11:28:00 -
[333] - Quote
Catherine Laartii wrote:Mournful Conciousness wrote:Catherine Laartii wrote:Mournful Conciousness wrote:
Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.
Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.
The applications for them though are narrow, as it seems they are for the RLML at the moment.
Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things. Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration. Yes I've thought about this, but if you did it the dual 150s with javelin would deliver the same dps as a heavy neutron blaster with void while having 25% more optimal, 100% more falloff, better tracking, 35% of the power grid requirement and 60% of the capacitor requirement. In short, there would be no reason whatsoever to fit any other weapon to a hybrid-bonused cruiser or battlecruiser unless you wanted extreme long range. They would even be awesome on dominixes and armageddons as the secondary weapon system. In short, more of a monster than the RLML was. I do see this as a major problem, and I'm guessing it's why CCP never took it up seriously. Perhaps they could balance the dps a bit to make it usable in that sense; balancing it closer to the original dps, but have the same tracking, range, sig, etc. of the smalls? Even if the dps isn't reflected of 'double' the small caliber, having the undersized ammo for better tracking and whatnot does seem like an appropriate way to balance it out, since the issue REMAINS that there aren't any turret alternatives to the launchers in question. Any ideas of how to make this work? I'd rather not see rapid launchers get sidelined because they don't have any alternatives...
Yes, the way you make this work for guns is the same as for cruisers - stop trying to make frigate-murdering cruiser weapons. Make the destroyers stronger. They are bonused for light weapons and are designed for killing frigates. If you make cruisers the go-to anti-frigate weapon you obsolete this already-niche ship class.
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".
|

Catherine Laartii
Providence Guard Templis CALSF
47
|
Posted - 2014.01.28 11:49:00 -
[334] - Quote
Mournful Conciousness wrote:
Yes, the way you make this work for guns is the same as for cruisers - stop trying to make frigate-murdering cruiser weapons. Make the destroyers stronger. They are bonused for light weapons and are designed for killing frigates. If you make cruisers the go-to anti-frigate weapon you obsolete this already-niche ship class.
*sigh* I suppose you're right, although I was referring ALSO to battleships having the same capability. I just think it's rediculous how vulnerable some of these ships are to smaller ships, especially with the prevalance of TDs. But I DO agree with you emphatically about the destroyers; when the new ones came out, I was under the impression that ships like the corax would have 8 highslot missile hardpoints from all the advertising they were doing, but was sorely disappointed. Giving them HP and fitting space closer to a middle ground between frigates and cruisers I thought was a good idea, along with an extra fitting slot, but I'm wandering off-topic again.
I'm mostly just been trying to come up with some constructive feedback Rise could use since he's gotten so much negative feedback, albeit well-deserved considering the sudden and unbalanced nature of the change. I like the cooldown idea posted earlier, but it seems like it would be rather hard to program. Generally the issues I've been noticing and trying to poke at is overarching inconsistencies and poor continuity with how certain weapons are balanced, and how this led to where we are now. I really do believe we can't solve this problem without taking a step back and taking a look at the forest instead of the trees. |

Arthur Aihaken
State Protectorate Caldari State
2847
|
Posted - 2014.01.28 14:41:00 -
[335] - Quote
Clean slateGǪ "Adapt or die" seems to be the motto of the day, so I thought I'd relay some initial feedback on the RLML changes. I didn't check all the launchers, but T2s and Faction received +2 ammunition while the Arbalest Prototype launchers benefited the most with +3 ammunition. This is a +18.75% damage increase vs. 11.1% with the T2s, so combined with the cheaper cost and lower skill requirements this should open up some interesting possibilities. Interestingly enough, that 5-second reload reduction is noticeable. On paper it doesn't appear that way, but there it is.
It's my belief that one final buff will be in order, along the lines of a +1 ammunition increase for T1 launchers, +2 for Faction and T2 and a further -5 second reload reduction to bring it down to 30 seconds. I think 30 seconds is going to be the magic number that takes this weapon system from "niche" or "fringe" to "mainstream".
CCP Rise, +1 on the improvements. I am currently away, traveling through time and will be returning last week. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
364
|
Posted - 2014.01.28 14:50:00 -
[336] - Quote
Arthur Aihaken wrote:Clean slateGǪ "Adapt or die" seems to be the motto of the day, so I thought I'd relay some initial feedback on the RLML changes. I didn't check all the launchers, but T2s and Faction received +2 ammunition while the Arbalest Prototype launchers benefited the most with +3 ammunition. This is a +18.75% damage increase vs. 11.1% with the T2s, so combined with the cheaper cost and lower skill requirements this should open up some interesting possibilities. Interestingly enough, that 5-second reload reduction is noticeable. On paper it doesn't appear that way, but there it is.
It's my belief that one final buff will be in order, along the lines of a +1 ammunition increase for T1 launchers, +2 for Faction and T2 and a further -5 second reload reduction to bring it down to 30 seconds. I think 30 seconds is going to be the magic number that takes this weapon system from "niche" or "fringe" to "mainstream".
CCP Rise, +1 on the improvements.
Do that and we will be right back to the "old" launchers that would also have the benefit of frontloaded damage. Are you seriously thinking about what those additional buffs you're suggesting would do to the performance of the weapon? |

Sgt Ocker
State War Academy Caldari State
118
|
Posted - 2014.01.28 14:53:00 -
[337] - Quote
Mournful Conciousness wrote:Catherine Laartii wrote:Mournful Conciousness wrote:
Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.
Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.
The applications for them though are narrow, as it seems they are for the RLML at the moment.
Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things. Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration. Yes I've thought about this, but if you did it the dual 150s with javelin would deliver the same dps as a heavy neutron blaster with void while having 25% more optimal, 100% more falloff, better tracking, 35% of the power grid requirement and 60% of the capacitor requirement. In short, there would be no reason whatsoever to fit any other weapon to a hybrid-bonused cruiser or battlecruiser unless you wanted extreme long range. They would even be awesome on dominixes and armageddons as the secondary weapon system. In short, more of a monster than the RLML was. The only reason to fit other weapon types would be the overly long reload time that came with them.. I sort of hinted at something like this in the original thread and got called stupid by some of the turret users in the thread Their reasoning; something along the lines of, why would you have a turret weapon that has a 40 second reload - it would not work.. Funny but i believe that is the same thing we have been saying about RLML and RHML but it seems to be acceptable for a launcher to have an absurd reload but not a turret.
Personally I would not like to see dual 150S changed, they work quite well as is on my Arazu..
Ok, I'm going to contradict myself here, maybe Recons could be a ship type to benefit from a burst weapon. Scan, get a warpin, decloak, light cyno, apply burst damage while awaiting blops to do their thing. Handy if your targeting small gangs where the burst damage can start to deal with tackle before the rest of your fleet arrives.
I think like Catherine Laartii, the current dual weapon turrets, modified to use small and medium ammo accordingly would not make them OP but combined with the front loading burst application of damage, make them a viable weapon for shooting smaller targets. Reduced ammunition capacity, improved tracking and last but by no means least, a 20 second reload (same as rlml, rhml should have). Dual 180mm AutoCannon should also receive an optimal range bonus to keep it inline with other turrets in that class.
If we are to have Burst weapons in the game, spread the love and give them to all |

Arthur Aihaken
State Protectorate Caldari State
2847
|
Posted - 2014.01.28 14:57:00 -
[338] - Quote
Spugg Galdon wrote:Do that and we will be right back to the "old" launchers that would also have the benefit of frontloaded damage. Are you seriously thinking about what those additional buffs you're suggesting would do to the performance of the weapon? The numbers indicate that even with +2 more ammunition and an additional -5 second reload reduction that the total DPS is still below the original rapid light missile launchers. In answer to your question, yes - I'm seriously thinking about it. I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
217
|
Posted - 2014.01.28 16:03:00 -
[339] - Quote
Arthur Aihaken wrote:Spugg Galdon wrote:Do that and we will be right back to the "old" launchers that would also have the benefit of frontloaded damage. Are you seriously thinking about what those additional buffs you're suggesting would do to the performance of the weapon? The numbers indicate that even with +2 more ammunition and an additional -5 second reload reduction that the total DPS is still below the original rapid light missile launchers. In answer to your question, yes - I'm seriously thinking about it. Seriously, forget about it - it's silly. You can't have best of both worlds at the same time :) |

Mournful Conciousness
Embers Children TOHA Conglomerate
488
|
Posted - 2014.01.28 16:29:00 -
[340] - Quote
Sgt Ocker wrote:Ok, I'm going to contradict myself here, maybe Recons could be a ship type to benefit from a burst weapon. Scan, get a warpin, decloak, light cyno, apply burst damage while awaiting blops to do their thing. Handy if your targeting small gangs where the burst damage can start to deal with tackle before the rest of your fleet arrives.
you mean a recon burst weapon like this?
[Arazu, burst!]
3x Heavy Neutron Blaster II (Void M) Covert Ops Cloaking Device II
2x Large Ancillary Shield Booster (Navy Cap Booster 150) EM Ward Field II Adaptive Invulnerability Field II Faint Epsilon Warp Scrambler I 10MN Afterburner II
3x Magnetic Field Stabilizer II Internal Force Field Array I
Medium Hybrid Collision Accelerator II Medium Anti-Thermal Screen Reinforcer II
4x Hammerhead II
Numbers: (overheated, only 1 ancillary booster running at a time)
[Statistics - Mournful Conciousness]
Effective HP: 12,020 (Eve: 9,451) Tank Ability: 579.14 DPS orbit speed: 550m/s Shield Resists - EM: 79.32%, Ex: 71.68%, Ki: 83.01%, Th: 76.35%
Capacitor (Lasts 8m 40s)
Volley Damage: 1,756.09 DPS: 559.83
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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Catherine Laartii
Providence Guard Templis CALSF
48
|
Posted - 2014.01.28 19:10:00 -
[341] - Quote
Sgt Ocker wrote:
Personally I would not like to see dual 150S changed, they work quite well as is on my Arazu..
Ok, I'm going to contradict myself here, maybe Recons could be a ship type to benefit from a burst weapon. Scan, get a warpin, decloak, light cyno, apply burst damage while awaiting blops to do their thing. Handy if your targeting small gangs where the burst damage can start to deal with tackle before the rest of your fleet arrives.
I think like Catherine Laartii, the current dual weapon turrets, modified to use small and medium ammo accordingly would not make them OP but combined with the front loading burst application of damage, make them a viable weapon for shooting smaller targets. Reduced ammunition capacity, improved tracking and last but by no means least, a 20 second reload (same as rlml, rhml should have). Dual 180mm AutoCannon should also receive an optimal range bonus to keep it inline with other turrets in that class.
If we are to have Burst weapons in the game, spread the love and give them to all
There, see? It would be a reasonable idea to try for expanding these, both to medium AND large 'dual' weapons respectively. The issue I'm seeing here is that the reload timer would be extremely difficult to apply to lasers, since you know, you don't exactly need to reload them much.
For simplicity's sake, you could split up the rediculously long reload timer with the miniature 5-10 second ones and have a severely reduced capacity; a true 'burst' weapon. You could also fix the in-game mechanics to have your ship keep firing its weapons after reloading. Lasers could fix this by having a mechanic for ALL the burst weapons to build up heat, but hit the reload timer as a built-in function to avoid taking heat damage for such high sustained dps(instead of reloading, they'd use the same crystal, and if it was faction or t2, burn out after the normal number of uses).
Spreading the dps out like that over time I think would be an appropriate way to balance the problem highlighted earlier with having it spread out appropriately in tiny clips with small reload timers; I think this would more importantly solve the issue these weapons have against active tanked targets(pvp and pve respectively). How's that sound for a solution? |

Vinyl 41
Perkone Academy
30
|
Posted - 2014.01.28 19:28:00 -
[342] - Quote
there is no need for adding extra reload mechanics just make those laser consume more cap like 10 -15% even with cap boosters the cap drain should be limiting factor for those |

Mournful Conciousness
Embers Children TOHA Conglomerate
488
|
Posted - 2014.01.28 19:41:00 -
[343] - Quote
Vinyl 41 wrote:there is no need for adding extra reload mechanics just make those laser consume more cap like 10 -15% even with cap boosters the cap drain should be limiting factor for those
Look, just because missile designers can't design their way into the nearest pole-dancing club does not give anyone an excuse to start meddling with guns.
Stop giving CCP silly ideas, they have enough of their own!
 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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Vinyl 41
Perkone Academy
30
|
Posted - 2014.01.28 19:47:00 -
[344] - Quote
i just want to share the "greatness" of the burst launchers with gun users  |

Mike Voidstar
Voidstar Free Flight Foundation
363
|
Posted - 2014.01.28 19:54:00 -
[345] - Quote
The problem with applying the concept to turrets is that turrets do not gain much in the way of stats based on the ammo.
All of the important stats for turrets are in the turret itself, with some minor modification granted by the ammo.
Changing current dual turrets to use current smaller ammo would do nothing to change tracking, sig, range, etc...
It might be worth discussing the creation of a mid slot "Flack Defense Firing Computer" that would alter current turrets on the ship to consume (For instance) 10x the ammo per shot for a massive increase of tracking and Rate of Fire. It could be coded per turret type so that different downsides could be in place for each turret type---for instance applying heat to lasers since they don't really consume ammo unless you are using advanced crystals. |

Catherine Laartii
Providence Guard Templis CALSF
48
|
Posted - 2014.01.28 21:17:00 -
[346] - Quote
Mike Voidstar wrote:The problem with applying the concept to turrets is that turrets do not gain much in the way of stats based on the ammo.
All of the important stats for turrets are in the turret itself, with some minor modification granted by the ammo.
Changing current dual turrets to use current smaller ammo would do nothing to change tracking, sig, range, etc...
It might be worth discussing the creation of a mid slot "Flack Defense Firing Computer" that would alter current turrets on the ship to consume (For instance) 10x the ammo per shot for a massive increase of tracking and Rate of Fire. It could be coded per turret type so that different downsides could be in place for each turret type---for instance applying heat to lasers since they don't really consume ammo unless you are using advanced crystals.
That's why I was said specifically that those statistics would be changed with the ammo since, you know, that was kind of the whole point of the idea I was making; that dual turrets could be made effective counterparts to the RLML and RHML since they're being pidgeon-holed into this burst mechanic because they're the only weapon types in their class...
That defense comp is a neat idea, though. But when I was talking about heat, I was talking in a lore/mechanical sense, rather than actually taking heat dmg; it would basically be an explanation for the need for a reload timer after such short a time. Wasn't referencing thermodynamics directly. |

Arthur Aihaken
State Protectorate Caldari State
2849
|
Posted - 2014.01.28 22:37:00 -
[347] - Quote
The tears from drone players are pricelessGǪ  Not feeling so bad about the rapid light missile launchers anymore. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
489
|
Posted - 2014.01.28 22:43:00 -
[348] - Quote
Arthur Aihaken wrote:The tears from drone players are pricelessGǪ  Not feeling so bad about the rapid light missile launchers anymore.
I'm a very heavy user of sentry drones in W-space PVE. They were way too powerful in that role before. I actually welcome the nerf.
When a player feels no regret about his fitting decision, it means the game is broken.
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
State Protectorate Caldari State
2850
|
Posted - 2014.01.28 22:49:00 -
[349] - Quote
Mournful Conciousness wrote:I actually welcome the nerf. It's long overdue.  I am currently away, traveling through time and will be returning last week. |

Hasikan Miallok
Republic University Minmatar Republic
224
|
Posted - 2014.01.29 00:04:00 -
[350] - Quote
Mournful Conciousness wrote:Arthur Aihaken wrote:The tears from drone players are pricelessGǪ  Not feeling so bad about the rapid light missile launchers anymore. I'm a very heavy user of sentry drones in W-space PVE. They were way too powerful in that role before. I actually welcome the nerf. When a player feels no regret about his fitting decision, it means the game is broken.
Though problem is its made the Domi/ishtar even more the drone boat of choice. My ratting Domi hitting at 160km with bouncers is pretty much unaffected by the nerf. Kinda sux for people with Geddons or Rattlers though.
Back on topic ... has anyone actually tried the post patch stealth un-nerf of the RHML and RLML ? I am still considering them as a secondary anti-frigate weapon on some of my turret boats. |
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Arthur Aihaken
State Protectorate Caldari State
2850
|
Posted - 2014.01.29 00:26:00 -
[351] - Quote
Hasikan Miallok wrote:Back on topic ... has anyone actually tried the post patch stealth un-nerf of the RHML and RLML ? I am still considering them as a secondary anti-frigate weapon on some of my turret boats. Yes, see my comments above. The biggest improvement is the +2-3 ammunition increase, although the 5-second reduction in reload times is noticeable as well. I am currently away, traveling through time and will be returning last week. |

Hasikan Miallok
Republic University Minmatar Republic
226
|
Posted - 2014.01.29 00:52:00 -
[352] - Quote
Mournful Conciousness wrote:Catherine Laartii wrote:Mournful Conciousness wrote:
Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.
Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.
The applications for them though are narrow, as it seems they are for the RLML at the moment.
Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things. Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration. Yes I've thought about this, but if you did it the dual 150s with javelin would deliver the same dps as a heavy neutron blaster with void while having 25% more optimal, 100% more falloff, better tracking, 35% of the power grid requirement and 60% of the capacitor requirement. In short, there would be no reason whatsoever to fit any other weapon to a hybrid-bonused cruiser or battlecruiser unless you wanted extreme long range. They would even be awesome on dominixes and armageddons as the secondary weapon system. In short, more of a monster than the RLML was.
shhhh ... enough talk about applying this reload delay to other weapon systems or they will make it standard for sentries as well. |

Sgt Ocker
State War Academy Caldari State
119
|
Posted - 2014.01.29 01:18:00 -
[353] - Quote
Mournful Conciousness wrote:Sgt Ocker wrote:Ok, I'm going to contradict myself here, maybe Recons could be a ship type to benefit from a burst weapon. Scan, get a warpin, decloak, light cyno, apply burst damage while awaiting blops to do their thing. Handy if your targeting small gangs where the burst damage can start to deal with tackle before the rest of your fleet arrives.
you mean a recon burst weapon like this? [Arazu, burst!] 3x Heavy Neutron Blaster II (Void M) Covert Ops Cloaking Device II 2x Large Ancillary Shield Booster (Navy Cap Booster 150) EM Ward Field II Adaptive Invulnerability Field II Faint Epsilon Warp Scrambler I 10MN Afterburner II 3x Magnetic Field Stabilizer II Internal Force Field Array I Medium Hybrid Collision Accelerator II Medium Anti-Thermal Screen Reinforcer II 4x Hammerhead II Numbers: (overheated, only 1 ancillary booster running at a time) [Statistics - Mournful Conciousness] Effective HP: 12,020 (Eve: 9,451) Tank Ability: 579.14 DPSorbit speed: 550m/s Shield Resists - EM: 79.32%, Ex: 71.68%, Ki: 83.01%, Th: 76.35% Capacitor (Lasts 8m 40s) Volley Damage: 1,756.09 DPS: 559.83 My Arazu, as I explained is used to bait or search and point for a blops gang of 5 or 6.. 45k EHP, 700mm scan res, long and short point. DPS is far less important than the ability to catch and hold the given target long enough for the DPS ships to jump to you. The way I use the Arazu is why I think dual 150's would be good as a burst weapon. If it were possible to fit RLML to it I would probably give them a try as I often find myself being annoyed by frigates as soon as I light the cyno.
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Vincintius Agrippa
F L O O D
28
|
Posted - 2014.01.29 02:05:00 -
[354] - Quote
TrouserDeagle wrote:Arthur Aihaken wrote:TrouserDeagle wrote:what? no turret ship has generic all-size bonuses. drones do, but as we all know, combat drones are awful, and CCP have been putting a few size-specific tracking/speed bonuses in, for some reason thinking that people don't just use sentries on everything with 75 or more bandwidth. Read it again. Rapid light launchers, heavy launchers and heavy assault launchers are all medium-sized weapons. Just as heavy electron, ion and neutron blasters and dual 150mm, 200mm and 250mm rail guns are all medium-sized weapons. It would be like arguing that electron blasters have better tracking but less DPS, so they should be excluded from receiving any hull tracking bonuses. cool semantics. if you can explain why they should even exist, it'll be easier to explain why they should get bonuses. you could group rapid launchers in with smartbombs, neutralisers and salvagers for lack of ship bonuses, if it'll make you feel better. heavy electrons have about 1/10th the tracking of light neutrons. this is unlike rapid lights, which obviously have the same tracking as lights (I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes).
To correct you, there aren't rapid light missiles. There is a rapid light missile launcher, that fires light missiles. Essentially, if you read the description: A cruiser sized launcher that fires light missiles. In dummy talk: a bigger box that holds more small stuff.
Why would a light missiles explosion radius increase simply because it is being housed in a larger launcher? Its intended to kill frigs. Killing cruisers? No. A blob of rapid light ships? Yes, a blob of anything will kill a single target. Your trading the ability to kill cruisers to kill frigs and dessies. If anything you should be complaining about the lighter and dual variants ( double barreled frig turrets) having such a large sig radius. Rapid lights were never op. The other missile systems were ****, in the case of Heavy Missiles, and subpar with Hams. The explo radius on t2 missiles is absolutely terrible. 192 for damage dealing Heavy assault missiles. and ive trained the reduction of explo radius to lvl 4.
Some will say: all you have to do is fit tp, rigs, blah blah, but you forget on caldari ships ( the missile race ) you can fit ****. 5 mids, prop mod, point, 3 left for a laughable tank. Only exception is navy caracal. its explo radius bonus makes missiles usable. Shame i have to go facion on ships to use a weapon system.
T1 caracal: ! dcu and 3 BCU's in the lows. with 3 damage mods and ham specialization 4 and caldari cruiser 4 i only get 292 dps with faction + 33 from the 2 measly drones. with t2 ammo thats 327 dps + 33 from drones, as i said, the t2's have a 192m explosion radius with my skills. Twice that of factions.
Ive been trying to make caldari cruisesr work for the past 3 months and was thinking of taking it to level 5. yesterday I found some interesting fits for the caracal. i will not do moa as it is outclassed by the thorax., okay maybe i'll aplly my caracal findind to that. :) i'll upload my findings. |

Vincintius Agrippa
F L O O D
28
|
Posted - 2014.01.29 02:41:00 -
[355] - Quote
TrouserDeagle wrote:Morwennon wrote:TrouserDeagle wrote:(I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes). Based on the gallente frigate lineup, which represent a sort of middle ground in terms of sig/speed, faction light missiles apply the following proportions of their raw damage to different MWD frigate targets: Interceptor: 35% (15% if the inty overloads its mwd) AF: 63% Attack frigate: 65% Ewar frigate: 75% Combat frigate: 81% (63% if the combat frig overloads its mwd) Logi frigate: 86% EAF: 86% LM ships have substantially lower dps than comparable frigate sized LR setups and their damage is much easier to mitigate since all you have to do is switch on your prop mod and move in any direction you like. What exactly is so overpowered here? I know lowsec guys who want to do nothing but roll around in AB-only brawling frigates hate being kited to death by condors, but that's just whining about having your gimmick fit dumpstered by a hard counter rather than being indicative of any broader imbalance. compare damage at range to turrets, and if you want, look at applied damage to your targets while orbiting in a turret kiter. the numbers you posted are pretty high. also look at volley damage, damage type selection, useful T2 ammo (spike and javelin and whatnot are for operating at different ranges, not for shooting a variety of targets, and are generally just really niche) availability of FOFs (i.e. immunity to damps and ecm), and obviously the immunity to tracking disruptors all missile users enjoy. CCP themselves said it's overpowered, but they're too bad to do anything about it.
You male a valid point, let me add to it:
How exactly would a tracking disrupter effect multiple missiles? A TD applies its effect to turrets, missile launchers simply house a bunch of self guided projectiles. In order for it to affect missiles it will have to target every single missile being fired. Which is why it is useless on missiles. Just because there are 3 types of turrets and 1 missile type doesnt give the majority of people in the game (who use turrets) the right to unfairly treat missiles. Having a single module that overpowers every other in the game is not balance. Damps vs ecm vs Tds vs tps. Letting td's affects every weapon makes it a must on every ship. There.There is already a module that reduces/affects missiles: Defender missiles, which admittedly are utterly useless. As you need to give up exact hardpoints to counter exact hardpoints. If one of these defender launchers could affect 2 hardpoints and fit in utility slots instead.( as a fair amount of turret ships dont have laucher slots) then they might be midly useful.
A better Idea would be to scrap defender missiles completely. A new active midslot module that when activated would project idk random bursts of electromagnetic waves onto a target ( essentially blooming that target with em pulses) that would have a percentage chance of effecting any missiles launched from the target ship. Meaning that missiles affected would spriral out of control maybe and not hit anything. It should be no more or less powerful than td's percentage wise. It would do nicely to have a ship that can use a bonus to it.
Lastly, Fof missiles are a counter to ecm and damps as dams and ecms counter eachother. they are rarely used as they do if im not mistaken t1 non faction ammo damage. if they did faction missile damage you would be quite correct. |

Arthur Aihaken
State Protectorate Caldari State
2850
|
Posted - 2014.01.29 03:54:00 -
[356] - Quote
Vincintius Agrippa wrote:Lastly, Fof missiles are a counter to ecm and damps as dams and ecms counter eachother. they are rarely used as they do if im not mistaken t1 non faction ammo damage. if they did faction missile damage you would be quite correct. Only if you're facing a single opponent or the threat happens to be the closest target in-range. If you're faced with a 35-second reload or your opponent has non-sentry drones, you're hooped - since the drones will act as decoys for the FoF missiles. I am currently away, traveling through time and will be returning last week. |

Vincintius Agrippa
F L O O D
28
|
Posted - 2014.01.29 04:13:00 -
[357] - Quote
Catherine Laartii wrote:Sgt Ocker wrote:
Personally I would not like to see dual 150S changed, they work quite well as is on my Arazu..
Ok, I'm going to contradict myself here, maybe Recons could be a ship type to benefit from a burst weapon. Scan, get a warpin, decloak, light cyno, apply burst damage while awaiting blops to do their thing. Handy if your targeting small gangs where the burst damage can start to deal with tackle before the rest of your fleet arrives.
I think like Catherine Laartii, the current dual weapon turrets, modified to use small and medium ammo accordingly would not make them OP but combined with the front loading burst application of damage, make them a viable weapon for shooting smaller targets. Reduced ammunition capacity, improved tracking and last but by no means least, a 20 second reload (same as rlml, rhml should have). Dual 180mm AutoCannon should also receive an optimal range bonus to keep it inline with other turrets in that class.
If we are to have Burst weapons in the game, spread the love and give them to all
There, see? It would be a reasonable idea to try for expanding these, both to medium AND large 'dual' weapons respectively. The issue I'm seeing here is that the reload timer would be extremely difficult to apply to lasers, since you know, you don't exactly need to reload them much. For simplicity's sake, you could split up the rediculously long reload timer with the miniature 5-10 second ones and have a severely reduced capacity; a true 'burst' weapon. You could also fix the in-game mechanics to have your ship keep firing its weapons after reloading. Lasers could fix this by having a mechanic for ALL the burst weapons to build up heat, but hit the reload timer as a built-in function to avoid taking heat damage for such high sustained dps(instead of reloading, they'd use the same crystal, and if it was faction or t2, burn out after the normal number of uses). Spreading the dps out like that over time I think would be an appropriate way to balance the problem highlighted earlier with having it spread out appropriately in tiny clips with small reload timers; I think this would more importantly solve the issue these weapons have against active tanked targets(pvp and pve respectively). How's that sound for a solution?
I like this idea, to a point. The Medium dual versions should have S ammo, and have smaller sigs. However, ther should not be a reload time increase, they are fine as is.up to a certain point though, I usually equip the midrange turrets as they have good tracking while still having great dps. The S ammo should be limited to the smallest caliber turrets. Bring back normal rlml's and have a secondary launcher or firing mode that operates as the new launcher does. Just an idea. |

Vincintius Agrippa
F L O O D
28
|
Posted - 2014.01.29 04:17:00 -
[358] - Quote
Arthur Aihaken wrote:Vincintius Agrippa wrote:Lastly, Fof missiles are a counter to ecm and damps as dams and ecms counter eachother. they are rarely used as they do if im not mistaken t1 non faction ammo damage. if they did faction missile damage you would be quite correct. Only if you're facing a single opponent or the threat happens to be the closest target in-range. If you're faced with a 35-second reload or your opponent has non-sentry drones, you're hooped - since the drones will act as decoys for the FoF missiles.
Forgot all about the drones. +1. FoF's do tend to launch at anything that has you targeted. Imagine a logi pilot repping someone whose jammed or damped to f*^&k |

Arthur Aihaken
State Protectorate Caldari State
2851
|
Posted - 2014.01.29 06:01:00 -
[359] - Quote
Vincintius Agrippa wrote:Forgot all about the drones. +1. FoF's do tend to launch at anything that has you targeted. Imagine a logi pilot repping someone whose jammed or damped to f*^&k On the flip side, if you want to kill attacking drones - it works pretty well (since there's zero targeting delay).  I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
34
|
Posted - 2014.01.29 06:38:00 -
[360] - Quote
ok since were again on the strange ideas train i propose we make rapid launchers keep their stats as they are but add an aoe shock missle specialy for those just like the old torpedoes - usefullness factor 5 fun factor over 100  |
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Arthur Aihaken
State Protectorate Caldari State
2851
|
Posted - 2014.01.29 06:53:00 -
[361] - Quote
Vinyl 41 wrote:ok since were again on the strange ideas train i propose we make rapid launchers keep their stats as they are but add an aoe shock missle specialy for those just like the old torpedoes - usefullness factor 5 fun factor over 100  I'd settle for a instantaneous ammo swap that simply replaces the current capacity with a new type. So if you're down to 5 missiles and you do an ammo swap, you only end up with 5 missiles of the new type. Crazy, I know...  I am currently away, traveling through time and will be returning last week. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1200
|
Posted - 2014.01.29 09:23:00 -
[362] - Quote
Vinyl 41 wrote:ok since were again on the strange ideas train i propose we make rapid launchers keep their stats as they are but add an aoe shock missle specialy for those just like the old torpedoes - usefullness factor 5 fun factor over 100 
and that would mean they would need to be forbidden in high sec. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Mournful Conciousness
Embers Children TOHA Conglomerate
491
|
Posted - 2014.01.29 09:32:00 -
[363] - Quote
Kagura Nikon wrote:Vinyl 41 wrote:ok since were again on the strange ideas train i propose we make rapid launchers keep their stats as they are but add an aoe shock missle specialy for those just like the old torpedoes - usefullness factor 5 fun factor over 100  and that would mean they would need to be forbidden in high sec.
I think missiles doing aoe damage while doing less damage to one target would make the weapon system truly interesting and a great alternative to turrets. In fleet battles, it would encourage good positioning and maneuvering bringing another skill based dimension to fleet pvp.
It would mean that in skirmishes guns would be the order of the day but as fleet sizes grew it would be more advantageous to bring missile batteries.
The addition of chaff launchers etc could give defenders the opportunity to deflect the aoe damage by causing early detonation. 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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Vinyl 41
Perkone Academy
34
|
Posted - 2014.01.29 10:30:00 -
[364] - Quote
Kagura Nikon wrote:Vinyl 41 wrote:ok since were again on the strange ideas train i propose we make rapid launchers keep their stats as they are but add an aoe shock missle specialy for those just like the old torpedoes - usefullness factor 5 fun factor over 100  and that would mean they would need to be forbidden in high sec.
those arent usefull in hs anyways so not much of a loss there  |

Salpun
Global Telstar Federation Offices Masters of Flying Objects
687
|
Posted - 2014.01.29 12:43:00 -
[365] - Quote
CCP Rise wrote:It seems the changes posted here didn't make it into the patch notes for some reason but they will still be going into the patch. Sorry for any confusion. Checked the patch notes today. Still missing these changes in the changes section. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |

Mournful Conciousness
Embers Children TOHA Conglomerate
491
|
Posted - 2014.01.29 12:44:00 -
[366] - Quote
Vinyl 41 wrote:Kagura Nikon wrote:Vinyl 41 wrote:ok since were again on the strange ideas train i propose we make rapid launchers keep their stats as they are but add an aoe shock missle specialy for those just like the old torpedoes - usefullness factor 5 fun factor over 100  and that would mean they would need to be forbidden in high sec. those arent usefull in hs anyways so not much of a loss there 
I don't see why hi sec players should not suffer "collateral damage" if they hang around gawping at someone else's legitimate fight. 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".
|

Andrea Keuvo
Science and Trade Institute Caldari State
235
|
Posted - 2014.01.29 12:50:00 -
[367] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote:Vinyl 41 wrote:ok since were again on the strange ideas train i propose we make rapid launchers keep their stats as they are but add an aoe shock missle specialy for those just like the old torpedoes - usefullness factor 5 fun factor over 100  and that would mean they would need to be forbidden in high sec. I think missiles doing aoe damage while doing less damage to one target would make the weapon system truly interesting and a great alternative to turrets. In fleet battles, it would encourage good positioning and maneuvering bringing another skill based dimension to fleet pvp. It would mean that in skirmishes guns would be the order of the day but as fleet sizes grew it would be more advantageous to bring missile batteries. The addition of chaff launchers etc could give defenders the opportunity to deflect the aoe damage by causing early detonation.
CCP nerfed missiles because they were causing lag in fleet fights. Now they nerfed drones by crushing the omni tracking links because drones were causing lag in fleet fights. Pretty soon what we will have left is shooting fireworks from festival launchers at each other while we call each other names on comms. |

Mournful Conciousness
Embers Children TOHA Conglomerate
491
|
Posted - 2014.01.29 12:54:00 -
[368] - Quote
Andrea Keuvo wrote:
CCP nerfed missiles because they were causing lag in fleet fights. Now they nerfed drones by crushing the omni tracking links because drones were causing lag in fleet fights. Pretty soon what we will have left is shooting fireworks from festival launchers at each other while we call each other names on comms.
Lag is cured by coding parallelism into the Eve server code.
Name-calling is the primary purpose of PVP isn't it? I always know I've won when some angry Russian kid calls into question whether I was born to a human mother after all...
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".
|

Andrea Keuvo
Science and Trade Institute Caldari State
235
|
Posted - 2014.01.29 12:58:00 -
[369] - Quote
Mournful Conciousness wrote:Andrea Keuvo wrote:
CCP nerfed missiles because they were causing lag in fleet fights. Now they nerfed drones by crushing the omni tracking links because drones were causing lag in fleet fights. Pretty soon what we will have left is shooting fireworks from festival launchers at each other while we call each other names on comms.
Lag is cured by coding parallelism into the Eve server code. Name-calling is the primary purpose of PVP isn't it? I always know I've won when some angry Russian kid calls into question whether I was born to a human mother after all...
I agree with you, but I'm also a realist. CCP will never touch/rewrite the Eve legacy code.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
491
|
Posted - 2014.01.29 13:32:00 -
[370] - Quote
Andrea Keuvo wrote:
I agree with you, but I'm also a realist. CCP will never touch/rewrite the Eve legacy code.
They may well be forced to if 4000-ship fights are to become the norm. It only takes 1 other MMO to do this and CCP lose their first-mover advantage overnight.
Remember how Google erased Yahoo overnight?
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".
|
|

Andrea Keuvo
Science and Trade Institute Caldari State
235
|
Posted - 2014.01.29 13:48:00 -
[371] - Quote
Mournful Conciousness wrote:Andrea Keuvo wrote:
I agree with you, but I'm also a realist. CCP will never touch/rewrite the Eve legacy code.
They may well be forced to if 4000-ship fights are to become the norm. It only takes 1 other MMO to do this and CCP lose their first-mover advantage overnight. Remember how Google erased Yahoo overnight?
I 100% agree with you, they should be dedicating 1, 2, 5 patch cycles to do this now - basically whatever it takes. I also think there is a 0% chance that they will. |

Arthur Aihaken
State Protectorate Caldari State
2851
|
Posted - 2014.01.29 14:25:00 -
[372] - Quote
Mournful Conciousness wrote:I always know I've won when some angry Russian kid calls into question whether I was born to a human mother after all... Russian insults are always the best... I am currently away, traveling through time and will be returning last week. |

Maxor Swift
Science and Trade Institute Caldari State
21
|
Posted - 2014.01.29 16:47:00 -
[373] - 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" |

Vincintius Agrippa
F L O O D
29
|
Posted - 2014.01.29 16:54:00 -
[374] - Quote
Andrea Keuvo wrote:Mournful Conciousness wrote:Andrea Keuvo wrote:
CCP nerfed missiles because they were causing lag in fleet fights. Now they nerfed drones by crushing the omni tracking links because drones were causing lag in fleet fights. Pretty soon what we will have left is shooting fireworks from festival launchers at each other while we call each other names on comms.
Lag is cured by coding parallelism into the Eve server code. Name-calling is the primary purpose of PVP isn't it? I always know I've won when some angry Russian kid calls into question whether I was born to a human mother after all... I agree with you, but I'm also a realist. CCP will never touch/rewrite the Eve legacy code.
Its a shame they are hindering their own future development. Missiles and drones lagging should not be much of problem. Its been said that they have the best servers money can buy, but they should have the best servers than can be built.
Also, I came across an article in pc mag. Here eve devs are quoted as saying " If something is hard to maintain, we'll normally opt against that route and go with the one that's maybe only 80% efficient but easier to maintain. Maybe this is proof why they nerf missiles and drones.
Let this be a note to all, writing a billion lines of code without knowing how certain groups of code effect certain parts of a program is dumbassetry at its finest. You cant keep piling new **** on top of old ****.
Also worth mentioning that they said in the rubicon deployment videos on youtube that they added an extra ~100+k servers to eve online if im not mistaken. |

Vincintius Agrippa
F L O O D
29
|
Posted - 2014.01.29 17:11:00 -
[375] - Quote
Mournful Conciousness wrote:Andrea Keuvo wrote:
I agree with you, but I'm also a realist. CCP will never touch/rewrite the Eve legacy code.
They may well be forced to if 4000-ship fights are to become the norm. It only takes 1 other MMO to do this and CCP lose their first-mover advantage overnight. Remember how Google erased Yahoo overnight?
If one of the big guys decides to make a similar space shooter that allows for bigger fights and adds aliens in the future ccp is in trouble.
Honestly I think eve has moved beyond ccp's capabilities. Which is why their "patches" and expansions are so..........limited. I mean come on its been over 10 years. While they made have maid certain advances in the field (and I applaud them) there are a lot of things that a larger would have improved on and added to by now. Eve certainly has the best graphic of any mmo of this size and much larger. But this game could and should be much larger. You should be able to do much more than simply walk around in your captains quarters............
Simply put, they don't have the personnel numbers nor the development time and cost to move this game along at at normal pace.
|

Kesthely
Fleet of the Damned Ace of Spades.
111
|
Posted - 2014.01.29 17:44:00 -
[376] - Quote
I have to disagree,
Eve development is still pretty much an ongoing effort, as well as the effort against lag. The've been pretty much succesfull with lots of implementations to reduce the soulcrushing lag issues. Often with new innovateing ideas. TiDi for instance is in no other game, nor is the cross linking of different games and systems. Rewritteing or redoing eve 2, would take years, and multi millions in cash, in wich the endresult would probably be the same then when you keep updateing and rewriteing stuff that needs to be fixed. Computer upgrades, rendering scales, graphics improvements, new eve tactics, make it so that you can never have 0 lag. The fact that the servers are still running, when 4000 people do stuff in plain view of eachother simultaneus, is an epic feat of itself.
I don't agree with all the descissions CCP makes, Missiles beeing on the top of that list, But i do have enough faith in ccp to continue to do their best. If its rebalancing, fight against lag, new content development, user interface, customer support.
Although with missile rebalanceing, i do get a growing increase of "shoot the messenger syndrome" So said messenger(s), can you please post once in a while ? |

Arthur Aihaken
State Protectorate Caldari State
2851
|
Posted - 2014.01.29 18:18:00 -
[377] - Quote
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. I am currently away, traveling through time and will be returning last week. |

tiberiusric
Comply Or Die Retribution.
136
|
Posted - 2014.01.29 18:45:00 -
[378] - Quote
I must agree with alot of people the 35second reload time, just immediately stops me even bothering with these. They are pretty unviable item in pvp or pve. They are gank tool and thats it. The normal reload time is painful enough as it is. |

Vincintius Agrippa
F L O O D
29
|
Posted - 2014.01.29 18:46:00 -
[379] - Quote
Kesthely wrote:I have to disagree,
Eve development is still pretty much an ongoing effort, as well as the effort against lag. The've been pretty much succesfull with lots of implementations to reduce the soulcrushing lag issues. Often with new innovateing ideas. TiDi for instance is in no other game, nor is the cross linking of different games and systems. Rewritteing or redoing eve 2, would take years, and multi millions in cash, in wich the endresult would probably be the same then when you keep updateing and rewriteing stuff that needs to be fixed. Computer upgrades, rendering scales, graphics improvements, new eve tactics, make it so that you can never have 0 lag. The fact that the servers are still running, when 4000 people do stuff in plain view of eachother simultaneus, is an epic feat of itself.
I don't agree with all the descissions CCP makes, Missiles beeing on the top of that list, But i do have enough faith in ccp to continue to do their best. If its rebalancing, fight against lag, new content development, user interface, customer support.
Although with missile rebalanceing, i do get a growing increase of "shoot the messenger syndrome" So said messenger(s), can you please post once in a while ?
Lag is lag, regardless of what you call it. tidi is lag. slow motion lag, Granted unlike normal lag where everyone is popping up at different spot, but atleast your not playing a game for 5 hours only to have made the progress of5 minutes of normal time. |

Vincintius Agrippa
F L O O D
29
|
Posted - 2014.01.29 18:48:00 -
[380] - Quote
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. |
|

Maxor Swift
Science and Trade Institute Caldari State
22
|
Posted - 2014.01.29 22:01:00 -
[381] - 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" |

Arthur Aihaken
State Protectorate Caldari State
2851
|
Posted - 2014.01.29 22:35:00 -
[382] - Quote
Maxor Swift wrote: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. An instant-hit weapon system that never misses. That should go over wellGǪ Besides, I like my smoke trails. I am currently away, traveling through time and will be returning last week. |

Hasikan Miallok
Republic University Minmatar Republic
237
|
Posted - 2014.01.29 23:55:00 -
[383] - Quote
tiberiusric wrote:I must agree with alot of people the 35second reload time, just immediately stops me even bothering with these. They are pretty unviable item in pvp or pve. They are gank tool and thats it. The normal reload time is painful enough as it is.
Well as I have said before they also are a very good option for the otherwise useless missile hardpoints on turret bonused boats and possibly on drone boats with launchers like the Prophecy or Arbitrator. That limited application still does not justify a whole unique weapon system though. |

Arthur Aihaken
State Protectorate Caldari State
2852
|
Posted - 2014.01.30 00:08:00 -
[384] - Quote
Hasikan Miallok wrote:Well as I have said before they also are a very good option for the otherwise useless missile hardpoints on turret bonused boats and possibly on drone boats with launchers like the Prophecy or Arbitrator. That limited application still does not justify a whole unique weapon system though. Yep, they're great on the Prophecy for anti-frigate duty. They're even fairly effective against interceptors. I am currently away, traveling through time and will be returning last week. |

Phaade
The Lonetrek Militia Rapidus Incitus Pactum
138
|
Posted - 2014.01.30 00:33:00 -
[385] - Quote
Baahahahahahaha!
You added TWO missiles and dropped the reload speed FIVE seconds?
C'mon guys, I love the work in this patch, but do you really think these minute changes will make RLMs or RHMs viable?
Try 20 missiles with a 20 second reload, or 30 missiles with a 30 second reload...and even then they still might be bad. |

Arthur Aihaken
State Protectorate Caldari State
2852
|
Posted - 2014.01.30 00:37:00 -
[386] - Quote
Phaade wrote:Baahahahahahaha! You added TWO missiles and dropped the reload speed FIVE seconds?
C'mon guys, I love the work in this patch, but do you really think these minute changes will make RLMs or RHMs viable? Try 20 missiles with a 20 second reload, or 30 missiles with a 30 second reload...and even then they still might be bad. Read my post-Rubicon 1.1 assessment. Some launchers got +3 missiles, and combined with the reload reduction it actually translates into a +20% overall damage increase for most of the T1 launchers (less for T2 and Faction). I am currently away, traveling through time and will be returning last week. |

Vincintius Agrippa
F L O O D
29
|
Posted - 2014.01.30 04:02:00 -
[387] - Quote
Phaade wrote:Baahahahahahaha!
You added TWO missiles and dropped the reload speed FIVE seconds?
C'mon guys, I love the work in this patch, but do you really think these minute changes will make RLMs or RHMs viable?
Try 20 missiles with a 20 second reload, or 30 missiles with a 30 second reload...and even then they still might be bad.
wtf are you talking about? whoa did they really do that ? lmfao. Im convinced that they honestly dgaf. |

Arthur Aihaken
State Protectorate Caldari State
2852
|
Posted - 2014.01.30 06:36:00 -
[388] - Quote
Interesting RLML update...
Thrasher Threesome I stumbled into a insta-lock Thrasher gatecamp, and managed to take out two with the third into hull before it escaped. This was with a single clip using the Arbalest RLMLs. Unrelated, I was later out in a HML fit and got jumped by a Crow, Sentinel and Cynabal. I managed to take out the Crow and Sentinel with precisions and put the Cynabal into armor - but not before a Falcon showed up and ruined the fun. I was then dog piled by an Enyo, Vexor, Ishtar, Malediction and Machariel. I switched to FoFs but at this point they could only randomly hit the swarm of drones. Basically, if you find yourself having to switch to FoFs - you're already dead...
Rapiered and Vexed While in low-sec a Rapier Force Recon dropped and put the screws to me. I'd previously swapped out two of my kinetic RLML launchers to explosive prior after picking up an Enyo in the system, so as it turned out I had an ideal load-out. The Rapier employed dual webs and disruptors, so while the MWD gave me some limited maneuverability I clearly wasn't going anywhere. I had him into armor when a Navy Vexor showed up to reinforce and hit me with another web and disruptor, which made it easier for his complement of Ogres to make some headway. With the RLMLs I was able to destroy the Hobgoblins from the Rapier and then focus on the Vexor's Ogres. He tried retrieving a few but was only marginally successful, saving perhaps one. With the temporary reprieve from the Ogres I refocused my attention on the Rapier and finished it off. The Vexor had regrouped and sent several flights of Warriors, but the RLMLs destroyed or drove them all off. With my shields dangerously in the red at this point, I used the opportunity to overheat the MWD, escape disruptor/web range and reload. I re-engaged but he jumped out and I decided to call it a night.
This was my first head-to-head with RLMLs against cruisers, and I'm fairly psyched with how well they did. The extra ammunition and 5 seconds off the reload actually made a *big* difference in this particular battle. I think the total number of reloads was in the 3-4 range. While you're not going to necessarily take out a cruiser in a single clip, RLMLs are proving to be ideal against drone-based ships - which seem to be all the rage right now. With the recent drone omni and shield recharge nerfs, RLMLs are more effective than ever. Where RLMLs really shine is in those situations where you get ganged or tackled by smaller ships. I've racked up two interceptor kills to RLMLs, and I think the unfortunate owners were just as surprised as I was. .....
CCP Rise, I hope this is the kind of feedback you were after. Ideally, if we could get the reload down to 30-seconds and come up with an ammo swap solution this would probably balance things out nicely. The previous suggestion I'd made for ammo swaps was to make it instantaneous - but only replace the current ammo quantity. So if you had 5 missiles remaining you'd only get 5 of the new type with a swap. This would prevent abuse with a standard reload (since you could just keep switching types to get around the 35-second reload), and wouldn't penalize you at the start of an engagement for having the wrong ammo pre-loaded (since you could instantly swap it out). I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
496
|
Posted - 2014.01.30 08:16:00 -
[389] - Quote
What hull were you in Arthur? 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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Vinyl 41
Perkone Academy
34
|
Posted - 2014.01.30 09:03:00 -
[390] - Quote
prolly tengu since i doubt any t1 cruiser hull would be able to live thru all that |
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Arthur Aihaken
State Protectorate Caldari State
2852
|
Posted - 2014.01.30 09:28:00 -
[391] - Quote
Mournful Conciousness wrote:What hull were you in Arthur? Covert Tengu.
Vinyl 41 wrote:prolly tengu since i doubt any t1 cruiser hull would be able to live thru all that Yeah, it would've been tough just against the Rapier with a T1 hull. A Cerberus would've been really interesting what with the extended range and increased damage. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
496
|
Posted - 2014.01.30 09:36:00 -
[392] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:What hull were you in Arthur? Covert Tengu. Vinyl 41 wrote:prolly tengu since i doubt any t1 cruiser hull would be able to live thru all that Yeah, it would've been tough just against the Rapier with a T1 hull.
Have you considered a dual-asb tengu? The one I use has happily tanked 5 dps battlecruisers with a little bit of overheat on the invulnerability fields.
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".
|

Mike Whiite
Stupid Stunts The Wolfpack Nexus
328
|
Posted - 2014.01.30 09:51:00 -
[393] - 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?
|

Sgt Ocker
State War Academy Caldari State
119
|
Posted - 2014.01.30 10:33:00 -
[394] - Quote
Vinyl 41 wrote:prolly tengu since i doubt any t1 cruiser hull would be able to live thru all that Tengu is his fav hull. Sadly this is exactly the type of feedback Rise is looking for. It will without proper investigation show RLML are in an ok place.
I'm not exactly sure what happened but the kill board shows; a little over 1.2 bil in losses (3 dead Tengus) to kill, 2 Thrashers a Crow and a Sentinel.
No offence Arthur, (I like many appreciate the work you have put in on RLML and trying to make them work) But this is not a glowing way to show - "look RLML work" .
I wonder, if the Tengu didn't have 200mil faction fit. Would it have had the same "success" (for want of a better word, it did kill 2 destroyers before turning up its own toes) |

Aducat Ragnarson
Cult of the Black Goat
163
|
Posted - 2014.01.30 10:33:00 -
[395] - Quote
A few friends of mine tested the rlmls on caracals for very small gang pvp. 2-4 caracals roaming 0.0. Scenario: You stir up a few people living in a deadend pocket. You warp around that pocket staying out of real danger, and as soon as one of the guys in the defense fleet overcommits you bash their skull in in seconds. So basically it works great as anti tackle in kiting setups and even cruisers die pretty fast to 4x4 rlml on caracals. The reload time is no problem either as tackle dies in 2-4 volleys and cruisers in 10-15. Then just warp out and/or reposition during the reload. I would also say that the current fad of flying interceptors gives the rlml a good opportunity to shine. |

Arthur Aihaken
State Protectorate Caldari State
2853
|
Posted - 2014.01.30 14:39:00 -
[396] - Quote
Mournful Conciousness wrote:Have you considered a dual-asb tengu? The one I use has happily tanked 5 dps battlecruisers with a little bit of overheat on the invulnerability fields. I am, actually. I wouldn't mind checking out your fit if you could email me the detailsGǪ
Mike Whiite wrote:I'm a bit sceptic on considering the module fixed because it works on a Tengu. As indicated, there are limits to the application - and I do think a few additional tweaks are warranted. A Force Recon and Navy Vexor aren't exactly cheap ships, either.
Sgt Ocker wrote:Tengu is his fav hull. Sadly this is exactly the type of feedback Rise is looking for. It will without proper investigation show RLML are in an ok place. I'm not exactly sure what happened but the kill board shows; a little over 1.2 bil in losses (3 dead Tengus) to kill, 2 Thrashers a Crow and a Sentinel. It's all about return on investment: the Tengus have all paid for themselves several times over.
Quote:No offence Arthur, (I like many appreciate the work you have put in on RLML and trying to make them work) But this is not a glowing way to show - "look RLML work" . I wonder, if the Tengu didn't have 200mil faction fit. Would it have had the same "success" (for want of a better word, it did kill 2 destroyers before turning up its own toes) I wouldn't necessarily say RLMLs "work" in every scenario; for my particular application they do, mainly because the biggest threat I face is from fast tacklers and drones. You don't necessarily need a blingy fit - T2 will suffice in a lot of instances. I am currently away, traveling through time and will be returning last week. |

Catherine Laartii
Providence Guard Templis CALSF
48
|
Posted - 2014.01.30 18:34:00 -
[397] - Quote
Vincintius Agrippa wrote:Catherine Laartii wrote:Sgt Ocker wrote:
Personally I would not like to see dual 150S changed, they work quite well as is on my Arazu..
Ok, I'm going to contradict myself here, maybe Recons could be a ship type to benefit from a burst weapon. Scan, get a warpin, decloak, light cyno, apply burst damage while awaiting blops to do their thing. Handy if your targeting small gangs where the burst damage can start to deal with tackle before the rest of your fleet arrives.
I think like Catherine Laartii, the current dual weapon turrets, modified to use small and medium ammo accordingly would not make them OP but combined with the front loading burst application of damage, make them a viable weapon for shooting smaller targets. Reduced ammunition capacity, improved tracking and last but by no means least, a 20 second reload (same as rlml, rhml should have). Dual 180mm AutoCannon should also receive an optimal range bonus to keep it inline with other turrets in that class.
If we are to have Burst weapons in the game, spread the love and give them to all
There, see? It would be a reasonable idea to try for expanding these, both to medium AND large 'dual' weapons respectively. The issue I'm seeing here is that the reload timer would be extremely difficult to apply to lasers, since you know, you don't exactly need to reload them much. For simplicity's sake, you could split up the rediculously long reload timer with the miniature 5-10 second ones and have a severely reduced capacity; a true 'burst' weapon. You could also fix the in-game mechanics to have your ship keep firing its weapons after reloading. Lasers could fix this by having a mechanic for ALL the burst weapons to build up heat, but hit the reload timer as a built-in function to avoid taking heat damage for such high sustained dps(instead of reloading, they'd use the same crystal, and if it was faction or t2, burn out after the normal number of uses). Spreading the dps out like that over time I think would be an appropriate way to balance the problem highlighted earlier with having it spread out appropriately in tiny clips with small reload timers; I think this would more importantly solve the issue these weapons have against active tanked targets(pvp and pve respectively). How's that sound for a solution? I like this idea, to a point. The Medium dual versions should have S ammo, and have smaller sigs. However, ther should not be a reload time increase, they are fine as is.up to a certain point though, I usually equip the midrange turrets as they have good tracking while still having great dps. The S ammo should be limited to the smallest caliber turrets. Bring back normal rlml's and have a secondary launcher or firing mode that operates as the new launcher does. Just an idea.
And a good one at that. The extra reload or 'burst' was to highlight the dps issue they had over time; it was mostly just a balancing idea.
|

Arthur Aihaken
State Protectorate Caldari State
2854
|
Posted - 2014.01.31 02:18:00 -
[398] - Quote
Another roam, another RLML update...
Vexed Again What is it with Vexors anyway? One catches up to me, points and drops a flight of Valkyries while he calls in reinforcements. I quickly turned, lit him up with a web and scram and dispatched the Valkyries. A Sentinel, Merlin, Incursus and Crow had jumped in and were quickly burning to the fight. I was hit with various points and neuts, but focused my attention on the Vexor which went down extremely quickly (a second flight of Hobgoblins had no effect). I turned my attention to the Sentinel and he realized too late what I had for armament; his effort to pull range was unfortunately in vain. The Merlin and Incursus only lasted a few volleys, and in the heat of battle I lost track of the Crow (assume he managed to get out). I started with a kinetic and EM load-out and only reloaded a grand total of one time (I opted to swap the EM out for full kinetic after the Vexor).
My ship of choice was again a Tengu with a modified fit - one that actually worked out surprisingly well. In the interest of full disclosure, some of the victims took NPC damage - but not nearly as much as I did (I more or less absorbed the bulk of it). This was quite an enjoyable fight despite being outnumbered 5:1. My opponents were really good sports and relayed that "they had to go for it, even though they weren't entirely optimistic about their chances. I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
35
|
Posted - 2014.01.31 05:08:00 -
[399] - Quote
and once again we got tengu'd - anyway such posts actually make it look like this whole rebalance was a complete succes and that even the sceptical people are adapting to it  |

Arthur Aihaken
Perkone Caldari State
2855
|
Posted - 2014.01.31 05:16:00 -
[400] - Quote
Vinyl 41 wrote:and once again we got tengu'd - anyway such posts actually make it look like this whole rebalance was a complete succes and that even the sceptical people are adapting to it  No worries, I'll let someone else pickup the torch... I am currently away, traveling through time and will be returning last week. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
497
|
Posted - 2014.01.31 08:02:00 -
[401] - Quote
Arthur Aihaken wrote:Vinyl 41 wrote:and once again we got tengu'd - anyway such posts actually make it look like this whole rebalance was a complete succes and that even the sceptical people are adapting to it  No worries, I'll let someone else pickup the torch...
Thanks for the update Arthur.
It seems to me that rlml packs a heavy punch. Ok, the tengu is infamous for its tank, but a Cerberus would not be dissimilar in performance.
I think the valid point is that rlm's were able to dispatch multiple small targets. Risking a solo tengu in lowsec with a weapons system most people are sceptical about takes some significant motivation and courage. I'd be happy to fly alongside such a toon. 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".
|

Kesthely
Fleet of the Damned Ace of Spades.
111
|
Posted - 2014.01.31 08:06:00 -
[402] - Quote
Actually i think this kind of story's can actually help if we properly analyse it. With Arthur's use hes useing it on a covert ops tengu, a burst weapon on a stealth ship makes sense. You uncloak, burst and recloak. Perfect viable tactic. Good adaptation there.
His other examples also show how it could work, on overtanked ships, Prophecy, Armageddon, Scorpion, these are ships that currently already benefit greatly form the RLML.
On t1 hulls, especially the Caracal, i'm not convinced we have the right stats on it yet.
Personally i still believe that creating the new charge groups Rapid Light missile and Rapid heavy missile is the way to go for proper balanceing |

Kesthely
Fleet of the Damned Ace of Spades.
111
|
Posted - 2014.01.31 18:03:00 -
[403] - Quote
Unstickied again? CCP why?
I can imagine it why if it wasn't active anymore, but its one of the more active ones on this subforum. If you need extra space for new stickies why not unsticky some other one, eg the rubicon 1.0 about autocannons, wich no one has posted in for a week, and has less then 1/3rd of the total posts?
If you are planning to post a new itteration and want to make a new thread about it again, then have the decency to post in here that thats the intention.
Unstickying it like this, for me says:
I don't want to deal with this. |

Steiv Dallas
Munch and Crunch Security Runners
0
|
Posted - 2014.01.31 18:47:00 -
[404] - Quote
What about leaving the reload time long, but increasing the fire speed drastically? It's supposed to be rapid and get close up targets off you, right? Make a 1 second firing cycle where you can blow everything you have, and hopefully give you enough time to pull away while it reloads. I'd make it a much shorter range than normal also. |

Mario Putzo
Welping and Dunking.
174
|
Posted - 2014.01.31 18:51:00 -
[405] - Quote
Flying Caracal with Rapid Lights. I think that 25/24 Ammo should be the next step in working on balance for these. Still running into Frigates/Destroyers that take 20 shots and then laugh as I do nothing for 35 seconds.
I think that the best way to do it is to add a few more rounds. |

Mournful Conciousness
Embers Children TOHA Conglomerate
498
|
Posted - 2014.01.31 19:16:00 -
[406] - Quote
Mario Putzo wrote:Flying Caracal with Rapid Lights. I think that 25/24 Ammo should be the next step in working on balance for these. Still running into Frigates/Destroyers that take 20 shots and then laugh as I do nothing for 35 seconds.
I think that the best way to do it is to add a few more rounds.
They wouldn't laugh if you were in a destroyer. 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".
|

Phaade
The Lonetrek Militia Rapidus Incitus Pactum
138
|
Posted - 2014.01.31 19:16:00 -
[407] - Quote
BadAssMcKill wrote:Good joke Rise, why isn't anyone laughing
QFT |

I am disposable
Republic University Minmatar Republic
93
|
Posted - 2014.01.31 21:15:00 -
[408] - Quote
Kesthely wrote:Unstickied again? CCP why?
I can imagine it why if it wasn't active anymore, but its one of the more active ones on this subforum. If you need extra space for new stickies why not unsticky some other one, eg the rubicon 1.0 about autocannons, wich no one has posted in for a week, and has less then 1/3rd of the total posts?
If you are planning to post a new itteration and want to make a new thread about it again, then have the decency to post in here that thats the intention.
Unstickying it like this, for me says:
I don't want to deal with this.
It's utterly ridiculous honestly. The autocannon rename thread that no one gives a **** about is still stickied from months ago, and this one is already unstickied? WTF? |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
642
|
Posted - 2014.01.31 21:15:00 -
[409] - Quote
It looks like balancing these is the devils own job.
Partly By fitting RLML and RHML you are committed to only select fights that fit into the profile, Outside that you are out of ammo and dead.
Would a feasible and effective alternative be that these have the High damage front loaded alpha, together with the long reload/cooldown or the alternative selectable, much like a heavy machine gun?
Select burst mode with a cool down/extended reload or Choose sustained at a lower rate of fire and a quick reload?
Players choice for the conditions.
Just a thought, Might work?
There is one EvE. Many people. Many lifestyles. WE are EvE |

Arthur Aihaken
Perkone Caldari State
2856
|
Posted - 2014.01.31 21:34:00 -
[410] - Quote
I've tried mixing and matching and it's a crapshoot at best. I am currently away, traveling through time and will be returning last week. |
|

Sgt Ocker
State War Academy Caldari State
119
|
Posted - 2014.01.31 23:27:00 -
[411] - Quote
Kesthely wrote:Unstickied again? CCP why?
I can imagine it why if it wasn't active anymore, but its one of the more active ones on this subforum. If you need extra space for new stickies why not unsticky some other one, eg the rubicon 1.0 about autocannons, wich no one has posted in for a week, and has less then 1/3rd of the total posts?
If you are planning to post a new itteration and want to make a new thread about it again, then have the decency to post in here that thats the intention.
Unstickying it like this, for me says:
I don't want to deal with this. To me it says - we are doing this our way so your input is not needed (although we will read the positive stuf here and use it to say - see we did it right.
There are many ways this launcher system could be made "fun" to use but I really don't believe that is the aim. The aim was to nerf RLML, that has been a success - end of story.
|

Arthur Aihaken
Perkone Caldari State
2858
|
Posted - 2014.02.01 04:48:00 -
[412] - Quote
The rapid launchers are now essentially anti-frigate and anti-cruiser weapons, respectively. They're more geared towards a role as an unbonused secondary weapon system on hulls that have a few launcher slots, ie: Prophecy, Rattlesnake, etc. While they can be utilized as a primary weapon system in PvP, the right hull is key. Since battlecruisers and battleships are ill-suited for solo roams, this basically leaves us with rapid light fit cruisers. There are really only two hulls where you can now run these and have any chance of "holding your own": the Cerberus and Tengu.
Even bumping the capacity, further reducing the reload time and addressing the ammunition swap issue isn't going to radically change things at this point. I think it's probably safe to say that the days of heavily-tanked rapid light Caracals are basically gone. .....
Some points to ponder... GÇó Drones need drone augmenters and Omni links to be halfway effective. This is at least 4-5 slots (3 of which come directly out of their armor tank) to be effective. And RLMLs absolutely massacre them regardless. GÇó Hybrids are thermal and kinetic - two of the highest bonused resistances. Lasers are stuck with EM and thermal, so one really only has to cover the EM hole. They also have huge capacitor requirements. Projectiles offer the best option, but that means you're relegated to flying the ugly Minmatar ships. With hybrids and lasers if you get capped out you're toast as well. All three of these options require a minimum of 5-6 slots (3 damage, 1-2 tracking or enhancement and 1 web or target painter) to be halfway effective as well. GÇó Missiles really only need 2-3 ballistic controllers - that's it. A single target painter and rigor makes a huge impact, so we're really taking about 3-4 max. As most of the gunnery skills apply to all turret weapons, I would imagine most turret-based players are maxed out in most areas. Since missiles are a niche skill by comparison, I don't think a lot of missile-based players have these necessarily maxed - and some of those IV and V skills make all the difference in the world. An assortment of +3-5 missile implants offers huge benefits as well.
Any way you slice it missile-based fits are at least one slot ahead any of the alternatives. So what this really comes down to is damage application, or lack thereof. Ever configuration should be running at least one target painter and one T1 rigor. Target painters escaped the recent nerfs, so we should be taking full advantage of it. I think dual propulsion or another target painter offers a better alternative than stasis webs, which I think are going to get hit pretty hard with the nerf bat in the not too distant future... T2 launchers are key - as you can run Fury and Precision ammo types. I am currently away, traveling through time and will be returning last week. |

CW Itovuo
The Executioners Capital Punishment.
15
|
Posted - 2014.02.01 05:34:00 -
[413] - Quote
Kesthely wrote:Unstickied again? CCP why?
Features & Ideas thread unsticky = the kiss of death.
I know it was you CCP Rise...
You broke my heart.
You broke my heart. |

Caleb Seremshur
Capital Storm. JIHADASQUAD
197
|
Posted - 2014.02.01 06:13:00 -
[414] - Quote
Once again I would like to propose to the floor that rapid launchers function much more like http://www.youtube.com/watch?v=70yNAwUUsc0 In that they expend an entire clip pretty much immediately.
Balancing factors vs other alpha doctrines is while arty suffers tracking, missiles still suffer their normal penalties due to target speed and sig radius, factors which piloting alone can't compensate for.
Also more variation between meta levels for ammo capacity and reload time, eg meta 0 launchers hold 15 missiles, reload time is 15 seconds. ROF is nearly instantaneous expulsion of whole clip through use of the "charges per activation" being modified to 5 per cycle and ROF being changed to 2s base.
T2 gets 20 rounds and launches whole clip in 4 seconds, takes 20 seconds to reload. Navy and such continue the trend.
This allows extreme customisation of the weapon and ships mounting them. LP store weapon cost rebalance |

Arthur Aihaken
Perkone Caldari State
2859
|
Posted - 2014.02.01 07:07:00 -
[415] - Quote
Caleb Seremshur wrote:Once again I would like to propose to the floor that rapid launchers function much more like http://www.youtube.com/watch?v=70yNAwUUsc0In that they expend an entire clip pretty much immediately. Balancing factors vs other alpha doctrines is while arty suffers tracking, missiles still suffer their normal penalties due to target speed and sig radius, factors which piloting alone can't compensate for. Also more variation between meta levels for ammo capacity and reload time, eg meta 0 launchers hold 15 missiles, reload time is 15 seconds. ROF is nearly instantaneous expulsion of whole clip through use of the "charges per activation" being modified to 5 per cycle and ROF being changed to 2s base. T2 gets 20 rounds and launches whole clip in 4 seconds, takes 20 seconds to reload. Navy and such continue the trend. This allows extreme customisation of the weapon and ships mounting them. That would be great, but I just don't see the reload time changing anytime soon. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
120
|
Posted - 2014.02.01 11:46:00 -
[416] - Quote
Arthur Aihaken wrote:
Even bumping the capacity, further reducing the reload time and addressing the ammunition swap issue isn't going to radically change things at this point. I think it's probably safe to say that the days of heavily-tanked rapid light Caracals are basically gone.
It is a shame what was a decent missile platform is now only really usable on costly T2, T3 hulls or as an unbonused support weapon alongside drones. .....
Quote: Some points to ponder... GÇó Drones need drone augmenters and Omni links to be halfway effective. This is at least 4-5 slots (3 of which come directly out of their armor tank) to be effective. And RLMLs absolutely massacre them regardless.
Ishtar fit for max DPS is not usually armour fit. Prophecy (don't know why you would fly 1) has 7 lows, losing 3 of them to Drone Damage Amps is no big problem. Myrm can be shield fit for max DPS. Look at all the dedicated drone boats they have very good fitting options.. Caldari missile boats?? Yeah, 4 lows - 2 BCU, DCU, Nano (or 3 BCU) Mids - TP, Point, Prop Mod, 2 left for tank. Rigs - EM, Astronautic, Rigor (so your missiles hit). Oh and Kinetic missile bonus on many missile boats is a big help (to your target) Most drone boats can also fit ancillary weapons (more DPS) Missile boats generally have very low drone bandwidth.
Quote: Any way you slice it missile-based fits are at least one slot ahead any of the alternatives. So what this really comes down to is damage application, or lack thereof. Ever configuration should be running at least one target painter and one T1 rigor. Target painters escaped the recent nerfs, so we should be taking full advantage of it. I think dual propulsion or another target painter offers a better alternative than stasis webs, which I think are going to get hit pretty hard with the nerf bat in the not too distant future... T2 launchers are key - as you can run Fury and Precision ammo types.
"Lack there of" is very much the key phrase. What are you using for tank, with Web, TP, point and prop mod? Most fits I see are either or, not web and TP.
I really would not expect to see a lot of RLML Cerbs or Tengus (the only ships RLML will really work on as a primary weapon) simply due to cost, spending 300 to 400 mil just to go shoot frigates?? You would need to be pretty dedicated and have way too much isk.
RLML is very much a niche weapon as a main weapon system and may see limited use as an ancillary weapon on the few drone boats with launcher slots |

Kesthely
Fleet of the Damned Ace of Spades.
118
|
Posted - 2014.02.01 12:27:00 -
[417] - Quote
After much consideration, the best candidate for Any Rapid launcher is the Widow.
Basicly it has all aspects that you need to make Rapid launchers work. It nows beforehand exactly wich target its going to face, and can reload in another system before jumping on it. Its front loaded burst dps is an asset here, cause you want to kill your target asap when you jump in, you also know that your target is well tackled, and are generally fighting big targets (if you jump your black ops its usually vs a BC and up target)
The cloaky tengu can make use of it as well,
on all other ships i do not want to use it as a primary weapon.
sure on Prophecy, Armageddon, Scorpion, and a few other ships the RLML works well, but thats because they aren't the primary source of weapon, but a secondary. or the role of the ship is so much more important that a weapon system is only for intends of filling highslots that don't contribute to that role. |

Nevyn Auscent
Broke Sauce
1036
|
Posted - 2014.02.01 13:07:00 -
[418] - Quote
Wow... Box launchers..... Sit down and work out the DPS on those, seriously. You are getting almost the same DPS INCLUDING RELOAD as the old RLML, that was well known as an OP weapon overall. And you are getting it front loaded which overwhelms active tanks better. Some of you won't be satisfied till you get twice the old DPS it seems at least. |

Arthur Aihaken
Perkone Caldari State
2864
|
Posted - 2014.02.01 16:44:00 -
[419] - Quote
Sgt Ocker wrote:It is a shame what was a decent missile platform is now only really usable on costly T2, T3 hulls or as an unbonused support weapon alongside drones. I wouldn't necessarily say "usable", since you're paying a fairly huge premium with a T2 or T3 hull - one that also attracts a lot of unwanted attention in of itself.
Quote:Caldari missile boats?? Yeah, 4 lows - 2 BCU, DCU, Nano (or 3 BCU) Mids - TP, Point, Prop Mod, 2 left for tank. Rigs - EM, Astronautic, Rigor (so your missiles hit). Oh and Kinetic missile bonus on many missile boats is a big help (to your target) Most drone boats can also fit ancillary weapons (more DPS) Missile boats generally have very low drone bandwidth. How many slots do most armor-based cruisers have for tank?
Quote:"Lack there of" is very much the key phrase. What are you using for tank, with Web, TP, point and prop mod? Most fits I see are either or, not web and TP. I believe I did say it was an 'either or' thing with TPs or webs.
Quote:I really would not expect to see a lot of RLML Cerbs or Tengus (the only ships RLML will really work on as a primary weapon) simply due to cost, spending 300 to 400 mil just to go shoot frigates?? You would need to be pretty dedicated and have way too much isk. Probably not, no. I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
118
|
Posted - 2014.02.01 17:00:00 -
[420] - Quote
Nevyn Auscent wrote:Wow... Box launchers..... Sit down and work out the DPS on those, seriously. You are getting almost the same DPS INCLUDING RELOAD as the old RLML, that was well known as an OP weapon overall. And you are getting it front loaded which overwhelms active tanks better. Some of you won't be satisfied till you get twice the old DPS it seems at least.
I don't believe that you get the point what this discussion is all about. Its never been about dps. Heres what concerns ME:
Basicly a weaponsystem has been completly removed. Then we received a new weapon system with a new mechanic that happened to have the same name as the old weapon system. Why am i stateing it like this?
The Rapid launcher mechanic is basicly a completly new system. It has different fitting requirements, different rof, different reload times, different application and uses then the old Rapid launcher system.
The old system received an enormous influx of usage. But instead of examining why this influx happened, or what the underlying problems are that make many people believe that it was overpowered, or makeing minor adjustments, was overnight without warning, consultation, or extended testing transformed into the current system.
In my eyes, the main reason why the Rapid launcher was overpowered, was due to its damage application. This new system, has actually made the damage application issues worse. The Dps of the Rapid Launcher alone was never the issue. The issue was that they were verry effective at applying the dps they had. With rof, ammunition ammount, and reload time, you will never be able to solve the applied damage. Yes you can alter the DPS values, but that doesn't change the fact that a frigate that requires 10 missiles to die, suddenly requires more, or less missiles to die. The current mechanic only changes the amount of time to launch those 10 missiles, and the frequency of allowing to apply that salvo.
So what did change?
First of All PVE:
Previously as a missile pilot you had a much more gradual power and learning curve. Missile Frigate, Missile Destroyer, Missile cruiser with Rapid missiles, Missile cruiser with Ham or HML. Hams take up 85% of the power grid of a caracal for starting players Hml take up 80% of the power Rapid only take 58% of the power.
For a new player the options of fitting your ship are thus drasticly lower with Ham or Hml. The range of Ham missiles in the hands of a new player, is abysmal if they can reach 15 km they should be happy. Combine this with the difficulty of applying the dps to frigate sized targets (Wich is the primary target for new players) makes these 2 weapon systems not ideal for starting players. The new Rapid missile system suddenly changes the amount of missiles, and the reload time to values, that would make anyone, trying to pve with them pull their hair out.
PvP:
Eve PvP where you want to use rapid missiles, is a fast paced pvp scenario. Frigates and destroyers, and the Cruisers that make use of the Rapid lights are fast in speed, deadly in applied dps, and often require the high amount of dps to overcome the others buffer, or active tank to kill the target.
With the Rapid missile beeing predominantly used on Caracal and Bellicose, the resulting mix of applying dps and buffer / active tank was significantly favoreing the Rapid missile user, especially if you was in something smaller then a cruiser.
The ratio DPS / Buffer / Active tank has only slightly been reduced. But the ability to burst, has made it even more deadly for anything smaller then a cruiser. For them, the changes of the Rapid Launcher are a huge, unwanted buff. To them it doesn't matter if you can only take out 2 frigates in one reload instead of 7, there still dead, and dead faster.
For the Rapid missile user the opposite is actually happening. If they can't kill all the tacklers / hostiles within one reload, they have an for their feeling enormeous ammount of time before they can shoot again. This is combined with the inabillity (currently) to switch ammo to the correct type.
Conclusion:
In essence there are multiple discussions going on. Old weapon system vs new one, Dps, Burst, Reload time, Ammo swap, Viability in certain scenario's and tweaking for ships.
CCP: Don't get me wrong, i love the prospect of a properly designed burst weapon like the itteration of these rapids. But i have serious concerns in the way that its done, the amount of time that players were allowed to test it and the amount of discussion given about it. The entire handeling of this, for me personally has been done in a very disrespectfull way towards the players. (No forewarning, Limited testing time, even more limited feedback discussion)
To me the burst weapon system, should not replace the rapid missile system. For me the present itteration, or tweaking that can be done on the present itteration, can never solve my issues with rapid missile system because they don't adress my real problem, damage application. I can adapt to these systems in PvP. I'm certain the'll provide situations that are fun for me.
But it doesn't mean i'm happy with this, or that i will continue to try to voice my concerns about the system, and its problems, till i have the idea, that i'm beeing heared. This can be in future itterations and announcements, or a plain post of why some changes were deemed nessicary this way, or a more detailed glimpse of the future then CCP Rise wrote:We were looking at a really wide range of options .... over the next couple months.... |
|

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.
|

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".
|

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".
|

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.. |
|

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
|
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.
|

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. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1218
|
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

|
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.
|
|

Kynric
Sky Fighters
42
|
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
|
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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Max Kolonko
High Voltage Industries Ash Alliance
376
|
Posted - 2014.02.03 16:50:00 -
[451] - Quote
Kagura Nikon wrote: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. Also this approach shares all the advantages of your idea about the timer.
Seems solid
Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1226
|
Posted - 2014.02.03 16:54:00 -
[452] - Quote
Max Kolonko wrote: Seems solid
once per month I stop trolling and post something constructive... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Michael Harari
Genos Occidere HYDRA RELOADED
1068
|
Posted - 2014.02.03 17:41:00 -
[453] - 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. 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.
This does not fix the problem of swapping ammo types |

Nicen Jehr
Brave Newbies Inc. Brave Collective
344
|
Posted - 2014.02.03 17:50:00 -
[454] - Quote
CCP Rise wrote: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 implement a 'next reload type' mechanic. When your right click your missile launcher you would see:
-Reload (Current: Mjolnir; Queued: Nova*) -Queue Mjolnir Light Missile -Queue Nova Light Missile
(Queue Scourge, Queue Inferno Precision etc, hidden because your ship has none in cargohold)
*this line would be info text like Personal Locations, Corporation Locations
When your missile launcher depletes (and auto-reload is on) the queued type loads with the full 35s reload time.
If you manually click Reload with some charges remaining, and the queued type is identical to the current type, it loads in less than 35s.
If you manually click Reload, and the queued type differs from the current type, the queued type loads with the full 35s reload time.
Note on that last one - I think it does not make sense for it to be FASTER to remove existing charges and replace with new charges, than to add new charges without having to remove any. e.g. if it takes 35s to reload from empty, swapping to new ammo type should never take less than 35s.
and fwiw missiles seem a bit weird thematically. i guess 10 seconds for normal missiles is enough time to open all the missile tubes and let the missiles fall on the floor and then have your ship's loader robot slam 53 new missiles into the LML tubes... and the loader robot takes 3.5 times longer to get half the missiles into RLML tubes or something... Little Things to improve GëíGïüGëí-á| My Little Things posts |

Warde Guildencrantz
TunDraGon Backseat Promises
1011
|
Posted - 2014.02.03 17:53:00 -
[455] - 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.
Fixing this is easy. It takes 0 seconds to switch ammo types at the same charge count. This would be a good reason to use rapid launchers, and counterpoints the large full reload.
Then you only need 2 options. One to switch ammo and one to fully reload. If you switch ammo to the same charge count and then reload full you will accomplish the same thing as reloading full and switching at the same time.
Please implement this. Judging based on weapons timers is reasonable for convenience, but switching within the fight should not be gimped. |

Nicen Jehr
Brave Newbies Inc. Brave Collective
344
|
Posted - 2014.02.03 18:01:00 -
[456] - Quote
Warde Guildencrantz wrote:Fixing this is easy. It takes 0 seconds to switch ammo types at the same charge count. This would be a good reason to use rapid launchers, and counterpoints the large full reload. ... It's like putting in a damaged laser crystal. I gotta disagree from a common sense standpoint (even if it would probably make RLML mroe fun). Swapping laser crystals is literally 'take eight chunks of crystal and drop them in the slot' but if it takes your crew/ship 35 seconds to get all the missiles in the tubes, how would it make sense for them to INSTANTLY replace them with entirely different missiles? Little Things to improve GëíGïüGëí-á| My Little Things posts |

Michael Harari
Genos Occidere HYDRA RELOADED
1068
|
Posted - 2014.02.03 18:08:00 -
[457] - Quote
Nicen Jehr wrote:Warde Guildencrantz wrote:Fixing this is easy. It takes 0 seconds to switch ammo types at the same charge count. This would be a good reason to use rapid launchers, and counterpoints the large full reload. ... It's like putting in a damaged laser crystal. I gotta disagree from a common sense standpoint (even if it would probably make RLML mroe fun). Swapping laser crystals is literally 'take eight chunks of crystal and drop them in the slot' but if it takes your crew/ship 35 seconds to get all the missiles in the tubes, how would it make sense for them to INSTANTLY replace them with entirely different missiles?
Nanites. Or whatever. Lore shouldnt dictate game balance. |

Michael Harari
Genos Occidere HYDRA RELOADED
1068
|
Posted - 2014.02.03 18:16:00 -
[458] - Quote
Current issues with RLM
1) You cant change damage and missile type, which removes one of the main advantages of missiles. Swapping damage types should take significantly reduced time compared to reloading. 2) RoF bonused ships are penalized relative to damage bonused ships when using RLM. RoF bonus should also reduce the reload time. 3) You dont get prorated on the reload time if you jump a gate while reloading. This isnt always an issue, but there are plenty of systems with only 10000km between gates. |

Taranogas 3rd
State War Academy Caldari State
7
|
Posted - 2014.02.03 18:33:00 -
[459] - Quote
Michael Harari wrote:Nicen Jehr wrote:Warde Guildencrantz wrote:Fixing this is easy. It takes 0 seconds to switch ammo types at the same charge count. This would be a good reason to use rapid launchers, and counterpoints the large full reload. ... It's like putting in a damaged laser crystal. I gotta disagree from a common sense standpoint (even if it would probably make RLML mroe fun). Swapping laser crystals is literally 'take eight chunks of crystal and drop them in the slot' but if it takes your crew/ship 35 seconds to get all the missiles in the tubes, how would it make sense for them to INSTANTLY replace them with entirely different missiles? Nanites. Or whatever. Lore shouldnt dictate game balance.
i'm just picky so..
not always, but some things just don't make sense even for a virtual world :p comes a time where you **** things up so bad that it doesn't even make the slightest sense and your brain starts hurting every time a RLML fires a volley 
Look at all the weapon systems, and see that they do fit in with their "lore" and respective factions, lasers being highly accurate (good optimal) , blasters being like shotguns, projectiles old worn out weapons but still viable by tickling your opponent to death, now imagine if projectiles used capacitor and lasers didn't and everything between them switched except their names/models respectively, sure you could make it work, but it doesn't fit that much.
When you cross that line (like adding arbitrary rules to specific weapon systems just to make a version viable) it starts bordering on; wtf are you doing. |

Michael Harari
Genos Occidere HYDRA RELOADED
1068
|
Posted - 2014.02.03 18:45:00 -
[460] - Quote
Taranogas 3rd wrote:Michael Harari wrote:Nicen Jehr wrote:Warde Guildencrantz wrote:Fixing this is easy. It takes 0 seconds to switch ammo types at the same charge count. This would be a good reason to use rapid launchers, and counterpoints the large full reload. ... It's like putting in a damaged laser crystal. I gotta disagree from a common sense standpoint (even if it would probably make RLML mroe fun). Swapping laser crystals is literally 'take eight chunks of crystal and drop them in the slot' but if it takes your crew/ship 35 seconds to get all the missiles in the tubes, how would it make sense for them to INSTANTLY replace them with entirely different missiles? Nanites. Or whatever. Lore shouldnt dictate game balance. i'm just picky so.. not always, but some things just don't make sense even for a virtual world :p comes a time where you **** things up so bad that it doesn't even make the slightest sense and your brain starts hurting every time a RLML fires a volley  Look at all the weapon systems, and see that they do fit in with their "lore" and respective factions, lasers being highly accurate (good optimal) , blasters being like shotguns, projectiles old worn out weapons but still viable by tickling your opponent to death, now imagine if projectiles used capacitor and lasers didn't and everything between them switched except their names/models respectively, sure you could make it work, but it doesn't fit that much. When you cross that line (like adding arbitrary rules to specific weapon systems just to make a version viable) it starts bordering on; wtf are you doing.
Yet you arent concerned that if I fire a missile from my ship that is going 1000 m/s, the missile doesnt go 1000m/s faster than it would if I fired it from rest? |
|

Nicen Jehr
Brave Newbies Inc. Brave Collective
344
|
Posted - 2014.02.03 18:52:00 -
[461] - Quote
Michael Harari wrote:Yet you arent concerned that if I fire a missile from my ship that is going 1000 m/s, the missile doesnt go 1000m/s faster than it would if I fired it from rest? cheap shot dude, Destiny is more than 10 years old and has to handle up to 4k pilots + 20k drones... Little Things to improve GëíGïüGëí-á| My Little Things posts |

Mournful Conciousness
Embers Children TOHA Conglomerate
504
|
Posted - 2014.02.03 19:02:00 -
[462] - Quote
Kagura Nikon wrote:
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.
Also this approach shares all the advantages of your idea about the timer.
This please. Also implement for cap boosters and ancillary reppers. 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".
|

Warde Guildencrantz
TunDraGon Backseat Promises
1011
|
Posted - 2014.02.03 19:04:00 -
[463] - Quote
Taranogas 3rd wrote:Michael Harari wrote:Nicen Jehr wrote:Warde Guildencrantz wrote:Fixing this is easy. It takes 0 seconds to switch ammo types at the same charge count. This would be a good reason to use rapid launchers, and counterpoints the large full reload. ... It's like putting in a damaged laser crystal. I gotta disagree from a common sense standpoint (even if it would probably make RLML mroe fun). Swapping laser crystals is literally 'take eight chunks of crystal and drop them in the slot' but if it takes your crew/ship 35 seconds to get all the missiles in the tubes, how would it make sense for them to INSTANTLY replace them with entirely different missiles? Nanites. Or whatever. Lore shouldnt dictate game balance. i'm just picky so.. not always, but some things just don't make sense even for a virtual world :p comes a time where you **** things up so bad that it doesn't even make the slightest sense and your brain starts hurting every time a RLML fires a volley  Look at all the weapon systems, and see that they do fit in with their "lore" and respective factions, lasers being highly accurate (good optimal) , blasters being like shotguns, projectiles old worn out weapons but still viable by tickling your opponent to death, now imagine if projectiles used capacitor and lasers didn't and everything between them switched except their names/models respectively, sure you could make it work, but it doesn't fit that much. When you cross that line (like adding arbitrary rules to specific weapon systems just to make a version viable) it starts bordering on; wtf are you doing.
|

Vincintius Agrippa
F L O O D
32
|
Posted - 2014.02.03 19:40:00 -
[464] - 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.
Oh, its a miracle, jesus responds to his followers |

Arthur Aihaken
Perkone Caldari State
2873
|
Posted - 2014.02.03 19:59:00 -
[465] - 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. 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. My original suggestion (since echoed) was to make ammunition swaps instantaneous - but restrict the amount replaced to what's currently loaded, ie: you have 10 rounds loaded - a swap only yields 10 rounds of the new type. And can we make this a sticky again please? I am currently away, traveling through time and will be returning last week. |

MiliasColds
Starfire Tactical Defense Ex Cinere Scriptor
13
|
Posted - 2014.02.03 20:10:00 -
[466] - 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.
What about a reload is Ns if launcher is full, else Ms | M>N EG reloadign before firing the first set is cheaper than afterwards? so if you pick damage first then fire it's easier than reloading ammo for more DPS? |

T'Khlau
Bunnie Slayers Redrum Fleet
3
|
Posted - 2014.02.03 20:52:00 -
[467] - Quote
Is it me or are CCP trying to emulate the autoloader tanks in WOT? |

Phoenix Jones
Brave Newbies Inc. Brave Collective
412
|
Posted - 2014.02.03 21:08:00 -
[468] - Quote
Cut the clip size and the reload time by 2/3rds. So a rapid light has 6 charges, rapid heavy has 8 charges, reload's 13 seconds.
Yup it becomes a bursting missile firing system, since the reloads cut down to about.. oh 13 to 14 seconds, you can reload or change your damage type, and you are only 5 seconds longer than projectiles. Your clips smaller so you only fire for maybe. 20 seconds.
So about 20 seconds of uptime, 13 seconds of downtime.
Addresses the issue of reloads, addresses the issues of switching missiles without a new dropdown.
probably would have to address the rest of the missile systems also, as this post makes no concern towards balance. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Arthur Aihaken
Perkone Caldari State
2874
|
Posted - 2014.02.03 23:08:00 -
[469] - Quote
Phoenix Jones wrote:Cut the clip size and the reload time by 2/3rds. I can't truly express how much I hate this idea (sorry)... I am currently away, traveling through time and will be returning last week. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1235
|
Posted - 2014.02.04 00:33:00 -
[470] - Quote
Phoenix Jones wrote:Cut the clip size and the reload time by 2/3rds. So a rapid light has 6 charges, rapid heavy has 8 charges, reload's 13 seconds.
Yup it becomes a bursting missile firing system, since the reloads cut down to about.. oh 13 to 14 seconds, you can reload or change your damage type, and you are only 5 seconds longer than projectiles. Your clips smaller so you only fire for maybe. 20 seconds.
So about 20 seconds of uptime, 13 seconds of downtime.
Addresses the issue of reloads, addresses the issues of switching missiles without a new dropdown.
probably would have to address the rest of the missile systems also, as this post makes no concern towards balance.
and makign it entirely useless because you cannto kill even a single frigate before you need to reload.. making absolutely ZERO situations where the burst damage is useful.
THe solution I posted after rise answeer, (he did not got right what i meant first time) is the best way to achieve what he wants and what we want at same time. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Sgt Ocker
State War Academy Caldari State
120
|
Posted - 2014.02.04 01:07:00 -
[471] - Quote
Michael Harari 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. 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.
This does not fix the problem of swapping ammo types Currently, RHML hold 25 missiles that once fired take 35 seconds to reload. To do an ammo swap, if you have fired all 25 in the magazine will take you 70 seconds. Yet if you only fire 24, stop firing, select new damage type, it will take 35 seconds to reload. If you fire 1 it will still take 35 seconds to reload.
What if - this has been suggested previously but I think is a great solution AND with new heat iterations on many modules should be relatively easy to implement.
RHML, loaded but un-fired - instant reload (for any chosen damage type) Once fired, the module starts to build a reload timer (like overheating) the more rounds put through the launcher the longer the reload time. Actually overheating your launchers would not change reload times. Fire 1 to 5 rounds - 5 second reload / ammo swap 6 to 10 - 10 seconds 11 to 15 - 15 seconds 16 to 20 - 20 seconds 21 to 25 - 35 seconds I'm not recommending these times and only used them as a way to show how the mechanic could work. I'm sure someone could fine tune it.
The idea though is - the more rounds you fire, the longer it takes to reload. No extra menus needed and once the reload style is added to the description of the launchers it is self explanatory.
**Personally I think 25 seconds would be the optimum reload time for a full clip** |

Arthur Aihaken
Perkone Caldari State
2874
|
Posted - 2014.02.04 02:39:00 -
[472] - Quote
Am I alone in not being a huge fan of these convoluted mechanics? Just make it a 20-second reload/swap and let's pass Go and collect our $200 alreadyGǪ. I am currently away, traveling through time and will be returning last week. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
78
|
Posted - 2014.02.04 05:45:00 -
[473] - 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. 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.
This doesn't solve the problem of reloading for Precision/Fury/FOF during combat, or if you've already aggressed and your timer hasn't run out yet. And I have to echo others that this would be adding an arbitrary rule to how the weapon works that most people won't know about, so you will definitely have to explain how the mechanic works.
If making varied reload times for different weapons, and swapping ammo types around is going to be a good experience, it needs a better UI than just right click menus on the turret/launcher. Especially if this "burst" design is going to be expanded to some of the gunnery turrets.
|

Vinyl 41
Perkone Academy
35
|
Posted - 2014.02.04 05:48:00 -
[474] - Quote
so were now even rise agrees that a 10 seconds reload would be the best thing and that there's no easy way to fix it with the current mechanics - to me it seems like the old rapids were in golden place and that the first new iteration was the right way to go but since were stuck with iteration 2 mk2 i think the idea of a flat 20 seconds reload sounds resonable |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1236
|
Posted - 2014.02.04 09:28:00 -
[475] - Quote
Ransu Asanari 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. 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.
This doesn't solve the problem of reloading for Precision/Fury/FOF during combat, or if you've already aggressed and your timer hasn't run out yet. And I have to echo others that this would be adding an arbitrary rule to how the weapon works that most people won't know about, so you will definitely have to explain how the mechanic works. If making varied reload times for different weapons, and swapping ammo types around is going to be a good experience, it needs a better UI than just right click menus on the turret/launcher. Especially if this "burst" design is going to be expanded to some of the gunnery turrets.
my proposal altough.. solves it.... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Mournful Conciousness
Embers Children TOHA Conglomerate
504
|
Posted - 2014.02.04 09:42:00 -
[476] - Quote
Kagura Nikon wrote:Ransu Asanari 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. 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.
This doesn't solve the problem of reloading for Precision/Fury/FOF during combat, or if you've already aggressed and your timer hasn't run out yet. And I have to echo others that this would be adding an arbitrary rule to how the weapon works that most people won't know about, so you will definitely have to explain how the mechanic works. If making varied reload times for different weapons, and swapping ammo types around is going to be a good experience, it needs a better UI than just right click menus on the turret/launcher. Especially if this "burst" design is going to be expanded to some of the gunnery turrets. my proposal altough.. solves it....
"Logic is futile" - the human race 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".
|

Kaeda Maxwell
Calamitous-Intent Feign Disorder
269
|
Posted - 2014.02.04 09:44:00 -
[477] - Quote
Some combat experience from being shot at by the new 1.1 rlml's yesterday.
Corpie & Me tackled a RLML caracal in a FW plex in a paper-thin (3.21K EHP+Small Ancil Repper/DCU/Nano/BCU) Maledictions.
Basically he couldn't kill us, the SAAR kept us alive through his salvo's and then whomever was hurt would warp off reloading the SAAR while the other kept point. He managed to force us off when the SAAR's caused us cap problems, not because his damage was a credible thread to our paper-thin ceptors at any point.
Take from that what you will.
|

Nevyn Auscent
Broke Sauce
1057
|
Posted - 2014.02.04 09:55:00 -
[478] - Quote
CCP Rise wrote:
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.
The most critical ammo swaps are going to be mid fight when you are already engaged in PvP but hitting a stacked resist, so the weapon timer won't work. I think your three right click lines are the best option. Reload existing. Swap to new. Reload to new. By calling it swap vs reload people will work it out fast enough.
As for Kaeda, so you mean you took 2 T2's vs a single T1 who couldn't hold tackle on you but still chased you off? You had numbers and the mobility advantage and at the end of the day, he won. |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
269
|
Posted - 2014.02.04 10:59:00 -
[479] - Quote
Nevyn Auscent wrote: As for Kaeda, so you mean you took 2 T2's vs a single T1 who couldn't hold tackle on you but still chased you off? You had numbers and the mobility advantage and at the end of the day, he won.
We took two t2 frigates, with less EHP by a margin then the average Assault Frigate vs. a T1 cruiser with a weapon system specifically meant to kill frigates. And yes we had a mobility advantage. The point is that at no point did his damage output pose a credible threat to us.
So here we have a cruiser with a weapon system that should kill frigates and the best it can do is force us of eventually through a flaw in the fit of the maledictions we were flying (not enough cap for an extended engagement) so not his threat as an anti-frigate ship, but a flaw in the frigates he was fighting forced a stalemate.
Previously (before the changes) we wouldn't even have considered engaging a rlml caracal, it went from being in place where it was the scariest thing ever for frigates to not even being a threat really if you know what you are doing. Currently the Caracal just forced us to disengage, if the same pilot had been flying a tanked normal light missile flycatcher or perhaps even a talwar or corax he would have been more dangerous to us, for it is the interruption in his damage on reloads that allows us to cope on the ancillary reppers, sustained damage would have made us unable to deal/engage at all. |

Altrue
Exploration Frontier inc Brave Collective
981
|
Posted - 2014.02.04 11:04:00 -
[480] - 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. This exact solution doesn't work because of how NPC timer works
Well why not? Its not like if anyone was using RLML in PvE right now, and obviously fixing them for PvE without affecting PvP by tweaking their stats would be difficult.
Signature Tanking - Best Tanking. |
|

Silverbackyererse
36
|
Posted - 2014.02.04 11:10:00 -
[481] - Quote
Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu or alter the bonus' on the Cerberus and Tengu. The current fitting requirements have already "fixed" the Caracal.
Explore this front end damage thing further with the new RHML module. |

Edward Olmops
Sirius Fleet
135
|
Posted - 2014.02.04 11:30:00 -
[482] - 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 don't think we need an option for "swapping to same number of charges of a different color". Just leave that out. There are 2 cases when I want to swap ammo types: a) before a fight b) in a fight
a) before a fight, I will always want the maximum number of charges so I don't ever use your extra option. b) in a fight: -if I swap when I still have most charges left (say 75/80 missiles left), the reload to full will not be that long anyway. So I will reload to full and not use the extra option. -if I want to swap when I am almost out of ammo (20/80 missiles left), I will ALSO always reload to full, because the swap just to fire a few volleys of a different color does not justifiy even the 10 seconds reload.
So the only case where I would ever think of changing to the same number of charges, but of a different color will be if I am in mid-fight AND have spent about half of my charges. And I do NOT want an extra option to the menus for this that will cause more misclicks.
In comparison, your proposed change is plain worse. 10 secons reload only if there is no timer means I can NEVER swap ammo in combat without waiting the full 35 seconds.
Let's assume there are 2 missile boats using both mechanisms... the RLML with 10+linear time for missing charges will ALWAYS reload faster than the other variant, even if it does not have the "swap to same number of different color" button.
|

Arthur Aihaken
Perkone Caldari State
2876
|
Posted - 2014.02.04 11:53:00 -
[483] - Quote
Silverbackyererse wrote:Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu... Yes, I'm sure that will go over well... I am currently away, traveling through time and will be returning last week. |

Nagarythe Tinurandir
Tormented of Destiny German - Wings
178
|
Posted - 2014.02.04 12:11:00 -
[484] - Quote
Arthur Aihaken wrote:Silverbackyererse wrote:Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu... Yes, I'm sure that will go over well...
I'd start stock piling Scythe Fleet Issues in that case ^^
however, different timers for ammo swap and reload doesn't make any sense. you put an entirely different set of missiles in your launcher. why should that be faster than putting in an entire missile set in your launcher when its empty. If anything it would actually take longer, because you first need to empty the launcher before you put in the new missiles.
Find one timer which is long enough so that the RLML still qualifies as anti-frig burst launcher and still offers some flexibility in terms of ammo swap. maybe 20s or 25s, that should feel long enough in a fight. balance dmg accordingly to maintain the current output and be done with it.
|

Kynric
Sky Fighters
42
|
Posted - 2014.02.04 16:11:00 -
[485] - Quote
Nagarythe Tinurandir wrote:Arthur Aihaken wrote:Silverbackyererse wrote:Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu... Yes, I'm sure that will go over well... I'd start stock piling Scythe Fleet Issues in that case ^^ however, different timers for ammo swap and reload doesn't make any sense. you put an entirely different set of missiles in your launcher. why should that be faster than putting in an entire missile set in your launcher when its empty. If anything it would actually take longer, because you first need to empty the launcher before you put in the new missiles. Find one timer which is long enough so that the RLML still qualifies as anti-frig burst launcher and still offers some flexibility in terms of ammo swap. maybe 20s or 25s, that should feel long enough in a fight. balance dmg accordingly to maintain the current output and be done with it.
If you are looking for an engineering/science reason why this could be so just imagine that loading a missle is a bigger task than removing a modular warhead from the rocket body and putting a different one on while leaving the nissile body/powerplant/fuel in place. It might or might not be in real practice but if you are that focused on real science I would direct you to rage at the use of fitting services to rebuild ships in battle, remote armor repair as a concept, that we are speed limited rather than focused on ability to change speed and so on. Instant warhead swap would be no harder to imagine than instant module swap.
The important problem to me is that flexibility of damage type is a defining characteristic of missles and this module as it currently stands makes the application of that trait impractical. No other weapon system provides pure damage of all four types as well as the seldom used autotargeting options complimented with options for high damage or damage focused at small targets. This flexibility creates interesting choices and is for me why I am willing to accept delayed damage as well as application problems when shooting at targets that are outside of web range. The rlml would be a much more fun and interesting module for me if it allowed for the practical application of that trait.
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
505
|
Posted - 2014.02.04 18:40:00 -
[486] - Quote
delete rlmls and rhmls, problem solved
also obligatory fix light missiles |

Incindir Mauser
Adhocracy Incorporated Adhocracy
352
|
Posted - 2014.02.04 22:31:00 -
[487] - Quote
Give all missile ships a dedicated Missile Bay like Drones.
Every launcher has a set number of tubes it can fire from. Those tubes are set in a "rack". When you want to reload the rack it moves out of the launcher and a new fresh rack is loaded back into the launcher in five seconds. Swapping to a new flavor of missiles in another preloaded rack also takes five seconds.
The old rack/s go through a reloading process that takes 20 seconds no matter how many missiles were fired from the rack. Racks that have been moved to the missile bay for reloading cannot be moved back to the launchers until the reloading process is completed.
You can have multiple racks preloaded with missiles of any flavor you choose. Limitations being space (m3) in the missile bay for both missiles and racks...empty, partial, or preloaded. |

Mario Putzo
Welping and Dunking.
205
|
Posted - 2014.02.04 23:41:00 -
[488] - Quote
I think with current missile quantity you could probably safely go back to 10 second reloads to be quite honest. Don't get the hate towards an anti-frigate weapon system killing frigates. Should we also nerf drones heavily as well seeing as their damage projection scales down really well too?
I think all ships should just be the same. the only difference is the colour and the markings on the side. That way everything is equal always and the only thing that determines victory is numbers. Its most fair. |

Arthur Aihaken
Perkone Caldari State
2876
|
Posted - 2014.02.05 02:01:00 -
[489] - Quote
I know the discussion has primarily been on the rapid light launchers, but has anyone found a niche for the rapid heavy launchers? With every configuration I attempt I still come up short when compared to cruise launchers. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
Capital Storm. JIHADASQUAD
198
|
Posted - 2014.02.05 02:25:00 -
[490] - Quote
Arthur Aihaken wrote:I know the discussion has primarily been on the rapid light launchers, but has anyone found a niche for the rapid heavy launchers? With every configuration I attempt I still come up short when compared to cruise launchers.
Try applying any meaningful damage to a cruiser with a cruise phoon. Rhml is good for smacking low orbit ships. Not so good for smacking snipers though since no range bonuses. LP store weapon cost rebalance |
|

Arthur Aihaken
Perkone Caldari State
2876
|
Posted - 2014.02.05 02:35:00 -
[491] - Quote
Caleb Seremshur wrote:Try applying any meaningful damage to a cruiser with a cruise phoon. Rhml is good for smacking low orbit ships. Not so good for smacking snipers though since no range bonuses. The Raven Navy Issue has a -25% explosion radius bonus, which actually put Faction cruise on par with T2 heavy missiles in terms of explosion radius and explosion velocity. Just curious if anyone's found a good use for these either alone or in combination with cruise missiles. I am currently away, traveling through time and will be returning last week. |

Vincintius Agrippa
F L O O D
32
|
Posted - 2014.02.05 03:08:00 -
[492] - Quote
Vinyl 41 wrote:so now were in a spot where even rise agrees that a 10 seconds reload would be the best thing and that there's no easy way to fix it with the current mechanics - to me it seems like the old rapids were in golden place and that the first new iteration was the right way to go but since were stuck with iteration 2 mk2 i think the idea of a flat 20 seconds reload sounds resonable
He should have never changed it from ten in the first place. |

Vincintius Agrippa
F L O O D
32
|
Posted - 2014.02.05 03:41:00 -
[493] - Quote
return all rapid launcher to 10 seconds.40 and 35 second reloads plus the almost %70 decrease in ammo capacity was were ******** from the start. It served no combat purpose whatsoever, especially in the case of rapid heavies. They should receive all hull bonuses as well, not just 1 of 2 or 1 of 3. Its stupid. I cant have a bonus to this, but I can somehow have a bonus to that? c'mon. After all, these are still cruiser and battleship launchers.
Also worth nothing: please remove the kinetic only bonus on the Cerberus. if im paying $200 mill for a ship than can apply different types of damage, id like to be able to apply each damage type equally. The vagabond isn't restricted to an explosive only bonus.
Not to pile on but can someone explain to me the vagabond, a shield ship, has the slot layout of an armor boat? that goes for the stabber as well....(SFI not so much, its a armor boat). I mean really, it should have 5 mids and 4 lows, not the other way around. |

Vinyl 41
Perkone Academy
35
|
Posted - 2014.02.05 05:58:00 -
[494] - Quote
Arthur Aihaken wrote:I know the discussion has primarily been on the rapid light launchers, but has anyone found a niche for the rapid heavy launchers? With every configuration I attempt I still come up short when compared to cruise launchers. tried those a few times in missions and so far ended with the conclusion that they dont work with the new mjd meta at all to short range in theory those should be great as a secondary weapon system for med range fights but who uses a missle bs doctrine :/ |

Arthur Aihaken
Perkone Caldari State
2878
|
Posted - 2014.02.05 06:45:00 -
[495] - Quote
Rapid Heavy Missile Launchers: Best Option for Solo PvE Yeah, bet you didn't see that coming... Let's start off with DPS, or lack thereof. More than any other weapon, missile damage is very much "paper DPS". This is especially true once you move out of the short-range weapons into the longer-range ones. Why? Time to impact. And the further out the target - the worse this gets in terms of wasted volleys. This can be minimized (but not completely eliminated) to some extent by staggering smaller groups of launchers, but unlike every other weapon system - missiles lose upwards of 20% in errant volleys. Now it can be argued that damage application against targets at longer ranges tends to be greater due to the stationary nature of targets at those distances (particularly cruisers and frigates), but this requires a lot more micromanagement in terms of watching applied damage - and even with an ideal performance you're still going to lose a volley or two. There's also the necessity of having to run more sensory gear (signal amplifiers and sensor boosters) to achieve these theoretical ranges, and this eats up precious slots. And finally we have damage application. On any hull other than the Raven Navy Issue, cruise missiles have horrible damage application against anything other than battleships. Rigors improve this, but they still don't address the wasted ammunition aspect. Target painters help, but you need a minimum of 2 - and beyond 60km they really start to lose their effectiveness. And they eat up your valuable mid-slots. What to do...
Enter the rapid heavy missile launcher. First and foremost, this is a medium-range system - which is ideal for most hulls that have a base 65-75km targeting range. Not having to contemplate extending this simplifies things immensely. But we have a problem with damage application for heavy missiles. Specifically, the things are too damn slow - and we're going to waste a lot of volleys with their high rate of fire. Enter hydraulic bay thrusters, or as I like to call it - a perfect match. Unlike rocket fuel cache partitions (which extend flight time), hydraulic bay thrusters are stacking penalized. However, this is more than an effective tradeoff for what we're receiving in return: missile velocity. Three T1 hydraulic rigs will boost your missile velocity by about 40% or just under 90km with full skills (you can utilize T2 versions, but it's not cost-effective for the marginal gain).
With rapid heavy missile launchers, the closer the target - the more effective. Time to hit decreases along with wasted ammunition, and the higher rate of fire prevents NPC ships fully realizing any repairs. Before I go any further, some random statistics I pulled after running some comparisons:
GÇó Faction heavy missiles outperform T2 precision heavy missiles against all targets, regardless of range. GÇó Faction heavy missiles outperform T2 fury light missiles against all targets, regardless of range (so basically there's no point in running a pair of smaller rapid light launchers). GÇó T2 fury heavy missiles perform the same as Faction heavy missile against cruisers, and are only marginally better against battleships. GÇó Factoring in reload times, rapid heavy launchers have 23% less overall damage than cruise launchers (both using Faction ammunition) - but over twice the damage application. If you switch the rapid heavy launchers to furies, damage application is still 25% better - but only 10% less damage overall.
What's changed...? The additional +2 ammunition capacity to T1 and T3 rapid launchers made them almost as effective as their Faction counterparts (which only received +1), and the 5-second reduction to reload times. This actually made quite a difference in terms of raw numbers (probably 20% ore more). So here's my mission fit. There's some bling, but I've tried to maximize cost vs. potential benefit.
Raven or Raven Navy Issue 6-8 Rapid Heavy Missile Launcher IIs (Faction ammunition)
Shadow Serpentis 100MN Microwarpdrive Large Micro Jump Drive Pith C-Type Large Shield Booster 2x Gistum C-type passive amplifiers (mission-specific) 2x Dark Blood Cap Rechargers
2x Caldari Navy Ballistic Control System 2x Ballistic Control System II Dark Blood Capacitor Power Relay
3x Hydraulic Bay Thrusters I
Drones are a matter of personal-preference, so your mileage may vary. I've gone with a Faction MWD to cut down on the capacitor loss, as I'm running an active tank. The Shadow Serpentis one ran me $55m, which I thought was a pretty good deal compared to the other Faction and Deadspace versions. I use it for nudging the ship into range and it speeds mission time to the odd gate. It's also great to counter the odd stasis web. The MJD is not only an easy way to jump into (or out of) NPC clusters, but it's your get out of jail free card - I never run a battleship fit without one. It's virtually required equipment on missions like "Worlds Collide". The Pith C-Type large shield booster is cap stable and allows me to run the shield non-stop. A theft at $56m... In a pinch, there's the MJD to get you clear. Gistum C-Types are super cheap - under $1-$3m for everything except the EM, which can usually be picked up for around $27.5m. I went with Dark Blood cap rechargers because I had them, but T2 work just as well. Two Faction ballistic controls give you about 100% of the benefit, but beyond that you start running into the law of diminishing returns - so switching to two T2 versions only costs you about 20 DPS. Last is a Faction capacitor power relay, because it's 1% more power for -1% less shield boost hit. You can also run a power diagnostic, damage control, signal amplifier or nanofiber. I wanted less micromanagement, so I opted for cap stable.
With my implants and skills (I have V's except for warheads and heavy missile specialization), my fit puts out 926.5 DPS. Maxed it's somewhere around 970 DPS. Drones will bump this up a bit more. I am currently away, traveling through time and will be returning last week. |

Kesthely
Fleet of the Damned Ace of Spades.
124
|
Posted - 2014.02.05 07:35:00 -
[496] - Quote
Arthur Aihaken wrote:I know the discussion has primarily been on the rapid light launchers, but has anyone found a niche for the rapid heavy launchers? With every configuration I attempt I still come up short when compared to cruise launchers.
I have, on one single ship, the Black Ops Widow: Its burst damage is usefull there, and all the cons are negliable |

Nagarythe Tinurandir
Tormented of Destiny German - Wings
178
|
Posted - 2014.02.05 10:32:00 -
[497] - Quote
Kynric wrote:Nagarythe Tinurandir wrote:Arthur Aihaken wrote:Silverbackyererse wrote:Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu... Yes, I'm sure that will go over well... I'd start stock piling Scythe Fleet Issues in that case ^^ however, different timers for ammo swap and reload doesn't make any sense. you put an entirely different set of missiles in your launcher. why should that be faster than putting in an entire missile set in your launcher when its empty. If anything it would actually take longer, because you first need to empty the launcher before you put in the new missiles. Find one timer which is long enough so that the RLML still qualifies as anti-frig burst launcher and still offers some flexibility in terms of ammo swap. maybe 20s or 25s, that should feel long enough in a fight. balance dmg accordingly to maintain the current output and be done with it. If you are looking for an engineering/science reason why this could be so just imagine that loading a missle is a bigger task than removing a modular warhead from the rocket body and putting a different one on while leaving the nissile body/powerplant/fuel in place. It might or might not be in real practice but if you are that focused on real science I would direct you to rage at the use of fitting services to rebuild ships in battle, remote armor repair as a concept, that we are speed limited rather than focused on ability to change speed and so on. Instant warhead swap would be no harder to imagine than instant module swap. The important problem to me is that flexibility of damage type is a defining characteristic of missles and this module as it currently stands makes the application of that trait impractical. No other weapon system provides pure damage of all four types as well as the seldom used autotargeting options complimented with options for high damage or damage focused at small targets. This flexibility creates interesting choices and is for me why I am willing to accept delayed damage as well as application problems when shooting at targets that are outside of web range. The rlml would be a much more fun and interesting module for me if it allowed for the practical application of that trait.
i get your point and you're right. a few posts up someone outlined a cartridge system which would satisfy my need for a logical explanation (everyone got his spleen...). but what i see as a big problem with two different timers is the possibilty for abuse. what keeps me from just having 2 kinds of missiles making e.g. explo dmg. like caldary navy and dread guristas nova missiles and then just swap instead of reload? are those counted as one kind of missile and the full ammo reload timer applies or are those two different types of missiles and i can "reload" explo faction missiles by swapping between those two for only half the reload timer.
|

Kynric
Sky Fighters
42
|
Posted - 2014.02.05 22:35:00 -
[498] - Quote
Nagarythe Tinurandir wrote: i get your point and you're right. a few posts up someone outlined a cartridge system which would satisfy my need for a logical explanation (everyone got his spleen...). but what i see as a big problem with two different timers is the possibilty for abuse. what keeps me from just having 2 kinds of missiles making e.g. explo dmg. like caldary navy and dread guristas nova missiles and then just swap instead of reload? are those counted as one kind of missile and the full ammo reload timer applies or are those two different types of missiles and i can "reload" explo faction missiles by swapping between those two for only half the reload timer.
The idea is that an ammo swap results in the current number of loaded missles being replaced with that same number of missles but of another type. This is distinctly different than a reload which will always result in a full magazine of missles. Perhaps I am missing it, but I dont see how this could be abused. |

CW Itovuo
The Executioners Capital Punishment.
16
|
Posted - 2014.02.06 04:03:00 -
[499] - 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. 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.
Just return the module and all it's attributes to the previous version, and then change the ammo charge group to support a new class of missile.
Introduce a new missile ammo with attributes that fall somewhere between Light Fury and Assault Javelin, keeping in mind the launchers intended purpose (kill fast small ships).
"Balance" as necessary. You'll be able to adjust Rapid Light DPS/explosion/velocity without foxing up light missiles for frigates/destroyers. |

Arthur Aihaken
State Protectorate Caldari State
2879
|
Posted - 2014.02.06 05:12:00 -
[500] - Quote
CCP Rise, is there any reason Rapid Light Launchers got shafted on ammunition capacity?
GÇó Heavy Missile Launcher II ... 40 rounds / Rapid Heavy Missile Launcher II ... 25 rounds = 62.5% GÇó Light Missile Launcher II ... 53 rounds / Rapid Light Missile Launcher II ... 20 rounds = 37.7%
There's only a difference of 20.8% in rate of fire between the two launchers, so at the very least Rapid Light Launcher IIs should have 30 rounds of ammunition (1-2 less for T1, 2 more for Faction). This is quite possibly why these are having teething issues - simply not enough ammunition. I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
Perkone Caldari State
2884
|
Posted - 2014.02.06 20:17:00 -
[501] - Quote
I'm reluctantly throwing in the towel on the rapid launchers. While the ammunition increase and reload reduction is an improvement, they're still not "fun" to use. In PvE actual damage is a fraction of paper or stated DPS, primarily because unless you're at point-blank range you're losing probably upwards of 25% of your ammunition to wasted volleys with the high rate of fire. The long reload and inability to swap ammunition is simply a tactical nightmare in PvP, which limits applications to either ganking small ships or as part of roving gangs. Solo PvP has been effectively eliminated as an option...
In addition, the higher fitting requirements now mean that in addition to taking a huge DPS hit over the original version - ships have less tank to work with. So it's actually a double-nerf... Lasers are instantaneous, hybrids have a 5-second reload - and while projectiles are 10-seconds - their ammunition also delivers up to 3 damage types.
This experiment has run its course, and I think it's time to come clean and just admit that this was perhaps a better idea in theory than in practice.
Return the rapid light and rapid heavy launchers to the original/proposed versions. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Perkone Caldari State
2884
|
Posted - 2014.02.07 04:55:00 -
[502] - Quote
SoGǪ I guess this is the end of things with respect to rapid launchers? I am currently away, traveling through time and will be returning last week. |

Anomaly One
Imperial Academy Amarr Empire
262
|
Posted - 2014.02.07 07:57:00 -
[503] - Quote
Quote: While the ammunition increase and reload reduction is an improvement, they're still not "fun" to use
this was the entire reason a flat out nerf would have been better, instead they give us an OP burst mechanic that's not even fun to use.
Quote: SoGǪ I guess this is the end of things with respect to rapid launchers?
pretty much. Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E
http://www.youtube.com/watch?v=5l_ZjVyRxx4
Trust me, I'm an Anomaly. DUST 514 FOR PC |

Vinyl 41
Perkone Academy
35
|
Posted - 2014.02.07 11:04:00 -
[504] - Quote
Arthur Aihaken wrote:SoGǪ I guess this is the end of things with respect to rapid launchers? well for rubi i think yeah but there will be still other expansions so my hope never dies  |

Sygma
Appetite 4 Destruction
281
|
Posted - 2014.02.07 16:58:00 -
[505] - Quote
How about you change it back to the way it was before and call it a day. No need to over think it. |

Mournful Conciousness
Embers Children TOHA Conglomerate
515
|
Posted - 2014.02.07 19:02:00 -
[506] - Quote
Arthur Aihaken wrote:SoGǪ I guess this is the end of things with respect to rapid launchers?
Arthur i feel your pain, but in reality when people fit their missile ships like this:
http://www.toha-conglomerate.org/killboard/index.php/kill_detail/6166/
I start to wonder if it matters what CCP do to missiles 
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".
|

Viceorvirtue
The Hatchery Team Liquid
41
|
Posted - 2014.02.07 23:16:00 -
[507] - Quote
Well the main complaint has been the reload time making reacting to a changing fight frustratingly difficult and unfun. Rise's last post has essentially said 'No, we do not want you reloading in combat to be able to react to things.' Rise can feel free to correct that if he likes, but I get the feeling that will be the only real answer we are going to get on the matter. At least we finally got an answer, even if it isn't really going to help the rapid launcher problem.
So unless people just stop trying to make them work and wait for CCP to rebalance based on metrics again I don't see any changes happening. |

Arthur Aihaken
Perkone Caldari State
2886
|
Posted - 2014.02.08 01:49:00 -
[508] - Quote
Mournful Conciousness wrote:Arthur i feel your pain, but in reality when people fit their missile ships like thisGǪ I start to wonder if it matters what CCP do to missiles  Was the DPS our first clue? ;) I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
120
|
Posted - 2014.02.08 02:49:00 -
[509] - Quote
The overall answer to medium missiles right now, train HML for PVE, anything else is optional.
RIP medium missile platforms |

God's Apples
Aunenen Civil Liberties Union
312
|
Posted - 2014.02.08 05:20:00 -
[510] - Quote
http://eve.battleclinic.com/killboard/killmail.php?id=21716876
Do you even rlml bro? |
|

Catherine Laartii
Providence Guard Templis CALSF
60
|
Posted - 2014.02.08 05:55:00 -
[511] - Quote
God's Apples wrote:http://eve.battleclinic.com/killboard/killmail.php?id=21716876
Do you even rlml bro?
If he's stable, that's actually a decent fit, assuming he has the money to spend on tinkering with concept HACs like that. He'd have the range and speed to deny engagements and leave them if they're unfavorable. Don't trash concept fits unless the fit itself falls short of its intent. Don't blame pilot error, and certainly don't do KM shaming on a forum to discredit someone's legitimate and very reasonable concerns; it shows you lack constructive ideas yourself... |

Mournful Conciousness
Embers Children TOHA Conglomerate
516
|
Posted - 2014.02.08 09:52:00 -
[512] - Quote
Catherine Laartii wrote:God's Apples wrote:http://eve.battleclinic.com/killboard/killmail.php?id=21716876
Do you even rlml bro? If he's stable, that's actually a decent fit, assuming he has the money to spend on tinkering with concept HACs like that. He'd have the range and speed to deny engagements and leave them if they're unfavorable. Don't trash concept fits unless the fit itself falls short of its intent. Don't blame pilot error, and certainly don't do KM shaming on a forum to discredit someone's legitimate and very reasonable concerns; it shows you lack constructive ideas yourself...
It takes guts to risk a fit like this on TQ. I've only ever seen God's Apples on SISI flying competition cruisers. 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".
|

Arthur Aihaken
Perkone Caldari State
2886
|
Posted - 2014.02.08 14:35:00 -
[513] - Quote
Mournful Conciousness wrote:It takes guts to risk a fit like this on TQ. I've only ever seen God's Apples on SISI flying competition cruisers. I die a lot, what can I sayGǪ? 
One of the biggest challenges with RLMLs is that light missiles have a low base velocity, so while it seems like the Cerberus would have pretty good range - half of that is extended flight time which really doesn't help that much (you need HAC V to get the full +50% missile velocity bonus). I had two engagements against an Incursus where I was unable to kill it with RLMLs despite scrams, webs and exploiting the weakest resistance. 35 seconds is still untenable in PvP situations. I am currently away, traveling through time and will be returning last week. |

Jureth22
Vanguard Frontiers Black Legion.
157
|
Posted - 2014.02.08 17:18:00 -
[514] - Quote
until the ammo is not changed to better,f rapid launchers |

Markus Reese
Deep Core Mining Inc. Caldari State
361
|
Posted - 2014.02.08 17:24:00 -
[515] - 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. |

Arthur Aihaken
Perkone Caldari State
2886
|
Posted - 2014.02.08 18:30:00 -
[516] - Quote
Markus Reese wrote: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. DPS with RLMLs is misleading because the abnormally high rate of fire severely distorts and inflates it. The actual damage output is noticeably less than heavy or heavy assault missiles. As an example, take an RLML Tengu. With 6 T2 launchers and Faction ammo it's over 600 DPS, but once you factor in the 35-second reload it's only about 350 DPS. Thus, you'll be further ahead in both PvE and PvP with 5 heavy or 5 heavy assault missile launchers. I am currently away, traveling through time and will be returning last week. |

Vesan Terakol
Sad Face Enterprises
36
|
Posted - 2014.02.08 21:50:00 -
[517] - Quote
What if you make the reload menu layered? You have the option to reload/change/change to full at the first layer then the ammo type at the second.
You could also integrate the radial menu for that. Should be good enough for missiles. Other weapon types.. not that much,as they have more than 8 types of charges (8 standard + 2 advanced). Oh wait... there's faction ammo then... |

Sycotic Deninard
Basgerin Pirate SCUM.
38
|
Posted - 2014.02.08 22:20:00 -
[518] - Quote
Hey, I got an idea! FIX HEAVY MISSILES!!!!! A person that does'nt use his intelligence is no better than an animal that does'nt have any and thus are steaks on the table by choice and consent. |

Arthur Aihaken
Embers Children TOHA Conglomerate
2887
|
Posted - 2014.02.09 02:09:00 -
[519] - Quote
Vesan Terakol wrote:What if you make the reload menu layered? You have the option to reload/change/change to full at the first layer then the ammo type at the second. This still doesn't address the actual issue of DPS, which is the heart of the problem:
Tengu (5x RLML) GǪ 502.5 DPS -+ 271.1 DPS (actual) Tengu (5x HML) GǪ 426.3 DPS -+ 400.9 DPS (actual) Tengu (5x HAML) GǪ 593.1 DPS -+ 553.4 DPS (actual)
Caracal (5x RLML) GǪ 335 DPS -+ 195.8 DPS (actual) Caracal (5x HML) GǪ 284.2 DPS -+ 270.0 DPS (actual) Caracal (5x HAML) GǪ 395.4 DPS -+ 373.1 DPS (actual)
On paper, RLMLs are only marginally better than HMLs. In reality, HMLs are 45% better and HAMs are twice as effective. So what happens if we simply drop the reload/swap time on RLMLs to 10 seconds:
Tengu (5x RLML) GǪ 502.5 DPS -+ 404.0 DPS (actual), with a 42km range Carcal (5x RLML) GǪ 335 DPS -+ 278.4 DPS (actual)
It basically puts RLMLs on par with RHMLs in terms of raw damage, with 1/2 to 2/3s the effective range. Light missiles are also slower than heavy missiles, and both are still overshadowed by HAMLs. I am currently away, traveling through time and will be returning last week. |

michaelthered
HIFI INDUSTRIAL The Kadeshi
14
|
Posted - 2014.02.09 04:39:00 -
[520] - 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. Just because you can't implement ammotype swap don't fall back to hacks like that.
this times a f'ing million!! There's so much arbitrary rubbish in this game that I have to rub my temples sometimes and walk away from the screen. Every week I run into at least one more piece of arbitrary bs where a more simple rational solution could have been implimented. Instead some stupid WOW magic pixie dust logic was applied and it just feels completely flamboyantly gay.
|
|

Jim Sharpe
Imperial Academy Amarr Empire
0
|
Posted - 2014.02.09 23:53:00 -
[521] - Quote
Any thought to simply restoring the reload time to the original 10 seconds? The decreased magazine capacity seems to me to be enough of a nerf to balance the increased firing rate for the much fewer number of missiles in the launchers. |

Dr Sraggles
The Covenant of Blood
66
|
Posted - 2014.02.10 17:58:00 -
[522] - Quote
All you can do is vote with your feet people.
If you refuse to pay CCP to work out their own problems for them then they will actually fix them.
Light Missiles were not broken. Magazine capacity and power grid for RLML were like 20% OP. Fine, lower capacity to 40 (dps nerf) and increase powergrid so that XLASB Cerbs are not running wild.
All CCP did was utterly nerf them while trying to invent a new game play style. Thanks CCP, so far that has cost me $60 waiting for you to get your act together which should have been done on SiSi with some lemmings willing to do your work for you.
The real dps is a pathetic joke as compared to before because of the repping while reloading/letting your opponent reload his repper while you reload. Doesn't do much good when people can rep through the reload to full....O wait his friends had time to arrive too.
35 seconds reload is garbage game play. 35 seconds reload is garbage game play. 35 seconds reload is garbage game play. 35 seconds reload is garbage game play. 35 seconds reload is garbage game play. 35 seconds reload is garbage game play. 35 seconds reload is garbage game play. 35 seconds reload is garbage game play. 35 seconds reload is garbage game play. 35 seconds reload is garbage game play.
If you wanted to invent something "new" in game play why don't you test it first on your dime instead of dumping it on your paying customers? |

Eisenhornx
Air The Initiative.
24
|
Posted - 2014.02.10 21:08:00 -
[523] - Quote
Here is the problem I am seeing with peoples argument to switch damage types instantaneously. Ill start with a scenario:
Caracal vs Thorax: Caracal equipped with RLML Caracal see Thorax and knows it will have a EM hole in its shield tank, switches to EM instantly. Shield is gone from Thorax after say 10 missiles(I dont know the actual amount just bare with me.) Caracal pilot then knows that the Thorax will likely have an explosive hole in its armor, he switches to explosive ammo instantly.
so in this scenario the caracal has a very big advantage of being able to apply maximum damage before having to reload.
This is the ultimate result of having a quick change for ammo on a missile boat, so this option is not a viable fix.
|

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
85
|
Posted - 2014.02.10 23:02:00 -
[524] - Quote
Eisenhornx wrote:Here is the problem I am seeing with peoples argument to switch damage types instantaneously. Ill start with a scenario:
Caracal vs Thorax: Caracal equipped with RLML Caracal see Thorax and knows it will have a EM hole in its shield tank, switches to EM instantly. Shield is gone from Thorax after say 10 missiles(I dont know the actual amount just bare with me.) Caracal pilot then knows that the Thorax will likely have an explosive hole in its armor, he switches to explosive ammo instantly.
so in this scenario the caracal has a very big advantage of being able to apply maximum damage before having to reload.
This is the ultimate result of having a quick change for ammo on a missile boat, so this option is not a viable fix.
The majority of us are not discussing instant ammo swap.
We are talking about a way to separate the ammo swapping outside of the 35 second (or whatever ********) reload time that the Rapid Launchers will have, as being able to swap ammo type for damage type and other variants for range, explosion radius and velocity to adapt to their target (Rage/Fury/Precision/Javelin/FOF) is one of the main features/advantages of missiles. Most of the discussion was around having the ammo swap time be variable based on how many rounds are left in the launchers, or reload them in cycles. There's still going to be a delay in switching ammo, so the pilot will have to decide whether switching the ammo type will be worth the delay to exploit a POTENTIAL damage hole, since he won't actually know how the other ship's resists are configured.
As for (near) instant reloads, are you against lasers currently having a 1 second reload for crystals allowing them to swap their damage from strong EM to Thermal to exploit holes once shields are down, and being able to instantly adapt to changes in optimal range?
They don't have a reload cycle either, but they take cap so it's balanced, and can only do EM/Thermal damage. Missiles are (were) similarly balanced until the Rapid Light missiles broke this, and introduced problems that CCP now has to spend development time fixing. |

Enya Sparhawk
State Protectorate Caldari State
10
|
Posted - 2014.02.10 23:30:00 -
[525] - Quote
I like the idea of having a 35 sec reload...
I'd increase the capacity a bit though, not sure about light missles but the heavys should be around 30 (instead of 25 For a tech2) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Ellendras Silver
My second corp
111
|
Posted - 2014.02.10 23:31:00 -
[526] - Quote
Enya Sparhawk wrote:I like the idea of having a 35 sec reload...
I'd increase the capacity a bit though, not sure about light missles but the heavys should be around 30 (instead of 25 For a tech2)
you want that time to run downstairs and activate the coffee machine admit it!
===================================================================================================
ok i am not a missle girl yet but i am planning to train missles some more, but then i read this it is that i can see its from a DEV but if someone would have just told me that missle launchers had or should have 35 sec reload time (or more) i would have responded with:
please pee in this cup and then tested it for every drug on the planet ehhh solar system |

Enya Sparhawk
State Protectorate Caldari State
10
|
Posted - 2014.02.10 23:34:00 -
[527] - Quote
No, the 35 sec. reload time is just for "rapid missle launchers"...
Normal launchers are still the same... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Varnir Penken
Prototype Concept Divide By Zero Alliance
0
|
Posted - 2014.02.11 03:03:00 -
[528] - Quote
While the 40 second time is a long time and 35 could still be considered a long wait where seconds matter most in getting that kill, I will say the increase in ammo count will also def help (probably more so than that 5 seconds). I'd like to see 25-30 second reload times for the rapid lights. The 35 second could be good for heavies (since they will now hold more and they are also heavier missiles). 5 less seconds instead of -10 seconds supplemented by an increase in missile cap seems ok by me. I've taken on a 5 man frigate fleet with a Caracal fitted with rapid lights and won...noobs but against 5 and drones is still not a bad income despite having to reload 3 times (if not 4). I then later also won against a more experience pilot flying a Tristan. The fight was very close but my rapid lights still came out ahead. I was unhappy at first with the reload times but now I am seeing their value in anti-frig missile boats. I don't think a further reduction in reload time would be needed as to balance it out would either mean cutting DPS or losing that extra ammo cap that is being given. And I don't want to see DPS of missiles drop any further than they have dropped in the past expansions.
I read a post on here about basing reload time on how much has to be reloaded. I like that idea and it could be applied to every weapon out there...which would probably mean that reload time would be placed on the ammo its self instead of the module. |

Dr Sraggles
The Covenant of Blood
68
|
Posted - 2014.02.11 07:57:00 -
[529] - Quote
Varnir Penken wrote: ...I then later also won against a more experience pilot flying a Tristan. The fight was very close but my rapid lights still came out ahead...
Are you telling us that you are happy that you were able to kill a T1 Frigate in a dedicated anti-frig cruiser but it was a close fight?
If this weapon system was remotely appropriately balanced it should be a rofl stomp against any T1 frig or dessie.
Reality is that an Auto Cannon Thrasher would have torn you a new one as compared to a Tristan...and an AF would have raped you too by that measure ( a Tristan almost beat you).
I'm glad that you enjoyed the fight against the noob blob.
But it is not remotely a measure of this weapon system being balanced.
best regards |

Sgt Ocker
Last Bastion of Freedom
120
|
Posted - 2014.02.11 11:31:00 -
[530] - Quote
Varnir Penken wrote:While the 40 second time is a long time and 35 could still be considered a long wait where seconds matter most in getting that kill, I will say the increase in ammo count will also def help (probably more so than that 5 seconds). I'd like to see 25-30 second reload times for the rapid lights. The 35 second could be good for heavies (since they will now hold more and they are also heavier missiles). 5 less seconds instead of -10 seconds supplemented by an increase in missile cap seems ok by me. I've taken on a 5 man frigate fleet with a Caracal fitted with rapid lights and won...noobs but against 5 and drones is still not a bad income despite having to reload 3 times (if not 4). I then later also won against a more experience pilot flying a Tristan. The fight was very close but my rapid lights still came out ahead. I was unhappy at first with the reload times but now I am seeing their value in anti-frig missile boats. I don't think a further reduction in reload time would be needed as to balance it out would either mean cutting DPS or losing that extra ammo cap that is being given. And I don't want to see DPS of missiles drop any further than they have dropped in the past expansions.
I read a post on here about basing reload time on how much has to be reloaded. I like that idea and it could be applied to every weapon out there...which would probably mean that reload time would be placed on the ammo its self instead of the module. Yeah, congrats on the kills but this simply shows just how badly balanced RLML currently is, especially for those with less than perfect skills... RLML Caracal (with average to good skills) as a dedicated frigate killer should be able to drop 3 to 4 frigates per reload, not 4 in 3 (if not 4) reloads.
|
|

Window VentureWas VeryWeary
Imperial Academy Amarr Empire
5
|
Posted - 2014.02.12 01:22:00 -
[531] - Quote
Has anyone noticed the Rapid Heavy missiles don't have a range bonus after activating a Bastion module? Shouldn't the Bastion module effect all warheads attached to the same ship? Especially if the module is sized for that ship weight specifically? |

Rumbleton
Adam Inc.
0
|
Posted - 2014.02.12 05:34:00 -
[532] - Quote
RELOAD BEHAVIOR SUGGESTION
Hit reload, missiles begin to reload over time, one at a time the missiles are added to the launcher.
Reload can be interrupted at any time by firing the weapon, F1.
Think loading a shotgun. I like this. |

Arthur Aihaken
Embers Children TOHA Conglomerate
2890
|
Posted - 2014.02.13 01:27:00 -
[533] - Quote
Window VentureWas VeryWeary wrote:Has anyone noticed the Rapid Heavy missiles don't have a range bonus after activating a Bastion module? Shouldn't the Bastion module effect all warheads attached to the same ship? Especially if the module is sized for that ship weight specifically? I was not aware of thatGǪ Seems like an oversight, no? I am currently away, traveling through time and will be returning last week. |

Catherine Laartii
Providence Guard Templis CALSF
70
|
Posted - 2014.02.13 18:30:00 -
[534] - Quote
Eisenhornx wrote:Here is the problem I am seeing with peoples argument to switch damage types instantaneously. Ill start with a scenario:
Caracal vs Thorax: Caracal equipped with RLML Caracal see Thorax and knows it will have a EM hole in its shield tank, switches to EM instantly. Shield is gone from Thorax after say 10 missiles(I dont know the actual amount just bare with me.) Caracal pilot then knows that the Thorax will likely have an explosive hole in its armor, he switches to explosive ammo instantly.
so in this scenario the caracal has a very big advantage of being able to apply maximum damage before having to reload.
This is the ultimate result of having a quick change for ammo on a missile boat, so this option is not a viable fix.
Which is why we have thermal ammunition, which is normally fairly effective against shields and armor for most things. I would be more inclined to use RLML if they fixed the ammo swap timer, so I agree with you on that point. |

Pew Terror
Green Associates
62
|
Posted - 2014.02.13 18:36:00 -
[535] - Quote
Rumbleton wrote:RELOAD BEHAVIOR SUGGESTION
Hit reload, missiles begin to reload over time, one at a time the missiles are added to the launcher.
Reload can be interrupted at any time by firing the weapon, F1.
Think loading a shotgun. I like this.
Only problem is that you cant mix missiles so that idea would only work on empty launchers |

Arthur Aihaken
Embers Children TOHA Conglomerate
2890
|
Posted - 2014.02.13 20:41:00 -
[536] - Quote
It's not just the ammunition swap time - it's the base reload time as well. DPS is extremely misleading with rapid launchers due to the high rate of fire, so the faster it shoots - the less the "real" DPS actually is. Raw damage bonuses will trump rate of fire bonuses, and most Caldari hulls with kinetic-specific bonuses lose this because kinetic is one of the toughest resistances by default and you'll want to pre-load a mix of ammunition against the weakest resistances.
You'll be further ahead with heavy assault launchers and a pair of webs or target painters, because the rate of fire is close to the same, range is comparable and you can swap-out ammunition to exploit any weak points in 10 seconds. Plus you're looking at an ammunition capacity upwards of 66 rounds with T2 launchers. You can also extend range with Javelin or swap to Rage for close combat. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Embers Children TOHA Conglomerate
2891
|
Posted - 2014.02.14 02:08:00 -
[537] - Quote
CCP Rise, can you please confirm that Bastion is not extending the missile velocity bonus to rapid heavy launchers? If this is correct and an oversight, could we possibly get this addressed in a not-too-distant update? Thanks. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Embers Children TOHA Conglomerate
2895
|
Posted - 2014.02.15 04:20:00 -
[538] - Quote
This isn't going to go away...  I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Embers Children TOHA Conglomerate
2916
|
Posted - 2014.02.17 08:12:00 -
[539] - Quote
Q: Is there a missing animation for the rapid heavy missile launchers? I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Embers Children TOHA Conglomerate
2916
|
Posted - 2014.02.17 23:18:00 -
[540] - Quote
Requesting rapid light and rapid heavy launchers be added to the list for Defender missiles. https://forums.eveonline.com/default.aspx?g=posts&t=322781&find=unread I am currently away, traveling through time and will be returning last week. |
|

Hasikan Miallok
Republic University Minmatar Republic
287
|
Posted - 2014.02.17 23:59:00 -
[541] - Quote
It's pretty clear CCP are intentionally relegating Rapids to secondary support weapons for use on ships that use something else as a primary ... in which case allowing defenders as ammo makes a lot of sense. |

Arthur Aihaken
Embers Children TOHA Conglomerate
2916
|
Posted - 2014.02.18 00:19:00 -
[542] - Quote
Hasikan Miallok wrote:It's pretty clear CCP are intentionally relegating Rapids to secondary support weapons for use on ships that use something else as a primary ... in which case allowing defenders as ammo makes a lot of sense. And considering a lot of non-missile hulls have at least one launcher slot, it would give them some anti-missile capability. A single rapid light or rapid heavy launcher could probably take out 2-3 enemy missiles from a single volley. I am currently away, traveling through time and will be returning last week. |

sprototles Ganzo
Brutor Tribe Minmatar Republic
2
|
Posted - 2014.02.18 09:19:00 -
[543] - Quote
increase Rate of fire (+1 or 2 seconds) and decrease Reload time (10 - 15 seconds) My ideas...pls chceck them :) Battleship Yamato - http://bit.ly/1e3fPJY Nice Missiles - http://bit.ly/1f8j8Wb Drones - http://bit.ly/1bh8MT8 |

Arthur Aihaken
Embers Children TOHA Conglomerate
2924
|
Posted - 2014.02.18 14:14:00 -
[544] - Quote
sprototles Ganzo wrote:increase Rate of fire (+1 or 2 seconds) and decrease Reload time (10 - 15 seconds) Rate of fire is fine; it's the reload and in particular swap time that need to be addressed. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Embers Children TOHA Conglomerate
2924
|
Posted - 2014.02.18 15:04:00 -
[545] - Quote
CCP Rise, I wonder if you recall the original pre-Rubicon discussions with the rapid heavy launchers with respect to missile velocity hull bonuses? At the time, many of us argued for inclusion of missile velocity, explosion radius and explosion velocity bonuses, as applicable. This is now more relevant than ever with the extended reload time and front-end loaded damage. If rapid heavy launchers are truly considered large weapons and the reload time is to be retained - then they should receive all hull bonuses as rapid light launchers do. Specifically:
GÇó Rattlesnake; receives +50% max velocity for RHMLs as a role bonus GÇó Raven; receives +10% max velocity per level for RHMLs GÇó Raven Navy; receives +10% max velocity and +5% explosion radius for RHMLs GÇó Typhoon; receives 5% explosion velocity for RHMLs GÇó Golem; receives +10% max velocity and +5% explosion velocity for RHMLs as well as +25% missile velocity from Bastion
Right now the Rattlesnake, Raven Navy and Golem do not receive a single RHML-eligible hull bonus, and this seems like a glaring oversight. Rapid launchers are all but disappearing from the landscape, and I think the front-end loaded damage would be more palatable if these could be addressed. In terms of overall DPS, rapid heavy launchers rank last behind torpedoes and cruise missiles for damage application - so this shouldn't present any balance issues.
I would also appreciate if you could please comment on the exclusion (or future inclusion?) of rapid launchers with Defender missiles, which seems more applicable than ever. Thanks. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Embers Children TOHA Conglomerate
2928
|
Posted - 2014.02.20 11:21:00 -
[546] - Quote
Any progress on the ammunition swap issueGǪ Maybe something for Rubicon 1.3GǪ? I am currently away, traveling through time and will be returning last week. |

Aivo Dresden
Red Federation RvB - RED Federation
220
|
Posted - 2014.02.21 16:54:00 -
[547] - Quote
People actually use the RHML? :P
The problem is that there's no alternative for RLMLs. It's not like HMs or HAMs are any better. The damage application is horrible. How about you address the elephant in the room and have at least 1 decent cruiser sized launcher, instead of 3 different ones that all have issues? We just need a 'good' cruiser sized launcher. |

Mournful Conciousness
Embers Children TOHA Conglomerate
635
|
Posted - 2014.02.21 18:21:00 -
[548] - Quote
every weapon system has issues. as do eve players... 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".
|

Oblivion King
Pator Tech School Minmatar Republic
0
|
Posted - 2014.02.22 12:11:00 -
[549] - Quote
hmm I have an idea Introduce a new ammo type "Rapid Light Missiles" when you use this new type with RLML it makes it the way it is now (the burst style) and when you use the Light Missile ammo with RLML it goes back to the way it was (with some tweaking if needed) |

Arthur Aihaken
Perkone Caldari State
2940
|
Posted - 2014.02.23 19:33:00 -
[550] - Quote
CCP Rise, do you think it might be possible to look at implementing a flat 20-second reload/swap for the rapid launchers in Rubicon 1.3? I think this would address most if not all concerns, and with the ammunition capacity nerf this still puts these at less DPS than they were originally. I am currently away, traveling through time and will be returning last week. |
|

HellGate fr
Yarrbear Inc.
36
|
Posted - 2014.02.25 06:40:00 -
[551] - Quote
Those changes are total crap, you should delete those 2 launchers from the database simply since arties are better in every way. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
377
|
Posted - 2014.02.25 09:53:00 -
[552] - Quote
I find this thread hilarious.
If you're struggling to use RHML's that's your issue. I have been flying around low sec in a RHML Raven for weeks now. Still haven't lost it. Still haven't got any kills with it but I have been winning fights when contesting DED complexes. I even took on an Ishtar and a Deimos at the same time in a site and forced both to disengage. Both were extremely lucky not to get killed before they entered warp and they even told me this in local chat.
The RHML works absolutely perfectly (ignoring ammo swapping)
RLML's seem to be working just fine in their role too. You can even stretch the role to fight cruisers (sometimes). |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1304
|
Posted - 2014.02.25 10:39:00 -
[553] - Quote
Spugg Galdon wrote:I find this thread hilarious.
If you're struggling to use RHML's that's your issue. I have been flying around low sec in a RHML Raven for weeks now. Still haven't lost it. Still haven't got any kills with it but I have been winning fights when contesting DED complexes. I even took on an Ishtar and a Deimos at the same time in a site and forced both to disengage. Both were extremely lucky not to get killed before they entered warp and they even told me this in local chat.
The RHML works absolutely perfectly (ignoring ammo swapping)
RLML's seem to be working just fine in their role too. You can even stretch the role to fight cruisers (sometimes).
On the raven they are ok, but on the typhoon they are inferior to cruise because one of typhoon bonuses do not apply to RHML. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kaarous Aldurald
ROC Deep Space The ROC
2767
|
Posted - 2014.02.25 10:42:00 -
[554] - Quote
Kagura Nikon wrote:Spugg Galdon wrote:I find this thread hilarious.
If you're struggling to use RHML's that's your issue. I have been flying around low sec in a RHML Raven for weeks now. Still haven't lost it. Still haven't got any kills with it but I have been winning fights when contesting DED complexes. I even took on an Ishtar and a Deimos at the same time in a site and forced both to disengage. Both were extremely lucky not to get killed before they entered warp and they even told me this in local chat.
The RHML works absolutely perfectly (ignoring ammo swapping)
RLML's seem to be working just fine in their role too. You can even stretch the role to fight cruisers (sometimes). On the raven they are ok, but on the typhoon they are inferior to cruise because one of typhoon bonuses do not apply to RHML.
Bingo. When only one real class of ship can adequately use an entire line of weapons, something is wrong with those weapons. Not posting on my main, and loving it.-á Because free speech.-á |

Sgt Ocker
Last Bastion of Freedom
125
|
Posted - 2014.02.25 11:39:00 -
[555] - Quote
Kagura Nikon wrote:Spugg Galdon wrote:I find this thread hilarious.
If you're struggling to use RHML's that's your issue. I have been flying around low sec in a RHML Raven for weeks now. Still haven't lost it. Still haven't got any kills with it but I have been winning fights when contesting DED complexes. I even took on an Ishtar and a Deimos at the same time in a site and forced both to disengage. Both were extremely lucky not to get killed before they entered warp and they even told me this in local chat.
The RHML works absolutely perfectly (ignoring ammo swapping)
RLML's seem to be working just fine in their role too. You can even stretch the role to fight cruisers (sometimes). On the raven they are ok, but on the typhoon they are inferior to cruise because one of typhoon bonuses do not apply to RHML. The Raven has only 1 bonus applicable to RHML. ROF, 1 very good reason RHML will never be more than a gimic.
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
377
|
Posted - 2014.02.25 12:31:00 -
[556] - Quote
Sgt Ocker wrote:Kagura Nikon wrote:Spugg Galdon wrote:I find this thread hilarious.
If you're struggling to use RHML's that's your issue. I have been flying around low sec in a RHML Raven for weeks now. Still haven't lost it. Still haven't got any kills with it but I have been winning fights when contesting DED complexes. I even took on an Ishtar and a Deimos at the same time in a site and forced both to disengage. Both were extremely lucky not to get killed before they entered warp and they even told me this in local chat.
The RHML works absolutely perfectly (ignoring ammo swapping)
RLML's seem to be working just fine in their role too. You can even stretch the role to fight cruisers (sometimes). On the raven they are ok, but on the typhoon they are inferior to cruise because one of typhoon bonuses do not apply to RHML. The Raven has only 1 bonus applicable to RHML. ROF, 1 very good reason RHML will never be more than a gimic.
Disagree.
RHML has the built in bonus of damage application due to down sized weapon.
It has been stated by CCP the Rapid Launchers will NOT receive range or application bonuses
Also, A RHML Typhoon can compete with a RHML Raven. They both of strengths and weakneses. I want to take my Typhoon into lowsec now! |

Arthur Aihaken
Perkone Caldari State
2950
|
Posted - 2014.02.25 16:08:00 -
[557] - Quote
Spugg Galdon wrote:It has been stated by CCP the Rapid Launchers will NOT receive range or application bonuses This was when the original rapid heavy missile launchers were presented and they featured both a larger ammunition capacity and 10-second reload time.
Spugg Galdon wrote:I find this thread hilarious.
If you're struggling to use RHML's that's your issue. I have been flying around low sec in a RHML Raven for weeks now. Still haven't lost it. Still haven't got any kills with it but I have been winning fights when contesting DED complexes. I even took on an Ishtar and a Deimos at the same time in a site and forced both to disengage. Both were extremely lucky not to get killed before they entered warp and they even told me this in local chat. You're certainly entitled to your opinion. Try running any L4 mission with RHMLs vs. cruise launchers and let me know how you fare time-wise. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
676
|
Posted - 2014.02.25 16:37:00 -
[558] - Quote
Arthur Aihaken wrote:Spugg Galdon wrote:It has been stated by CCP the Rapid Launchers will NOT receive range or application bonuses This was when the original rapid heavy missile launchers were presented and they featured both a larger ammunition capacity and 10-second reload time. Spugg Galdon wrote:I find this thread hilarious.
If you're struggling to use RHML's that's your issue. I have been flying around low sec in a RHML Raven for weeks now. Still haven't lost it. Still haven't got any kills with it but I have been winning fights when contesting DED complexes. I even took on an Ishtar and a Deimos at the same time in a site and forced both to disengage. Both were extremely lucky not to get killed before they entered warp and they even told me this in local chat. You're certainly entitled to your opinion. Try running any L4 mission with RHMLs vs. cruise launchers and let me know how you fare time-wise.
But aren't rapid heavies the wrong tool for the job? They are a burst weapon so it seems unsurprising to me that they are not useful for applying sustained damage, as most level 4s require?
Level 4s also take a long time if you fit only blasters...
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".
|

Arthur Aihaken
Perkone Caldari State
2950
|
Posted - 2014.02.25 16:52:00 -
[559] - Quote
Mournful Conciousness wrote:But aren't rapid heavies the wrong tool for the job? They are a burst weapon so it seems unsurprising to me that they are not useful for applying sustained damage, as most level 4s require?
Level 4s also take a long time if you fit only blasters... They are, and that was kind of my point - that rapid launchers only fill a narrow PvP niche. The 35-second reload is a tactical nightmare in actual combat, however. I am currently away, traveling through time and will be returning last week. |

HellGate fr
Yarrbear Inc.
36
|
Posted - 2014.02.25 19:34:00 -
[560] - Quote
Either get us a half ROF, or half reload time, or double capacity. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
681
|
Posted - 2014.02.25 19:49:00 -
[561] - Quote
Arthur Aihaken wrote:Mournful Conciousness wrote:But aren't rapid heavies the wrong tool for the job? They are a burst weapon so it seems unsurprising to me that they are not useful for applying sustained damage, as most level 4s require?
Level 4s also take a long time if you fit only blasters... They are, and that was kind of my point - that rapid launchers only fill a narrow PvP niche. The 35-second reload is a tactical nightmare in actual combat, however.
There are quite a few weapons that fulfill a tactical niche. Dual 150mm railguns for example and blasters (to a lesser degree) to name two.
I think it's ok that RLMLs have a nice purpose. The general case is already covered by HMLs and HAMs.
No? 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".
|

HellGate fr
Yarrbear Inc.
36
|
Posted - 2014.02.25 19:52:00 -
[562] - Quote
Mournful Conciousness wrote:[quote=Arthur Aihaken]
I think it's ok that RLMLs have a nice purpose. The general case is already covered by HMLs and HAMs.
No?
Try shooting heavy missiles at a linked ab frig. So yeah, now we got those awesome RLMLs that have terrible sustained dps, good luck fighting a frig gang with that. |

Mournful Conciousness
Embers Children TOHA Conglomerate
681
|
Posted - 2014.02.25 21:12:00 -
[563] - Quote
HellGate fr wrote:Mournful Conciousness wrote:[quote=Arthur Aihaken]
I think it's ok that RLMLs have a nice purpose. The general case is already covered by HMLs and HAMs.
No? Try shooting heavy missiles at a linked ab frig. So yeah, now we got those awesome RLMLs that have terrible sustained dps, good luck fighting a frig gang with that.
You're taking on a frig gang with how many cruisers? A frig gang will take down a solo battleship. so what? Fight fire with fire, not paper.
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".
|

Arthur Aihaken
Perkone Caldari State
2951
|
Posted - 2014.02.25 22:45:00 -
[564] - Quote
Mournful Conciousness wrote:I think it's ok that RLMLs have a nice purpose. The general case is already covered by HMLs and HAMs. No? Generally HMLs are only useful against NPCs; HAMLs have more damage application against player ships. Anything you can do with a HM on a battleship you can do just as well with a cruise missile and a lot more range. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Perkone Caldari State
2970
|
Posted - 2014.03.05 05:01:00 -
[565] - Quote
Addendum: Need a "[Rubicon 1.3]" amended to this... Also, please sticky - because this thread isn't going away anytime soon. I am currently away, traveling through time and will be returning last week. |

Brutor Trash
Republic University Minmatar Republic
0
|
Posted - 2014.03.05 05:43:00 -
[566] - Quote
SCREW YOU RISE WTF DID YOU DO WOW |

Arthur Aihaken
Perkone Caldari State
2970
|
Posted - 2014.03.05 06:50:00 -
[567] - Quote
Relax - this isn't the way to go about change... I am currently away, traveling through time and will be returning last week. |

Connall Tara
Conquering Darkness
123
|
Posted - 2014.03.05 08:12:00 -
[568] - Quote
https://www.youtube.com/watch?v=icF4h5sn81c&feature=youtube_gdata
*cough*
Naomi Knight - "You must be CCP Rise alt , that would explain everything"
|

Arthur Aihaken
Perkone Caldari State
2970
|
Posted - 2014.03.05 08:29:00 -
[569] - Quote
Connall Tara wrote:*cough* *cough* what? So you're saying in a 6-minute tournament match where players start out 60-70km from each other that RLMLs have finally found their niche?  I am currently away, traveling through time and will be returning last week. |

Connall Tara
Conquering Darkness
123
|
Posted - 2014.03.05 09:09:00 -
[570] - Quote
more that if RLML's were as useless and terrible as many claim I suspect they should have been curb stomped rather than beating the returning champions quite handily.
after all RLML's have terrible sustained dps, how could they possibly win!  Naomi Knight - "You must be CCP Rise alt , that would explain everything"
|
|

Voxinian
30
|
Posted - 2014.03.05 10:26:00 -
[571] - Quote
I haven't bothered with the rapids at all till yeasterday... and quickly found out they are superior... in sucking a lot. 20 missiles instead of 53 and a huge load time, thats 2 minutes of dps and then the next morning you can fire again 20 missiles.
Just give us rapids with normal reload times, then the 20 missile limit would be justifyable. |

Arthur Aihaken
Perkone Caldari State
2972
|
Posted - 2014.03.05 13:20:00 -
[572] - Quote
Connall Tara wrote:more that if RLML's were as useless and terrible as many claim I suspect they should have been curb stomped rather than beating the returning champions quite handily. after all RLML's have terrible sustained dps, how could they possibly win!  I seeGǪ so the effectiveness of RLMLs is now been qualified by a single tournament matchGǪ  Next you'll be telling us Marauders are "Op" based on the two tournament wins (never mind the half dozen or so losses, but I digress)... I am currently away, traveling through time and will be returning last week. |

Abrazzar
Vardaugas Family
2673
|
Posted - 2014.03.05 15:16:00 -
[573] - Quote
How about moving the swarm launcher design to rockets/HAMs and keep the rapid launcher design as is and just balance it as originally intended? You could then have both designs in the game without intruding into the old use of RLMLs and the Caracal. Also high damage output weapons having short range is fitting with the general EVE design. Sovereignty and Population New Mining Mechanics |

Arthur Aihaken
Perkone Caldari State
2972
|
Posted - 2014.03.05 15:24:00 -
[574] - Quote
Abrazzar wrote:How about moving the swarm launcher design to rockets/HAMs and keep the rapid launcher design as is and just balance it as originally intended? You could then have both designs in the game without intruding into the old use of RLMLs and the Caracal. Also high damage output weapons having short range is fitting with the general EVE design. The only issue with the original RLML and proposed RHML was the ammunition capacity. As this has now been addressed, the solution is to revert the reload time back to 10 seconds. I am currently away, traveling through time and will be returning last week. |

Kiwi Fruitsalad
THE BOARD OF EDUCATION
0
|
Posted - 2014.03.06 01:19:00 -
[575] - Quote
Having some serious issues with the burst dmg of the missile launchers.. quite hard to rat as a new player :( and its booooooooooooringgg
fire fire fire reload.............................................. wait some more go read some stuff make dinner.... wait some more take a shower fire fire fire reload etc... |

Arthur Aihaken
Perkone Caldari State
2981
|
Posted - 2014.03.06 04:07:00 -
[576] - Quote
I would've replied earlier but I was waiting for my RHMLs to reload...  I am currently away, traveling through time and will be returning last week. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
97
|
Posted - 2014.03.06 04:27:00 -
[577] - Quote
I see we're still waiting for a fix for the RLML/RHML reload time, and the ammo swap mechanic. Have there been any updates on when we can expect that? We're already discussing [Rubicon 1.3] summer changes, but I haven't seen anything solid on the ammo swap.
Against my better judgement, I've taken out a few Bellicose fits with RLML, since there isn't really anything else I can use at Cruiser level for kiting until Heavy Missiles are fixed. We had a bunch of T1 frigates swarm our station, and I managed to kill 2 of them before my reload cycle occurred. The Stabber that was with us on station managed to get 6 of them (solo on many of them), in the time it took me to warp off and back while reloading. Needless to say, I wasn't pleased. To be fair, I could have stayed aligned and tried to use drones/target painter to ***** on killmails, but it was quite the blob, and I didn't want to give the ones chasing me any opportunity while I couldn't defend myself. |

Arthur Aihaken
Perkone Caldari State
2983
|
Posted - 2014.03.06 05:53:00 -
[578] - Quote
Ransu Asanari wrote:I see we're still waiting for a fix for the RLML/RHML reload time, and the ammo swap mechanic. Have there been any updates on when we can expect that? We're already discussing [Rubicon 1.3] summer changes, but I haven't seen anything solid on the ammo swap. Nope... I am currently away, traveling through time and will be returning last week. |

Julian DeCroix
Socialist Death Panel
16
|
Posted - 2014.03.06 20:16:00 -
[579] - Quote
Since this is still being discussed, let me say yet again that changing the RML concept has rendered them nearly useless for my purposes in PvE. In this arena, turret ships can frequently use piloting to reduce a target's transversal, thus gaining effectiveness against smaller targets. No amount of piloting will improve a missile ship's damage application; thus, launchers designed to fire down-sized ammunition can potentially be of great use.
The current iterations of RMLs negate the very benefits they bestow. - Should the target survive the first firing cycle, the extended reload time gives the target more total time to repair, making any initial advantage gained from a higher rate of fire a wash at best. - Should a target be destroyed, higher rates of fire drastically increase the chances of having volleys lost due to travel time en route to a no-longer-existent target. One or two volleys lost out of fifty, with a ten second reload, are rather insignificant. On the other hand, two or three volleys lost out of twenty, with a thirty-five second reload, are quite significant. The "2+0=1+1" argument is invalid. (I won't bother addressing ammo swapping, since it is not much of an issue for PvE, and in any case is already recognized as needing attention.)
When ASBs were introduced, standard Shield Boosters were not replaced. When AARs came on to the scene, regular Armor Repairers were not removed. If introducing a burst-mechanic weapon system is the next step, why must the original system be destroyed?
I am not compelled by the notion of being able to choose when to not be shooting at my targets. "Should I sit here and wait for them to come kill me, or should I throw a few missiles at them and then watch them kill me while I'm trying to reload?" This is not exactly a situation I desire to explore.
For my purposes, refitting cruiser-class ships with standard, small LMLs provides superior damage output over RLMLs or HMLs. CMLs, in most cases, still provide superior damage application over RHMLs. But in all honestly, the whole situation has only motivated me to explore entirely different solutions. So yes, CCP Rise, you have indeed provided new, strategic gameplay: my missile ships have been mothballed in favor of drone ships. Thanks for the interesting choices. |

Arthur Aihaken
Perkone Caldari State
2997
|
Posted - 2014.03.06 20:25:00 -
[580] - Quote
Julian DeCroix wrote:CMLs, in most cases, still provide superior damage application over RHMLs. Cruise missiles provide superior damage application over RHMLs in every instance, because RHMLs do not receive explosion velocity, explosion radius or missile velocity bonuses. This is even before you factor-in reload time on RHMLs, which effectively reduces stated DPS by one third or greater. I am currently away, traveling through time and will be returning last week. |
|

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.07 07:25:00 -
[581] - Quote
Arthur Aihaken wrote:Julian DeCroix wrote:CMLs, in most cases, still provide superior damage application over RHMLs. Cruise missiles provide superior damage application over RHMLs in every instance, because RHMLs do not receive explosion velocity, explosion radius or missile velocity bonuses. This is even before you factor-in reload time on RHMLs, which effectively reduces stated DPS by one third or greater. Explosion velocity and or explosion radius bonuses for RHML.
My good man, that would make them useful and that is quite clearly not the aim here.
|

Arthur Aihaken
Perkone Caldari State
3002
|
Posted - 2014.03.07 13:15:00 -
[582] - Quote
Sgt Ocker wrote:Explosion velocity and or explosion radius bonuses for RHML. My good man, that would make them useful and that is quite clearly not the aim here. Sorry, my bad. For a second there I had grandiose notions... I am currently away, traveling through time and will be returning last week. |

Omega Crendraven
Rionnag Alba Triumvirate.
158
|
Posted - 2014.03.09 02:54:00 -
[583] - Quote
RIP in Peace Rapid lights ))))))) [ xXPlease Pandemic Citizens Reloaded Alliance.Xx } ] HISEC / NULLSEC / LOWSEC Mercenary Alliance |

Arthur Aihaken
Arsenite
3013
|
Posted - 2014.03.09 04:23:00 -
[584] - Quote
Rubicon 1.3 is out on Tuesday. Any wagers that we see at least a swap fix for rapid launchers? I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.09 06:06:00 -
[585] - Quote
Arthur Aihaken wrote:Rubicon 1.3 is out on Tuesday. Any wagers that we see at least a swap fix for rapid launchers? Everything else about them was done without player feedback or testing, so nothing about rapid launcher changes would be surprising at this stage.
We can but wait and see if there is something good to come.
|

Arthur Aihaken
Arsenite
3026
|
Posted - 2014.03.10 03:01:00 -
[586] - Quote
Rapid Heavy Missile Fail 10:45. Yes CCP Rise, this is what we've been telling you for months. 11:00. So what are you planning to do with the Golem or with rapid heavy missile launchers in general? 11:07. A fix in 1.3? First we've heard of it. Guess you were right Sgt. I am currently away, traveling through time and will be returning last week. |

Anhenka
Native Freshfood Minmatar Republic
329
|
Posted - 2014.03.10 03:17:00 -
[587] - Quote
Arthur Aihaken wrote:Rapid Heavy Missile Fail10:45. Yes CCP Rise, this is what we've been telling you for months. 11:00. So what are you planning to do with the Golem or with rapid heavy missile launchers in general? 11:07. A fix in 1.3? First we've heard of it. Guess you were right Sgt.
Let's really not use a match where they hit every single checklist in the "How not to use RHML, and how to fit them to poorly chosen ships"
100+km kiting is never, and will never be the RHML's strong points.
That's not to say it's a good mod, cause it's not, but that match was like demonstrating how useful a computer is by handing it to a monkey. |

Arthur Aihaken
Arsenite
3026
|
Posted - 2014.03.10 04:02:00 -
[588] - Quote
Anhenka wrote:Let's really not use a match where they hit every single checklist in the "How not to use RHML, and how to fit them to poorly chosen ships"
100+km kiting is never, and will never be the RHML's strong points.
That's not to say it's a good mod, cause it's not, but that match was like demonstrating how useful a computer is by handing it to a monkey. No really, let's. This tournament supposedly features some of the best in PvP, so you can't now play the "how not to use RHML" card. They obviously some had inclination on how to use it or they wouldn't have chosen it in the first place. It's pretty sad to see those proponents of the rapid launchers still grabbing at straws... More likely some of you weren't fans of the original rapid light launchers and were only too happy to see these nerfed. I am currently away, traveling through time and will be returning last week. |

Anhenka
Native Freshfood Minmatar Republic
329
|
Posted - 2014.03.10 04:22:00 -
[589] - Quote
Arthur Aihaken wrote:Anhenka wrote:Let's really not use a match where they hit every single checklist in the "How not to use RHML, and how to fit them to poorly chosen ships"
100+km kiting is never, and will never be the RHML's strong points.
That's not to say it's a good mod, cause it's not, but that match was like demonstrating how useful a computer is by handing it to a monkey. No really, let's. This tournament supposedly features some of the best in PvP, so you can't now play the "how not to use RHML" card. They obviously some had inclination on how to use it or they wouldn't have chosen it in the first place. It's pretty sad to see those proponents of the rapid launchers still grabbing at straws... More likely some of you weren't fans of the original rapid light launchers and were only too happy to see these nerfed.
If the Providence Wisadrs (Yes that is spelled correctly) actually have anything to do with Proviblock, I wouldn't be surprised to see laser Ravens, shield Abaddons, or the like. Just because they made it this far certainly does not mean they are good, it means that their enemies were worse. |

Arthur Aihaken
Arsenite
3026
|
Posted - 2014.03.10 04:52:00 -
[590] - Quote
Anhenka wrote:As I said before, by all I can tell, the RHML are aweful, but you don't pick a worse case poor scenario to showcase why it's bad. No one's using them, so it's not like there are a lot of scenarios to choose from... Maybe CCP Rise would be kind enough to grace us with some current usage stats since their introduction? I am currently away, traveling through time and will be returning last week. |
|

Julian DeCroix
Socialist Death Panel
17
|
Posted - 2014.03.10 17:02:00 -
[591] - Quote
Arthur Aihaken wrote:Rubicon 1.3 is out on Tuesday. Any wagers that we see at least a swap fix for rapid launchers? I can't help thinking that, if they actually *had* a functional ammo swap fix, they wouldn't be sneaking it into the 1.3 update without so much as a teaser.
I haven't seen this past weekend's matches yet, but I did finally get to watch the YouTube replays of the first weekend. Two things: 1) The second WEHURT win: did not get the impression that the outcome would have been any different had the Cerberus and Caracals been fit with regular small LMLs. Looked like the Sentinel probably had more influence. Exciting match, nonetheless.
2) Judging by the way Rise, Fozzie and Dolan all gushed about how much they lurv the new RMLs, I doubt we'll see much more truly constructive work on them at all. Some minor (read: trivial) tweaking, perhaps, but probably nothing significant.
I still think that redoing RMLs along the lines of the pre-rubicon stats, but with a new overheat mechanic to create the "burst" functionality, combined with a rework of the entire missile damage application progression, is the best way to handle the whole thing. It is a shame that the right way to do something is often also the hard way. |

Arthur Aihaken
Arsenite
3035
|
Posted - 2014.03.10 17:34:00 -
[592] - Quote
Julian DeCroix wrote:Judging by the way Rise, Fozzie and Dolan all gushed about how much they lurv the new RMLs, I doubt we'll see much more truly constructive work on them at all. Was there a single team in the NEO that won utilizing RLMLs or RHMLs? I've watched all the matches but I can't seem to recall one. I think I've only seen one RHML fit Golem, and they were defeated quite decisively. In fact, the only effective use of a Marauder was in one of the matches yesterday which proved decisive when they fit it with a MWD instead of turtling with it.
I think if they were to extend all the bonuses to rapid launchers (Caracal Navy, Tengu, Drake, Drake Navy, Raven, Scorpion, Navy Scorpion, Navy Raven, Rattlesnake, etc.) as well as Bastion it would be a huge improvement. I am currently away, traveling through time and will be returning last week. |

Julian DeCroix
Socialist Death Panel
17
|
Posted - 2014.03.10 18:04:00 -
[593] - Quote
Arthur Aihaken wrote:Was there a single team in the NEO that won utilizing RLMLs or RHMLs? Yes, the second day: Asine Hitama's Team vs WEHURT WEHURT fit two Caracals and a Cerberus with RLMLs, and won the match. Correlation does not imply causation, however; those ships could have been fit with standard LMLs, or perhaps even HMLs, and I sincerely doubt it would have affected the outcome much. I think the Sentinel keeping the Vargurs TDed for so long was a greater factor. |

Arthur Aihaken
Arsenite
3039
|
Posted - 2014.03.10 18:15:00 -
[594] - Quote
Julian DeCroix wrote:Yes, the second day: Asine Hitama's Team vs WEHURTWEHURT fit two Caracals and a Cerberus with RLMLs, and won the match. Correlation does not imply causation, however; those ships could have been fit with standard LMLs, or perhaps even HMLs, and I sincerely doubt it would have affected the outcome much. I think the Sentinel keeping the Vargurs TDed for so long was a greater factor. I can't recall which match it was yesterday, but there was a team with RLML-fit Caracals that went down in flames. Again, not necessarily conclusive - but like Marauders, I think rapid launchers have been a mixed bag of snakes in the tournament. I am currently away, traveling through time and will be returning last week. |

Julian DeCroix
Socialist Death Panel
17
|
Posted - 2014.03.11 17:37:00 -
[595] - Quote
Arthur Aihaken wrote:Rubicon 1.3 is out on Tuesday. Any wagers that we see at least a swap fix for rapid launchers? Delayed to Wednesday, but the patch notes are released.
Good News: There *is* a change made to missile damage application!
Quote:The velocity of Heavy Missiles is now properly affected by Bastion Module I. Bad News: That's the *only* change made to missile damage application listed in the patch notes.
|

Arthur Aihaken
Arsenite
3049
|
Posted - 2014.03.11 19:41:00 -
[596] - Quote
Julian DeCroix wrote:Good News: There *is* a change made to missile damage application! Bad News: That's the *only* change made to missile damage application listed in the patch notes. And probably one of the last changes to rapid launchers we're going to see for some time... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.12 00:44:00 -
[597] - Quote
Arthur Aihaken wrote:Julian DeCroix wrote:Good News: There *is* a change made to missile damage application! Bad News: That's the *only* change made to missile damage application listed in the patch notes. And probably one of the last changes to rapid launchers we're going to see for some time... Sadly a change that has little to no affect for the majority of players.
|

Onictus
Silver Snake Enterprise Fatal Ascension
872
|
Posted - 2014.03.12 03:33:00 -
[598] - Quote
Arthur Aihaken wrote:Julian DeCroix wrote:Good News: There *is* a change made to missile damage application! Bad News: That's the *only* change made to missile damage application listed in the patch notes. And probably one of the last changes to rapid launchers we're going to see for some time...
and rapid marauder.......yeah GTFO |

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.12 10:40:00 -
[599] - Quote
Onictus wrote:Arthur Aihaken wrote:Julian DeCroix wrote:Good News: There *is* a change made to missile damage application! Bad News: That's the *only* change made to missile damage application listed in the patch notes. And probably one of the last changes to rapid launchers we're going to see for some time... and rapid marauder.......yeah GTFO Yeah 770 DPS for 43 seconds then none for the next 35.. What more could a pilot who has spent over 1 bil on his ship need. Now if Heavy missiles got the explosion velocity bonus they might actually be able to hit something for a damn and be worth using. (Probably not, 35 second reload is just too long) |

Vinyl 41
Perkone Academy
36
|
Posted - 2014.03.12 11:38:00 -
[600] - Quote
rhml marauders are lol the application on those is nearly the same as on cruise missles so why even bother |
|

Julian DeCroix
Socialist Death Panel
17
|
Posted - 2014.03.12 12:02:00 -
[601] - Quote
Julian DeCroix wrote:I think the Sentinel keeping the Vargurs TDed for so long was a greater factor. I just realized I made a boo-boo. Vagabonds, not Vargurs. /facepalm
Well, Vagabond and Sleipnir. I still don't feel too bad, though: even Rise and Fozzie can get befuddled. 53+5=/=68. |

Arthur Aihaken
Arsenite
3054
|
Posted - 2014.03.12 22:21:00 -
[602] - Quote
Vinyl 41 wrote:rhml marauders are lol the application on those is nearly the same as on cruise missles so why even bother Actually, the application with cruise missiles is better since you get the explosion velocity bonus and tremendous range boost. Although the 35-second reloads to afford bio breaks... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.13 01:08:00 -
[603] - Quote
I think the lack of any communication from the dev team proves what many have thought and said for a while.
Rapid Launchers were never meant to be anything more than a gimmick and only came about due to a minority who have a Devs ear.
A minority somewhere complained about RLML being OP so to "fix" the perceived problem, RLML were nerfed beyond reasonable use under the guise of introducing the new and exciting, Rapid Launcher system.
Quote:CCP Rise #1Posted: 2013.11.08 11:22 | Report | Edited by: CCP Rise
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks 2 Threads = 238 pages of feedback, a lot of it useful and specific information. Last update by CCP Rise; #445Posted: 2014.02.03 16:12 Both Rapid Missile Launcher threads, started by CCP RISE are still active. 4 months of players "letting him know what they think"
CCP Rise, your never going to get enough feedback on Rapid Launchers for you to re-balance them before you retire. In their current form, they will never see enough use for reliable statistics as they are totally useless in all but a very narrow area of use.
Or, I could be (and hope I am) wrong and the simple fact you are not getting enough statistical information for a clear picture will be the catalyst to take another look at them.
PS; Not everyone wants to fly in BLOB fleets where 1 more person in fleet simply makes up numbers. Some of us like small gang PvP and need to fly ships that compliment others in the fleet. Many of us used to fly rml boats because they helped the fleet in strategic situations (they "were" good at neutralizing tackle). You ready up an RLML Caracal in a fleet now, you will either get kicked from fleet or told to reship. |

Arthur Aihaken
Arsenite
3056
|
Posted - 2014.03.13 01:26:00 -
[604] - Quote
Sgt Ocker wrote:Or, I could be (and hope I am) wrong and the simple fact you are not getting enough statistical information for a clear picture will be the catalyst to take another look at them.
PS; Not everyone wants to fly in BLOB fleets where 1 more person in fleet simply makes up numbers. Some of us like small gang PvP and need to fly ships that compliment others in the fleet. Many of us used to fly rml boats because they helped the fleet in strategic situations (they "were" good at neutralizing tackle). You ready up an RLML Caracal in a fleet now, you will either get kicked from fleet or told to reship. If no one's using them does that count as a shortage of data? Interesting commentary in your second point... Even with the new Bastion "fix" for RHMLs, there's zero advantage in switching over from cruise missiles. With the range I even think you're better off with Javelin torpedoes than heavy missiles. I am currently away, traveling through time and will be returning last week. |

Sara Careless
The Flying Dead Havoc.
0
|
Posted - 2014.03.13 04:33:00 -
[605] - Quote
point of RLML's is for anti frigate they cant kill anything above a cruiser with one volley making them niche as it is. -you dont use fury's when your job is anti frigate -using lvl 5 skills as an example is void as most people that would be in this role wouldn't have lvl 5 skills. -unless your shooting the right damage you are extremely crippled in any fight. -did everyone forget to factor speed and sig radius into there equations?
RL's are severely under powered for there role.
enough complaining now suggestions :)
-reload time down to 20 seconds -new type of missile rapid light and rapid heavy -new missile would be more like a precision missile (less damage maybe in the 50's range for lights but higher explosion velocity and smaller radius) -higher capacity -higher flight speed and less flight time as well
what all that does is make the RL fit into its role without making it op its over all dps would drop but frigate destroyer dps would stay the same. |

Arthur Aihaken
Arsenite
3057
|
Posted - 2014.03.13 04:58:00 -
[606] - Quote
It doesn't matter anymore at this point - everyone's switched to guns and drones for medium class ships. The Tengu will get nerfed hard in short order and that will be the end of medium missiles. I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
36
|
Posted - 2014.03.13 07:18:00 -
[607] - Quote
the tengu "fix" was long overdue so nothing new there especialy when allready stated that t3 will be the "universal" ship type still i totaly agree that med missles need some sort of rework - the application on those sucks for most of the time and they are so slow ( no wonder that peole just went with the insta applying dps weapon systems you can fire up to 3-4 salvos while wating for the first signs of damage on the target ) - waiting for the summer expansion news start would i think a good start would be to increase the base velocity while lowering the light time for med missles and maybe torpedoes ( those are kinda slow too ) |

Arthur Aihaken
Arsenite
3057
|
Posted - 2014.03.13 11:03:00 -
[608] - Quote
Vinyl 41 wrote:i think a good start would be to increase the base velocity while lowering the light time for med missles and maybe torpedoes ( those are kinda slow too ) To begin addressing missiles one first needs to acknowledge there's a problem with them. And that is the biggest hurdle... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
Last Bastion of Freedom
129
|
Posted - 2014.03.13 11:25:00 -
[609] - Quote
Arthur Aihaken wrote:Vinyl 41 wrote:i think a good start would be to increase the base velocity while lowering the light time for med missles and maybe torpedoes ( those are kinda slow too ) To begin addressing missiles one first needs to acknowledge there's a problem with them. And that is the biggest hurdle... Actually the issue (with heavy missiles) was acknowledged in a previous rapid launcher thread.. Problem is, acknowledgement was as far as it got. |

Arthur Aihaken
Arsenite
3057
|
Posted - 2014.03.13 11:26:00 -
[610] - Quote
Sgt Ocker wrote:Actually the issue (with heavy missiles) was acknowledged in a previous rapid launcher thread.. Problem is, acknowledgement was as far as it got. Denial is not a river in Egypt... I am currently away, traveling through time and will be returning last week. |
|

Tulara
ICE is Coming to EVE Goonswarm Federation
0
|
Posted - 2014.03.13 12:54:00 -
[611] - Quote
Drop the reload time to at least 20 (while all the others weapons systems are at 10 LOL), or this missile launcher will remain unused. |

The Sinister
Eve Minions
52
|
Posted - 2014.03.13 13:20:00 -
[612] - Quote
Rapid Light Missile Launcher FIASCO!
Sponsored BY CCP Tard |

Voxinian
34
|
Posted - 2014.03.13 14:02:00 -
[613] - Quote
30 secs is to much + that it feels more like a minute in battle. at least the load time should be normal, the missile count is the only point of balance then. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
106
|
Posted - 2014.03.21 01:13:00 -
[614] - Quote
This thread has gone 7+ days without a bump. I am outraged at the lack of outrage. 
Still waiting for details on ammo swap fix, and which point release we can expect it. |

Arthur Aihaken
Arsenite
3112
|
Posted - 2014.03.21 01:38:00 -
[615] - Quote
Ransu Asanari wrote:This thread has gone 7+ days without a bump. I am outraged at the lack of outrage.  Still waiting for details on ammo swap fix, and which point release we can expect it. Could be worse. We could've trained for a Nestor... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
Last Bastion of Freedom
130
|
Posted - 2014.03.21 11:13:00 -
[616] - Quote
Funny but I opened up this thread last night and after writing another reply about the lack of communication from, any dev, let alone the one who was supposedly keeping us up to date with the state of Rapid Launchers. I closed my browser without posting, as I decided it was not worth getting banned over.
Outrage doesn't come close but history (even recent history - Nestor) shows that what players want or see as good or bad is pretty much irrelevant once a decision has been made. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
394
|
Posted - 2014.03.21 12:00:00 -
[617] - Quote
Voxinian wrote:30 secs is to much + that it feels more like a minute in battle. at least the load time should be normal, the missile count is the only point of balance then.
Pah! 30 seconds feels like a blink of the eye when waiting for your ASB/AAR to reload. Also, 30 seconds is nothing while waiting to reuse your MJD (on anything other than a Marauder).
The reload time is NOT an issue.
What is an issue is the ammo swap time and the fact that all these long reload/cooldown modules give ZERO feedback on the reload/cooldown time remaining. That is my only issue. I'm sick of using a stopwatch by my laptop to see when my reload/MJD will be ready |
|

CCP Fozzie
C C P C C P Alliance
9488

|
Posted - 2014.03.21 14:57:00 -
[618] - Quote
Tulara wrote:Drop the reload time to at least 20 (while all the others weapons systems are at 10 LOL), or this missile launcher will remain unused.
Considering that RLMLs are being used more now than at any previous point in their history, I think "remain unused" is a bit of an exaggeration. 
FYI the last 6 weeks have been the 6 weeks with the highest ever amount of PVP damage dealt by RLMLs, and the other metrics are all backing this up. There are obviously still UI and usability tweaks to be made but overall I am extremely happy with the current state of RLMLs. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Reinforced Metal Scrap
Center for Advanced Studies Gallente Federation
9
|
Posted - 2014.03.21 15:06:00 -
[619] - Quote
CCP Fozzie wrote:Tulara wrote:Drop the reload time to at least 20 (while all the others weapons systems are at 10 LOL), or this missile launcher will remain unused. Considering that RLMLs are being used more now than at any previous point in their history, I think "remain unused" is a bit of an exaggeration.  FYI the last 6 weeks have been the 6 weeks with the highest ever amount of PVP damage dealt by RLMLs, and the other metrics are all backing this up. There are obviously still UI and usability tweaks to be made but overall I am extremely happy with the current state of RLMLs. What about RHMLs, any metrics on those? Dedicated forum alt. Ingredients: 99.9% Pure Tritanium. May contain traces of peanuts. |

MeBiatch
GRR GOONS
1771
|
Posted - 2014.03.21 15:16:00 -
[620] - Quote
CCP Fozzie wrote:Tulara wrote:Drop the reload time to at least 20 (while all the others weapons systems are at 10 LOL), or this missile launcher will remain unused. Considering that RLMLs are being used more now than at any previous point in their history, I think "remain unused" is a bit of an exaggeration.  FYI the last 6 weeks have been the 6 weeks with the highest ever amount of PVP damage dealt by RLMLs, and the other metrics are all backing this up. There are obviously still UI and usability tweaks to be made but overall I am extremely happy with the current state of RLMLs.
cool beans There are no stupid Questions... just stupid people... Winter Expansion new ship request |
|

Altrue
Exploration Frontier inc Brave Collective
1048
|
Posted - 2014.03.21 16:01:00 -
[621] - Quote
Well if you use metrics to justify having a gameplay mechanic that makes you unable to deal damage during 35seconds in the middle of a fight... Signature Tanking - Best Tanking.
Proposed change for ECM - Not chance based - not max target reduction based |
|

CCP Fozzie
C C P C C P Alliance
9490

|
Posted - 2014.03.21 16:11:00 -
[622] - Quote
Reinforced Metal Scrap wrote:CCP Fozzie wrote:Tulara wrote:Drop the reload time to at least 20 (while all the others weapons systems are at 10 LOL), or this missile launcher will remain unused. Considering that RLMLs are being used more now than at any previous point in their history, I think "remain unused" is a bit of an exaggeration.  FYI the last 6 weeks have been the 6 weeks with the highest ever amount of PVP damage dealt by RLMLs, and the other metrics are all backing this up. There are obviously still UI and usability tweaks to be made but overall I am extremely happy with the current state of RLMLs. What about RHMLs, any metrics on those? There's less history to compare to here obviously. The usage of RHMLs has been fairly steady since they were released. The ratio of pvp RHML use compared to Cruise and Torp use is pretty similar to the ratio of pvp RLML use compared to HML and HAM use, which is about what we'd expect.
Altrue wrote:Well if you use metrics to justify having a gameplay mechanic that makes you unable to deal damage during 35seconds in the middle of a fight... Obviously the gameplay style associated with Rapid Missile Launchers isn't everyone's cup of tea, but modules don't need to appeal to every player. There are plenty of people for whom the extra damage and precision of rapid launchers is well worth the reload time, for other players there are other launcher options to choose from. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

MeBiatch
GRR GOONS
1771
|
Posted - 2014.03.21 16:54:00 -
[623] - Quote
when are we going to see RCML for the phoenix? There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Kynric
Sky Fighters Sky Syndicate
48
|
Posted - 2014.03.21 17:15:00 -
[624] - Quote
I am in the group which has been using rlml's. While I enjoy the burst damage I really do not enjoy that I have lost the ability in many situations to choose the ammo based on what I am fighting. The broad selection of ammo options and the choices they create are what I like most about missiles and sadly this launcher redesign has all but eliminated that option. A warhead swap option (replacing the current number of missiles with the same number of a different type) with a timer similar to the reload timers enjoyed by other weapon systems would restore those interesting choices and make me much happier with the weapon system.
It should also be said that much of my utilization of rlmls has to do with how absolutely awful heavy missiles are. While I am satisfied with HAMs they are not a good selection for many situations which I encounter. Therefore the use of RLMLs should not be interpreted as complete happiness with them as the effective loss of ability to adapt my ammo to battlefield circumstances takes away what I like most about missiles. That loss is less felt on ships heavily bonuses to a particular ammo but is still present even there. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
579
|
Posted - 2014.03.21 17:45:00 -
[625] - Quote
having to use popularity metrics like that just means you have no idea what you're doing |

Arthur Aihaken
Arsenite
3128
|
Posted - 2014.03.21 18:45:00 -
[626] - Quote
CCP Fozzie wrote:Considering that RLMLs are being used more now than at any previous point in their history, I think "remain unused" is a bit of an exaggeration.  RLMLs remain unused for PvE, and that's not an exaggeration.
Quote:The usage of RHMLs has been fairly steady since they were released. The ratio of pvp RHML use compared to Cruise and Torp use is pretty similar to the ratio of pvp RLML use compared to HML and HAM use, which is about what we'd expect. That isn't necessarily an endorsement. As with RLMLs, RHMLs are effectively dead for PvE when compared to cruise missiles and even torpedoes (which could use a balance pass with respect to damage application).
Several additional points with respect to RHMLs: GÇó Battleship hull bonuses such as missile velocity, explosion radius and explosion velocity should be extended to include RHMLs if they're going to be left essentially "as is" (they were originally excluded based on the first iteration of RHMLs). GÇó The launcher graphic should be redesigned so that the launchers are facing out instead of forward, similar to cruise missiles and torpedoes. RHMLs look more than a little bizarre when mounted on ships like the Scorpion or Rattlesnake. In addition, RHMLs are missing an animation to collapse the weapon when going to warp. I am currently away, traveling through time and will be returning last week. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
579
|
Posted - 2014.03.21 18:52:00 -
[627] - Quote
but pve is irrelevant |

Pew Terror
Green Associates TITANS.
144
|
Posted - 2014.03.21 19:47:00 -
[628] - Quote
TrouserDeagle wrote:but pve is irrelevant
winner |

Jeremiah Saken
State Protectorate Caldari State
10
|
Posted - 2014.03.21 21:20:00 -
[629] - Quote
Quote:Obviously the gameplay style associated with Rapid Missile Launchers isn't everyone's cup of tea, but modules don't need to appeal to every player. There are plenty of people for whom the extra damage and precision of rapid launchers is well worth the reload time, for other players there are other launcher options to choose from.
So, you've created a niche weapon system for one job, and then you've told the whinners to choose another weapon system that won't do the job?
Quote:There's less history to compare to here obviously. The usage of RHMLs has been fairly steady since they were released. The ratio of pvp RHML use compared to Cruise and Torp use is pretty similar to the ratio of pvp RLML use compared to HML and HAM use, which is about what we'd expect.
Mind the statistics. You can be drowned in a lake with average 50cm depth. |

Arthur Aihaken
Arsenite
3128
|
Posted - 2014.03.21 21:30:00 -
[630] - Quote
Jeremiah Saken wrote:Mind the statistics. "Lies, damned lies and statistics." I am currently away, traveling through time and will be returning last week. |
|

Jeremiah Saken
State Protectorate Caldari State
10
|
Posted - 2014.03.21 22:25:00 -
[631] - Quote
Quote:Since when did we start designing ships and/or modules strictly for PvP purposes?
EvE is PvP game. Rest is just shards.
Rapids were designed for smaller targets than ships using them. Its niche, for PvE weapon platform must be universal. I know, with long reload you can't choose dmg which is main missile advatage, but they are happy with that and i don't think you can't change it. Missile user here. |

Arthur Aihaken
Arsenite
3129
|
Posted - 2014.03.22 01:02:00 -
[632] - Quote
CCP Fozzie, how can we go about engaging in a meaningful dialog about missiles? I am currently away, traveling through time and will be returning last week. |

Aivo Dresden
Red Federation RvB - RED Federation
301
|
Posted - 2014.03.22 10:55:00 -
[633] - Quote
CCP Fozzie wrote:FYI the last 6 weeks have been the 6 weeks with the highest ever amount of PVP damage dealt by RLMLs, and the other metrics are all backing this up. There are obviously still UI and usability tweaks to be made but overall I am extremely happy with the current state of RLMLs. Because there is no alternative. What a completely useless statistic. Seriously though, what else would you fit on a Caracal? Heavy missiles? That has to be a joke right? They are even worse. You fit HMs you'll get killed by a Tristan.
CCP Fozzie wrote:Obviously the gameplay style associated with Rapid Missile Launchers isn't everyone's cup of tea, but modules don't need to appeal to every player. There are plenty of people for whom the extra damage and precision of rapid launchers is well worth the reload time, for other players there are other launcher options to choose from. It's almost as if you're completely oblivious to just how bad it is. Do you even play this game? Have you tried roaming in a Caracal with RLML? It is a horribly mechanic. You somehow keep trying to justify it for no good reason. In fact, you're not even acknowledging there's a problem with it.
And NO, there are no other launchers to choose from. Maybe if you hadn't completely broken HMs, we'd have another launcher but as it is, we don't.
Arthur Aihaken wrote:CCP Fozzie, how can we go about engaging in a meaningful dialog about missiles? We can't. According to Fozzie it's all peachy. |

Sgt Ocker
Last Bastion of Freedom
132
|
Posted - 2014.03.22 15:15:00 -
[634] - Quote
CCP Fozzie wrote:Tulara wrote:Drop the reload time to at least 20 (while all the others weapons systems are at 10 LOL), or this missile launcher will remain unused. Considering that RLMLs are being used more now than at any previous point in their history, I think "remain unused" is a bit of an exaggeration.  FYI the last 6 weeks have been the 6 weeks with the highest ever amount of PVP damage dealt by RLMLs, and the other metrics are all backing this up. There are obviously still UI and usability tweaks to be made but overall I am extremely happy with the current state of RLMLs. Any weapon system works in a gang of 30 where your just added dps. Doesn't mean it is good..
And yes, as others have stated, people may be using RLML simply because they are the best out of a bunch of mediocre options.
Just for comparisons sake - what was the usage of RLML in PVP over the six weeks vs this time last year? Devs always asks for valid, clear reasons for change we want something changed. Yet Devs don't show players the same courtesy and simply say it is so and we have to accept it.
Quote: CCP Fozzie wrote: Obviously the gameplay style associated with Rapid Missile Launchers isn't everyone's cup of tea, but modules don't need to appeal to every player. There are plenty of people for whom the extra damage and precision of rapid launchers is well worth the reload time, for other players there are other launcher options to choose from. Yes the sandbox is DEAD. We now play the way Devs say because having modules usable by a majority and being versatile is not the right way to go. Reminiscent of the recent capital tracking nerf, buff 1 dread and nerf 2 others.
Medium Missile options,, VERY VERY limited. From outright BAD to usable in limited situations. Ready up a Phoenix and be ready for the abuse and laughter. Do the same to lasers, hybrids and projectiles as you have done to missiles; you would very quickly have no game to worry about, as people would quit on masse.
Try a fair comparison. Give back the old RLML with -50% capacity and the old firing rate. See how Burst Rapids compare when there is "choice".
FYI; CCP Fozzie, you should spend more time thinking about what your writing and less writing what you're thinking. You often come across as very narrow minded.
Quote:Arthur Aihaken CCP Fozzie, how can we go about engaging in a meaningful dialog about missiles? It has been had, CCP Fozzie said it is so, we accept it. End dialogue.
Is catering for the few and ignoring the majority good business practice?? |

Vinyl 41
Perkone Academy
36
|
Posted - 2014.03.22 18:05:00 -
[635] - Quote
rlml are the only weapon system left for missle users that you can hope of killing those pesky ( buffed to infinity and a lil bit beyond) ceptors so no wonder that we see a nice "use percentage" on those and there is that "UI and usability " problem - yeah 30 seconds reload - so instead of creating some fancy new mechanic to allow faster reload we play a lil bit with overheating and how it affects those launchers ie. they gain a much bigger rof bonus from it and they can oh for a longer but we revert the stats to the pre rewok state - this way we get functional pve launchers and a deadly on demand burst weapon
ps. CCP why u hate missles so much ?
|

Arthur Aihaken
Arsenite
3130
|
Posted - 2014.03.22 18:22:00 -
[636] - Quote
Vinyl 41 wrote:and there is that "UI and usability " problem - yeah 30 seconds reloadGǪ Well, 35 seconds - but who's countingGǪ (wait, that would be me!)  I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
36
|
Posted - 2014.03.22 19:00:00 -
[637] - Quote
Arthur Aihaken wrote:Vinyl 41 wrote:and there is that "UI and usability " problem - yeah 30 seconds reloadGǪ Well, 35 seconds - but who's countingGǪ (wait, that would be me!)  Can we at least get an animation for the rapid heavy launcher? Better yet, can we flatten it so that it doesn't stick out so much on the hulls? i was allways wondering why those never got any animation ps. fixed that lil ugly thing you pointed out |

Arthur Aihaken
Arsenite
3131
|
Posted - 2014.03.22 20:33:00 -
[638] - Quote
Vinyl 41 wrote:i was allways wondering why those never got any animation ps. fixed that lil ugly thing you pointed out Oversight? From what I could tell it's the only main weapon system that doesn't have an animation. I was actually hoping it had changed to 30 seconds and that I'd missed the memo... I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
Last Bastion of Freedom
132
|
Posted - 2014.03.22 23:58:00 -
[639] - Quote
Vinyl 41 wrote:rlml are the only weapon system left for missle users that you can hope of killing those pesky ( buffed to infinity and a lil bit beyond) ceptors so no wonder that we see a nice "use percentage" on those and there is that "UI and usability " problem - yeah 35 seconds reload - so instead of creating some fancy new mechanic to allow faster reload we play a lil bit with overheating and how it affects those launchers ie. they gain a much bigger rof bonus from it and they can oh for a longer but we revert the stats to the pre rewok state - this way we get functional pve launchers and a deadly on demand burst weapon
ps. CCP why u hate missles so much ? At a quick glance what you are asking for is the same thing that has been asked for over and over since November last year. Unfortunately it seems CCP Fozzie is not prepared to look at alternatives. He is now vindicated in his statement that "Burst Mechanic Will Be Fun" by metrics (which by the way only show what they are programmed to show). If he really had the best interests of RLML in mind he would take notice of statments like;
Quote:It should also be said that much of my utilization of rlmls has to do with how absolutely awful heavy missiles are. While I am satisfied with HAMs they are not a good selection for many situations which I encounter. Therefore the use of RLMLs should not be interpreted as complete happiness with them from someone who actually uses them.
CCP does not want feedback regarding the Burst Mechanic, unless it is positive. As there is no real positive feedback it is being manufactured by metrics. So over the last 6 weeks, metrics has seen the highest usage of RLML "EVER". This can mean many things; Prior to Rubicon and the RLML burst mechanic very few people used RLML. So even a very low usage number shows a high uptake statistically. The interceptor buffs are too high and people are getting desperate enough to use RLML as they are advertised as the answer to killing fast frigates. Many people who used to use RLML prior to Rubicon have had them sitting around for months, unable to sell them except at a loss so have decided (like me) to use them till the ship gets killed then move on.
I have more scenarios but you guys have to be tired of me blabbering on by now so I'll leave you with;
These few words tell me EVERYTHING needed about the future of RLML;
Quote:CCP Fozzie; for other players there are other launcher options to choose from.
|

Pew Terror
Green Associates TITANS.
152
|
Posted - 2014.03.23 06:26:00 -
[640] - Quote
Love the theorizing about how bad cruiser sized missiles are when you run into HAM sacrilege gangs on a daily... |
|

Aivo Dresden
Red Federation RvB - RED Federation
304
|
Posted - 2014.03.23 08:21:00 -
[641] - Quote
Pew Terror wrote:Love the theorizing about how bad cruiser sized missiles are when you run into HAM sacrilege gangs on a daily... The Sac gets 25% ROF and 25% dmg from its hull bonus. That is only to heavy missiles though, so not really relevant when discussing RLML.
The CNI gets 25% ROF and 25% Expl Radius; which actually kind of puts it where RLML damage should be (maybe with a 20sec instead of 35sec reload instead. Seriously; half the time I can't even reload during gate to gate warps, 35sec is just too long).
The disturbing thing here is that devs seem to be putting a bunch of different launchers and turrets in EFT or Pyfa and then go "looks balanced to me". Everyone who's actually tried these and said "hang on; have you looked at the actual practical side of this, like at damage application or you know; fun factor" just gets ignored. What is the point of these threads if you're going to completely ignore all feedback given and instead wave around some popularity spreadsheet? |

Arthur Aihaken
Arsenite
3131
|
Posted - 2014.03.23 09:41:00 -
[642] - Quote
ROF penalizes rapid launchers in the worst way possible. On paper it might look like the same DPS, but more launchers and/or a damage bonus trump ROF with fewer launchers and no damage bonus.
GÇó Tengu -+ Worst for RLML, +37.5% rate of fire GÇó Scythe Fleet Issue -+ Best for RLML, +50% damage GÇó Raven, Scorpion Navy Issue, Tempest -+ Worst for RHML, +25% rate of fire GÇó Typhoon Fleet Issue -+ Best for RHML, +37.5% damage I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
Arsenite
3131
|
Posted - 2014.03.23 16:17:00 -
[643] - Quote
So what's happening with the ammunition swap? The only way I see this working is to allow an instantaneous swap when switching ammunition - but only replacing the new type with the current capacity. Otherwise, you'll be able to get around the 35-second reload and will ultimately be able to get 3 reloads in less time than the 35-second standard reload. Just make it 20 seconds and we can call it a day already... I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
36
|
Posted - 2014.03.23 17:00:00 -
[644] - Quote
having the option to insta swap ammo will only be beneficial when you are over 50% of the magazine under it you risk of running out of ammo and being force to run the normal reload - this would be a sub optimal fix since only preselecting the ammo type would be fixed but we would still be stuck with the super long reload mid fight CCP if you want to switch the meta to burst weapons maybe it would be good to rething how OH works with weapons |

Arthur Aihaken
Arsenite
3142
|
Posted - 2014.03.25 04:12:00 -
[645] - Quote
Dropping the reload to 30 seconds would probably be enough to balance it out. I am currently away, traveling through time and will be returning last week. |

Vinyl 41
Perkone Academy
36
|
Posted - 2014.03.25 08:59:00 -
[646] - Quote
Arthur Aihaken wrote:Dropping the reload to 30 seconds would probably be enough to balance it out; a flat 20-seconds for both reload and swap would address it entirely. i remeber when this started you was totaly against those changes now your literaly begging ccp to do smt where even the smallest change will make you happy - oh that fighting spirit |

Arthur Aihaken
Arsenite
3142
|
Posted - 2014.03.25 09:23:00 -
[647] - Quote
Vinyl 41 wrote:i remeber when this started you was totaly against those changes now your literaly begging ccp to do smt where even the smallest change will make you happy - oh that fighting spirit I was never against a reduction in reloading time - I just preferred more ammunition. A lot more. But, since that's extremely unlikely to happen at this point I'm trying to be realistic with any expectations. I'm expecting nothing, but hoping we'll get thrown a bone... I am currently away, traveling through time and will be returning last week. |

Silverbackyererse
44
|
Posted - 2014.03.25 11:01:00 -
[648] - Quote
Welease wapid wights fwom this howibble place CCP Wise.
|

Sgt Ocker
Last Bastion of Freedom
136
|
Posted - 2014.03.25 13:14:00 -
[649] - Quote
Arthur Aihaken wrote:Vinyl 41 wrote:i remeber when this started you was totaly against those changes now your literaly begging ccp to do smt where even the smallest change will make you happy - oh that fighting spirit I was never against a reduction in reloading time - I just preferred more ammunition. A lot more. But, since that's extremely unlikely to happen at this point I'm trying to be realistic with any expectations. I'm expecting nothing, but hoping we'll get thrown a bone...
Sorry Arthur, you got your bone, it is made of clay and has no real value - Chew carefully it is fragile.
Quote: CCP Fozzie; Obviously the gameplay style associated with Rapid Missile Launchers isn't everyone's cup of tea, but modules don't need to appeal to every player. There are plenty of people for whom the extra damage and precision of rapid launchers is well worth the reload time, for other players there are other launcher options to choose from.
I do so love the use of the word "Plenty" to quantify something. Plenty of nothing - is still nothing. Without figures to show how "Plenty" was reached and what it equates to, it is a meaningless word often used to cover a less than acceptable number or outcome. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
107
|
Posted - 2014.03.25 20:33:00 -
[650] - Quote
CCP Fozzie,
Thanks for following up on this thread. I'd still like to know where the status is on fixing the ammo swap mechanic, to separate it from the extended reload time. That is one of the main pain points of the Rapid Launchers, as being able to swap damage type, missile explosion size (Precision/Fury), or change to FoF to counter EWAR; is one of the main advantages of missiles flexibility which the new launchers broke. We're already discussing 1.4 Rubicon changes, and there's been no confirmed updates about the ammo swap fix since CCP Rise mentioned it on February 3rd.
CCP Fozzie wrote:Obviously the gameplay style associated with Rapid Missile Launchers isn't everyone's cup of tea, but modules don't need to appeal to every player. There are plenty of people for whom the extra damage and precision of rapid launchers is well worth the reload time, for other players there are other launcher options to choose from. As for this sentiment, and usage statistics, I will echo others, and put myself in the "only using it because of no viable Cruiser sized alternative". I've specifically refrained from flying Cruisers a lot of the time, because the application is so poor, and I've given examples of the gameplay experience not being enjoyable, and being inferior compared to gunnery. I would love to fly Heavy Missile cruisers and try to roam gangs or fly solo, but the damage application is very poor, so I won't.
|
|

Kynric
Sky Fighters Sky Syndicate
67
|
Posted - 2014.04.08 14:53:00 -
[651] - Quote
Bumped as a reminder that the ammo switch problem has not been addressed. The choices which ammo selection offers are interesting and a big part of what makes missiles fun as a weapon system. Unfortunately the rapid redesign has severely handicapped that functionality. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
152
|
Posted - 2014.04.08 17:31:00 -
[652] - Quote
Can we get something other than a BS that can use Rapid Heavies as well? You know, something like a battlecruiser, with a hull bonus allowing the fitting of large type weapons. What would you even call something like that? Oh! I know. How about a Tier 3 Battlecruiser. On a serious note, missiles are the only weapon that can't be fitted on a Tier 3 BC. Any type of missiles. There are no Tier 3 BC's with cruise missiles, or torps (although SBs fit torps so I'll let that go for now), or rapid heavies. Why is this?
And why does it seem so hard for CCP to actually finish what they start? |

Mournful Conciousness
Embers Children TOHA Conglomerate
703
|
Posted - 2014.04.08 17:44:00 -
[653] - Quote
scorchlikeshiswhiskey wrote:Can we get something other than a BS that can use Rapid Heavies as well? You know, something like a battlecruiser, with a hull bonus allowing the fitting of large type weapons. What would you even call something like that? Oh! I know. How about a Tier 3 Battlecruiser. On a serious note, missiles are the only weapon that can't be fitted on a Tier 3 BC. Any type of missiles. There are no Tier 3 BC's with cruise missiles, or torps (although SBs fit torps so I'll let that go for now), or rapid heavies. Why is this?
And why does it seem so hard for CCP to actually finish what they start?
A naga hosting 8 cruise missile launchers would be OP on toast!
It would make for some interesting battles I'll admit, since the it could destroy a ship like itself with its own alpha strike.
... so I agree with you, it would be great to see! The battles would be hilariously quick.
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".
|

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
152
|
Posted - 2014.04.08 18:02:00 -
[654] - Quote
Mournful Conciousness wrote:scorchlikeshiswhiskey wrote:Can we get something other than a BS that can use Rapid Heavies as well? You know, something like a battlecruiser, with a hull bonus allowing the fitting of large type weapons. What would you even call something like that? Oh! I know. How about a Tier 3 Battlecruiser. On a serious note, missiles are the only weapon that can't be fitted on a Tier 3 BC. Any type of missiles. There are no Tier 3 BC's with cruise missiles, or torps (although SBs fit torps so I'll let that go for now), or rapid heavies. Why is this?
And why does it seem so hard for CCP to actually finish what they start? A naga hosting 8 cruise missile launchers would be OP on toast! It would make for some interesting battles I'll admit, since the it could destroy a ship like itself with its own alpha strike. ... so I agree with you, it would be great to see! The battles would be hilariously quick. Actually, since this is the Rapid Missile thread, I was going more for a Naga that can fit Rapid Heavies. I'm not even going to argue, since I don't have the numbers in front of me, that it should be a full 8 rack. The whole point is that large missiles are the only large weapon system that can't be fitted onto a Tier 3 BC and I think it is severely lacking. Why? Because a "Naga" with Rapid Heavies would be an interesting ship to run sleeper sites in with a group, or an interesting addition when running NCN sites in an incursion fleet. Or for any number of other uses that the Tornado, Talos, and Oracle fulfill. |

Capqu
Love Squad Pasta Syndicate
448
|
Posted - 2014.04.08 19:12:00 -
[655] - Quote
CCP Fozzie wrote:Tulara wrote:Drop the reload time to at least 20 (while all the others weapons systems are at 10 LOL), or this missile launcher will remain unused. Considering that RLMLs are being used more now than at any previous point in their history, I think "remain unused" is a bit of an exaggeration.  FYI the last 6 weeks have been the 6 weeks with the highest ever amount of PVP damage dealt by RLMLs, and the other metrics are all backing this up. There are obviously still UI and usability tweaks to be made but overall I am extremely happy with the current state of RLMLs.
how are the heavy missile numbers, how about rapid heavies?
i bet they're not great. the main reason for the RLML usage increase is they are the only real viable medium-long range cruiser missile platform ever since the huge over-nerf of HMLs if you buffed HMLs back to where they should be, i'm sure all the RLML complainers would disappear too - all the complaints exist because there is no alternative to the 35 second reload frontloaded RLMLs. if heavies were viable, people would use RLMLs when they want frontloaded damage that applies to frigates+ and people would use HMLs when they want consistent damage against cruisers+
also might result in the first person ever fitting RHMLs since heavies would be usable https://www.youtube.com/watch?v=yNpMiT5qpyI |

Mournful Conciousness
Embers Children TOHA Conglomerate
705
|
Posted - 2014.04.08 19:25:00 -
[656] - Quote
this again (sigh). If you run the numbers you will find that over the complete envelope of range, target speed and transverse velocity, heavy missiles are actually on a par with medium long range guns.
When you simply plug the fits into EFT you get theoretical maximum damage numbers. These have nothing to do with the actual numbers that people experience with guns in a skirmish where opposing ships are doing their best to move across your guns.
Heavy missiles were way OP. They got nerfed down to where they are equal to guns. Let's get over that.
When looking at the performance of rapid lights and rapid heavies, try to think of them in the context of a squad of ships using them to erase opponents quickly through coordinated fire. It's unreasonable to think of them as a solo weapons system. That's what assault missiles and rockets are for.
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".
|

Capqu
Love Squad Pasta Syndicate
448
|
Posted - 2014.04.08 19:33:00 -
[657] - Quote
Mournful Conciousness wrote:this again (sigh). If you run the numbers you will find that over the complete envelope of range, target speed and transverse velocity, heavy missiles are actually on a par with medium long range guns.
When you simply plug the fits into EFT you get theoretical maximum damage numbers. These have nothing to do with the actual numbers that people experience with guns in a skirmish where opposing ships are doing their best to move across your guns.
Heavy missiles were way OP. They got nerfed down to where they are equal to guns. Let's get over that.
When looking at the performance of rapid lights and rapid heavies, try to think of them in the context of a squad of ships using them to erase opponents quickly through coordinated fire. It's unreasonable to think of them as a solo weapons system. That's what assault missiles and rockets are for.
if you think a heavy missile launcher is anywhere near a 250mm railgun i have nothing to say to you https://www.youtube.com/watch?v=yNpMiT5qpyI |

Arsine Mayhem
Tribal Liberation Force Minmatar Republic
175
|
Posted - 2014.04.08 19:45:00 -
[658] - Quote
Set fire rate and reload times back to the way it was.
Fixt |

Sgt Ocker
Last Bastion of Freedom
151
|
Posted - 2014.04.09 00:46:00 -
[659] - Quote
Capqu wrote:Mournful Conciousness wrote:this again (sigh). If you run the numbers you will find that over the complete envelope of range, target speed and transverse velocity, heavy missiles are actually on a par with medium long range guns.
When you simply plug the fits into EFT you get theoretical maximum damage numbers. These have nothing to do with the actual numbers that people experience with guns in a skirmish where opposing ships are doing their best to move across your guns.
Heavy missiles were way OP. They got nerfed down to where they are equal to guns. Let's get over that.
When looking at the performance of rapid lights and rapid heavies, try to think of them in the context of a squad of ships using them to erase opponents quickly through coordinated fire. It's unreasonable to think of them as a solo weapons system. That's what assault missiles and rockets are for.
if you think a heavy missile launcher is anywhere near a 250mm railgun i have nothing to say to you If you look at the whole heavy missile thing. Since the great Drake fix heavy missiles have seen no attention at all. While in the same period all classes of guns have been balanced several times, through either ship balancing bonuses or direct buffs.
There is technically nothing wrong with heavy missiles that appropriate ship bonuses wouldn't fix. Take the humble Drake; 4% to resists, 10% to Kinetic damage.
Give it a damage application bonus so it is not forced to use all 3 rig slots to get 'close' to decent application. or Give it a Range bonus so it can be used as a sniper - navy missiles, all 5's - 68k range is not sniping.
Yes I picked the drake to use as an example and yes it is possibly the 'worst' example I could use BUT that is the point. An appropriate bonus on medium missile platform can make them usable and able to compete with other ships in class.
A 2.5% per level explosion radius or explosion velocity bonus to heavy missiles - sound silly?
Lastly - Replace ROF bonuses for Rapid Launchers Give Relevant bonuses to RHML - - they would work - if the issue of damage application for heavy missiles were addressed. 2.5% Explosion Radius bonus for heavy missiles on the Caracal , no Velocity bonus to heavy missiles. I would gladly give up range for better application. |

Herzog Wolfhammer
Sigma Special Tactics Group
4700
|
Posted - 2014.04.09 03:00:00 -
[660] - Quote
Vinyl 41 wrote:having the option to insta swap ammo will only be beneficial when you are over 50% of the magazine under it you risk of running out of ammo and being force to run the normal reload - this would be a sub optimal fix since only preselecting the ammo type would be fixed but we would still be stuck with the super long reload mid fight CCP if you want to switch the meta to burst weapons maybe it would be good to rethink how OH works with weapons
Maybe the best compromise would be to let us top off the launchers at will when not firing on a sliding scale relative to the present magazine capacity.
If you are half-empty it would take half the time to top it off, for example. Bring back DEEEEP Space! |
|

Arthur Aihaken
Perkone Caldari State
3352
|
Posted - 2014.04.14 12:53:00 -
[661] - Quote
So the current CSM killed rapid launchers. Now we know who not to vote forGǪ
Quote:Session 9: Ship Balancing CCP: Fozzie, Rise, Ytterbium, Xhagen CSM: Ripard Teg, Chitsa Jason, Mangala Solaris, Progodlegend, Malcanis, Mynnna, Sala Cameron, Ali Aras, James Arget, Mike Azariah, Sort Dragon, Korvin, Trebor Daehdoow Rise opened with a number of quick balance questions, and asked the CSM to vote on them by show of hands (all votes but one yes-no): Double AB velocity bonus on Sansha ships. CSM response: 11-0 Should Mach/Cynabal get nerfs? 3.5-6.5 Should Nestor have covert cloak (no bridging) 1-10 Should Serpentis Webs be 10% or 7.5%: 7.5 GÇô 2.5, 10 GÇô 8.5 Should we roll back rapid missile changes? 1-10 General consensus that the CSM liked the basic principle, but that the numbers needed tweaking. Should drone assist be flat capped at 50 to any character: 5.5-3.5 I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
Last Bastion of Freedom
171
|
Posted - 2014.04.21 19:57:00 -
[662] - Quote
Arthur Aihaken wrote:So the current CSM killed rapid launchers. Now we know who not to vote forGǪ Quote:Session 9: Ship Balancing CCP: Fozzie, Rise, Ytterbium, Xhagen CSM: Ripard Teg, Chitsa Jason, Mangala Solaris, Progodlegend, Malcanis, Mynnna, Sala Cameron, Ali Aras, James Arget, Mike Azariah, Sort Dragon, Korvin, Trebor Daehdoow Rise opened with a number of quick balance questions, and asked the CSM to vote on them by show of hands (all votes but one yes-no): Double AB velocity bonus on Sansha ships. CSM response: 11-0 Should Mach/Cynabal get nerfs? 3.5-6.5 Should Nestor have covert cloak (no bridging) 1-10 Should Serpentis Webs be 10% or 7.5%: 7.5 GÇô 2.5, 10 GÇô 8.5 Should we roll back rapid missile changes? 1-10 General consensus that the CSM liked the basic principle, but that the numbers needed tweaking. Should drone assist be flat capped at 50 to any character: 5.5-3.5 I agree with the CSM on this (that really bothers me) - With the numbers tweaked the burst mechanic would be very good..
Reload needs to be no more than 25 seconds (20 seconds would be ideal) 25 missile clip for RLML 30 missile clip for RHML Damage application bonuses on battleships need to apply (when I load furies using rhml, I want to engage another battleship, not a T2 cruiser or lightly tanked battle cruiser) Instant type swap when the clip is full.
Problem is - It will never get done. CCP Rise got the answer he wanted, giving him an out (blame CSM) and no reason to do anything further. At least not in the near future. Had CSM voted for rollback, CCP Rise would have had to face a choice = Roll back OR Tweak mechanic.
Of course asking the CSM this type of question when they are unable to get feedback from those they purport to represent is not the best way to go if you want valid answers.
CSM never has and never will be representative of the Eve player base and will only ever represent the minority group each belong to. (which by looking at the current group up for election is getting narrower and narrower in focus) |

Arthur Aihaken
Perkone Caldari State
3352
|
Posted - 2014.04.21 21:35:00 -
[663] - Quote
Yes, that's the problem... I am currently away, traveling through time and will be returning last week. |

Tempban Darkfall
Darkfall Corp
35
|
Posted - 2014.04.21 21:38:00 -
[664] - Quote
You people are worthless when it comes to balance.
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Caleb Seremshur
Capital Storm. Black Flag Society
228
|
Posted - 2014.04.21 22:23:00 -
[665] - Quote
Every day until I bleed - make rapid launchers work like missile launchers from mechwarrior LP store weapon cost rebalance |
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ISD Ezwal
ISD Community Communications Liaisons
1176

|
Posted - 2014.04.22 00:02:00 -
[666] - Quote
I have removed a rule breaking post.
The Rules: 4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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Onictus
Silver Snake Enterprise Mordus Angels
877
|
Posted - 2014.04.22 00:03:00 -
[667] - Quote
Mournful Conciousness wrote:
Heavy missiles were way OP. They got nerfed down to where they are equal to guns. Let's get over that.
Except that a year later all of the other long range medium turrets were buffed to where HMLs used to live. So with the range, damage and application nerfs that heavies kept they are utterly crap compared to beams, rails, and arties.
Rapids are plain untenable. Totally garbage, all of them. |

Arthur Aihaken
Perkone Caldari State
3352
|
Posted - 2014.04.22 00:18:00 -
[668] - Quote
Onictus wrote:Rapids are plain untenable. Totally garbage, all of them. The original rapid lights and first iteration of rapid heavies were awesome. Now, not so muchGǪ What they need are reduced reload times (T1 = 30 seconds, T2 = 25 seconds, Faction/Officer = 20 seconds) and a slight buff to ammunition capacity (+25%). I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Cult of Mooby
170
|
Posted - 2014.04.22 00:23:00 -
[669] - Quote
Arthur Aihaken wrote:Onictus wrote:Rapids are plain untenable. Totally garbage, all of them. The original rapid lights and first iteration of rapid heavies were awesome. Now, not so muchGǪ What they need are reduced reload times (T1 = 30 seconds, T2 = 25 seconds, Faction/Officer = 20 seconds) and a slight buff to ammunition capacity (+25%). That and some missile mechanics from this decade and missiles would be in good enough shape for turret pilots to once again flood the forums with tears. |

Mournful Conciousness
Embers Children TOHA Conglomerate
720
|
Posted - 2014.04.22 15:48:00 -
[670] - Quote
Onictus wrote:Mournful Conciousness wrote:
Heavy missiles were way OP. They got nerfed down to where they are equal to guns. Let's get over that.
Except that a year later all of the other long range medium turrets were buffed to where HMLs used to live. So with the range, damage and application nerfs that heavies kept they are utterly crap compared to beams, rails, and arties. Rapids are plain untenable. Totally garbage, all of them.
Not quite. DPS was increased (this was sorely needed) but tracking was reduced. This gives the guns similar (not quite the same) problems in application against moving targets as heavy missiles.
Now I agree that the application problem can in theory be mitigated by kiting and missiles have no similar strategy. However, medium guns drop off DPS as they go beyond optimal range, while medium missiles do not.
I do accept that a drake can no longer hit at 70km, while a brutix (etc) in theory can. If this is a problem that can't be solved with a Navy Drake (which is built for purpose), then there is an argument that heavy missile launchers could do with a missile type that gives extended range but lower damage (unless you want to rig for more range). I accept that missile ships could do with a range-enhancing low-slot module akin to the tracking enhancer. Probably range-only. One that enhanced range and explosion velocity would start to make missiles OP again.
However, you can't have it both ways: precision T2 missiles hit small fast things in a way that T2 railguns (for example) cannot ever do, even with javelin (which gives the railgun 1/2 the tracking of a neutron blaster at close range).
As a user of both kinds of weapons systems I really can't see a problem - other than the fact that since the drake was (rightfully) nerfed, there is no longer a caldari T1 battlecruiser that can use medium missiles at long ranges to devastating effects. That can now be done with the uber-powerful cruise raven and its even better Navy cousin, which are OP on toast and very under-used in my view.
If you can't bring yourself to use a battleship for long range fights, there is always the Cerberus, Tengu, Navy drake...
For the record, I use missiles on amarr and guristas ships.
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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Caleb Seremshur
Capital Storm. Black Flag Society
230
|
Posted - 2014.04.22 19:18:00 -
[671] - Quote
I don't see how being speed tanked by battlecruisers and the odd battleship is even remotely comparable to railguns in deep falloff. When planning for an assault ship what points do we consider? Don't you too find mono damage types to be a bit narrow and penalising - especially on caldari ships which lose 25% of their dps when nit shooting kinetic? LP store weapon cost rebalance |

Arthur Aihaken
Arsenite
3354
|
Posted - 2014.04.22 19:31:00 -
[672] - Quote
All that missiles really need is a +25-50% explosion velocity buff so that they can actually do full damage to targets at normal (non-afterburner) speeds. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
Capital Storm. Black Flag Society
230
|
Posted - 2014.04.22 20:20:00 -
[673] - Quote
That implies certain things about missiles which I don't feel are true. Observe how missiles work best in brawling range with webs on the target. Contrast with turrets which work best while kiting (even in scram range).
So when we find complimentary ships and play styles we observe that 1. medium and large missiles have explosion velocities at 150m/s or lower
and that most ships are faster than this natively except industrial ships.
2. sig radius for missiles is typically under a target of the same size catagory
compare with turrets where if I'm not mistaken they're based on the average sig radius for a given target with armour tanking minmatar being slightly under and most caldari ships being slightly over this turret sig threshold.
3. the damage calculator for missiles favours the comparison of target velocity versus explosion velocity for the purposes of applying damage reductions. When the velocity ratio reaches or exceeds 1 then the formula compares explosion vs target sig radius.
turrets suffer a linear degradation of applied dps due to range as the major fsctor while tracking determines likelihood of a shot landing. A stationary target is treated the same as a moving target only the relative transversals of the two ships really matters for tracking.
those 3 simple thoughts in mind make a rapier/huginn/hyena or any new blood raider ship much more valuable to a missile gang than to turret gang as the velocity of your target dirrctly influences your applied dps while a turret user mostly only needs to orbit within 5% of his optimal. Similarly target painters are of limited utility to turret users unless they're shooting targets significantly smaller than their gun sig resolution - because missile users are highly unlikely to push a target under 200m/s in the first place the influence of sig which is factored second can pretty much be discarded. Turret users are more likely to benefit target painters in situations where they don't have established control of the field and where they're shooting afterburner equipped and/or small targets. LP store weapon cost rebalance |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
1317
|
Posted - 2014.04.22 22:37:00 -
[674] - Quote
Missiles and drones cause lag, that's why are being nerfed or rebalanced into buggery, I wish ccp would be honest about this and just drop them from the game and replace them with something else that doesn't cause lag, rather than encouraging people not to use them by ensuring that they don't perform at all well. Dumbing down of Eve Online will result in it's destruction... |

Mournful Conciousness
Embers Children TOHA Conglomerate
720
|
Posted - 2014.04.23 08:38:00 -
[675] - Quote
Caleb Seremshur wrote:That implies certain things about missiles which I don't feel are true. Observe how missiles work best in brawling range with webs on the target. Contrast with turrets which work best while kiting (even in scram range).
So when we find complimentary ships and play styles we observe that 1. medium and large missiles have explosion velocities at 150m/s or lower
and that most ships are faster than this natively except industrial ships.
2. sig radius for missiles is typically under a target of the same size catagory
compare with turrets where if I'm not mistaken they're based on the average sig radius for a given target with armour tanking minmatar being slightly under and most caldari ships being slightly over this turret sig threshold.
3. the damage calculator for missiles favours the comparison of target velocity versus explosion velocity for the purposes of applying damage reductions. When the velocity ratio reaches or exceeds 1 then the formula compares explosion vs target sig radius.
turrets suffer a linear degradation of applied dps due to range as the major fsctor while tracking determines likelihood of a shot landing. A stationary target is treated the same as a moving target only the relative transversals of the two ships really matters for tracking.
those 3 simple thoughts in mind make a rapier/huginn/hyena or any new blood raider ship much more valuable to a missile gang than to turret gang as the velocity of your target dirrctly influences your applied dps while a turret user mostly only needs to orbit within 5% of his optimal. Similarly target painters are of limited utility to turret users unless they're shooting targets significantly smaller than their gun sig resolution - because missile users are highly unlikely to push a target under 200m/s in the first place the influence of sig which is factored second can pretty much be discarded. Turret users are more likely to benefit target painters in situations where they don't have established control of the field and where they're shooting afterburner equipped and/or small targets.
1. That's fair. Long range missile gangs ought to bring some target painters and rig their ships appropriately.
2. but then there are no rigs to decrease the sig radius of guns.
3. Not quite. turret damage multiplied by (hit_chance - 50% + random(0 to 100%)), capped to 100%, with a small chance of a critical hit. So transversal and range affect not only the hit chance but also the damage applied as well.
You are correct about minmatar recon ships and EA frigates. They are a very powerful force multiplier in a medium range gang. Particularly since they have bonuses for both target painting and webs, which directly help missile application.
After ECM, they should be top of anyone skirmishing gang's target list.
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".
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1341
|
Posted - 2014.04.23 09:58:00 -
[676] - Quote
Caleb Seremshur wrote:I don't see how being speed tanked by battlecruisers and the odd battleship is even remotely comparable to railguns in deep falloff. When planning for an assault ship what points do we consider? Don't you too find mono damage types to be a bit narrow and penalising - especially on caldari ships which lose 25% of their dps when nit shooting kinetic?
You know that damage types are a racial thing right? That supposedly the only race that shoudl have some varaibility isminmatar. And even so they have ONLY on t1 ammo .
Caldari still ahve more damage type variability than amarr or gallente, so stop hitting that key. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Sgt Ocker
Last Bastion of Freedom
172
|
Posted - 2014.04.23 11:41:00 -
[677] - Quote
Mournful Conciousness wrote:
If you can't bring yourself to use a battleship for long range fights, there is always the Cerberus, Tengu, Navy drake...
For the record, I use missiles on amarr and guristas ships.
You know the Navy Drake is only a decent sniper with 1 Missile type (Navies) and then only with a booster in fleet to allow it to hit past 75k? As far as Missile Battleships may work in WH space pvp, unless your in a sizable fleet they are generally more likely to end up fodder in known space. With the exception of lowsec gate camps (smart bombing Raven is quite common) where the target rarely gets to shoot back. |

Mournful Conciousness
Embers Children TOHA Conglomerate
720
|
Posted - 2014.04.23 22:14:00 -
[678] - Quote
Sgt Ocker wrote:Mournful Conciousness wrote:
If you can't bring yourself to use a battleship for long range fights, there is always the Cerberus, Tengu, Navy drake...
For the record, I use missiles on amarr and guristas ships.
You know the Navy Drake is only a decent sniper with 1 Missile type (Navies) and then only with a booster in fleet to allow it to hit past 75k? As far as Missile Battleships may work in WH space pvp, unless your in a sizable fleet they are generally more likely to end up fodder in known space. With the exception of lowsec gate camps (smart bombing Raven is quite common) where the target rarely gets to shoot back.
I suggest you try a pair of navy ravens with cruise, MJD and target painters. Your opponents will lose a lot of ships trying to catch you... 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".
|

Hasikan Miallok
Republic University Minmatar Republic
622
|
Posted - 2014.04.23 23:26:00 -
[679] - Quote
Be interesting to see if people fit them to the new Rattlesnake. |

Sgt Ocker
Last Bastion of Freedom
175
|
Posted - 2014.04.23 23:42:00 -
[680] - Quote
Mournful Conciousness wrote:Sgt Ocker wrote:Mournful Conciousness wrote:
If you can't bring yourself to use a battleship for long range fights, there is always the Cerberus, Tengu, Navy drake...
For the record, I use missiles on amarr and guristas ships.
You know the Navy Drake is only a decent sniper with 1 Missile type (Navies) and then only with a booster in fleet to allow it to hit past 75k? As far as Missile Battleships may work in WH space pvp, unless your in a sizable fleet they are generally more likely to end up fodder in known space. With the exception of lowsec gate camps (smart bombing Raven is quite common) where the target rarely gets to shoot back. I suggest you try a pair of navy ravens with cruise, MJD and target painters. Your opponents will lose a lot of ships trying to catch you... Honestly I wouldn't go roaming anywhere with a couple of Ravens, Especially Navy Ravens and 2 of my toons have great missile skills and Caldari Battleship 5. I might use them if I lived in WH space and could pick the engagements I took them to. Unfortunately that is not something that occurs often where I live.
You really don't believe a Navy Raven with MJD is going to be able to outrun the most common ship in known space Pvp, Interceptor?
With max skill, 9's spool up time 180 sec reactivation - Doesn't take long to cover 90k in a ceptor and apply scram. That is only if you get to activate the MJD before being scrammed, if not, you die a lot faster. Fill your drone bay with Warrior ll's you may stand a better chance. |
|

Onictus
Silver Snake Enterprise Mordus Angels
879
|
Posted - 2014.04.28 23:20:00 -
[681] - Quote
Kagura Nikon wrote:
Caldari still ahve more damage type variability than amarr or gallente, so stop hitting that key.
Once you pass BC IV there is basically no point in ever loading anything except kinetic (also applies to tengu) whatever damage you make up in resistance holes you pay back in damage that you plain aren't doing. |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
2
|
Posted - 2014.04.28 23:32:00 -
[682] - Quote
Onictus wrote:Kagura Nikon wrote:
Caldari still ahve more damage type variability than amarr or gallente, so stop hitting that key.
Once you pass BC IV there is basically no point in ever loading anything except kinetic (also applies to tengu) whatever damage you make up in resistance holes you pay back in damage that you plain aren't doing.
indeed and its the sad part of the whole affair.
Also to add, why does caldari T1 hulls have lower scan res compared to say.. the mimatar? doesn't it go against lore? and doesn't it kinda gimp caldari a bit when you factor in flight time for missiles and slightly slower lock time?
one way i think of having to fix the missiles is to buff them all across the board-flight time, damage-and have it where people could mount defensive points on a ship hulls utilizing things like the RARELY used Defender Missiles as a form of counter. but sadly it has its own can of worms to figure out and balance.... would be for another discussion. |

Onictus
Silver Snake Enterprise Mordus Angels
881
|
Posted - 2014.04.28 23:58:00 -
[683] - Quote
Roguehellhound wrote: Also to add, why does caldari T1 hulls have lower scan res compared to say.. the mimatar? doesn't it go against lore? and doesn't it kinda gimp caldari a bit when you factor in flight time for missiles and slightly slower lock time?
That is the trade for their lock ranges, Drakes can lock a HELL of a lot further than a Hurricane.
|

Odoman Empeer
Federal Navy Academy Gallente Federation
14
|
Posted - 2014.04.29 01:20:00 -
[684] - Quote
Why not have a skill that reduces reload time by 4% per skill level, knocking off another 7 seconds at lvl 5.
Or just have the low slot weapon upgrades for missiles give a bonus to reload speed, maybe 8-10%.
Honestly, you might as well make the Rapid launchers the missile equivalent to artillery. Albeit, it would do damage over a period of x seconds instead of straight up alpha, but artillery also has a base line cycle time of 40 seconds on the larges in between every shot. Just make it so that it forces players to engage from range where they are necessarily outside of standard ewar range, give them a reason to stay out at a long range and give the ships with missile boosts bonuses to the effectiveness of targetting jammers, target painters, and what not. remove any skill that might let them tank. force them to keep range or die type of scenario.
|

Arthur Aihaken
Erebus Solia
3384
|
Posted - 2014.04.29 01:31:00 -
[685] - Quote
Odoman Empeer wrote:Why not have a skill that reduces reload time by 4% per skill level, knocking off another 7 seconds at lvl 5. Or just put the reload time back to 10 seconds... I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
Capital Storm. Black Flag Society
240
|
Posted - 2014.04.29 01:42:00 -
[686] - Quote
Which is a great idea until you see that the game itself is a series of pockets and choke points. Keeping range is a fine argument in those 30% of cases where you get to dictate the initial fight circumstances LP store weapon cost rebalance |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
112
|
Posted - 2014.05.01 14:10:00 -
[687] - Quote
Thought I'd throw the link to the slide on Rapid Light Missile Launcher damage/usage metrics that came up on the Twitch Stream as CCP Rise and CCP Fozzie are talking about balancing.
http://i.imgur.com/b4Hrk4V.png The Powder and Ball Alchemists Union - "Turning Lead into Gold since 2006" |

Arthur Aihaken
Erebus Solia
3413
|
Posted - 2014.05.01 14:22:00 -
[688] - Quote
Ransu Asanari wrote:Thought I'd throw the link to the slide on Rapid Light Missile Launcher damage/usage metrics that came up on the Twitch Stream as CCP Rise and CCP Fozzie are talking about balancing. I'd be curious to see the rapid heavy missile launcher damage/usage metrics... I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
The Atomic Fallout Kids
254
|
Posted - 2014.05.19 04:13:00 -
[689] - Quote
That's an interesting graph but it doesn't tell you how or where those missiles were being used? By mass fleets of nano caracals against frigates? Scythe Fleet Issues against other cruisers (the only real missile kiter out there).
And what about these new pirate ships coming out? I can make a cerberus functional with RLML on Sisi when using an XLASB and 1x LSE II but that's about where I draw the line on them. Since everyone naturally associates missiles with kinetic why are caldari one of the worst platforms for missiles to be mounted on? LP store weapon cost rebalance |

Battlingbean
Heaven's Gate
35
|
Posted - 2014.05.19 05:29:00 -
[690] - Quote
I wouldn't even consider using a missile system with 35 second reload time, it is just ridiculous. Between this reload time and kinetic damage bonuses only, missiles don't really have a damage type selection advantage. |
|

Sgt Ocker
Last Bastion of Freedom
220
|
Posted - 2014.05.19 06:20:00 -
[691] - Quote
Caleb Seremshur wrote:That's an interesting graph but it doesn't tell you how or where those missiles were being used? By mass fleets of nano caracals against frigates? Scythe Fleet Issues against other cruisers (the only real missile kiter out there).
And what about these new pirate ships coming out? I can make a cerberus functional with RLML on Sisi when using an XLASB and 1x LSE II but that's about where I draw the line on them. Since everyone naturally associates missiles with kinetic why are caldari one of the worst platforms for missiles to be mounted on? It is also a totally useless metric when it has nothing to compare to. I'd like to see the usage of other types of weapons compared to RLML.
RLML usage is greatly influenced by the fact there is no viable missile alternative.
To get a true idea on how popular and balanced Rapid Launchers are in their current guise, there needs to be something to compare them to. We don't have that, so any statistics metrics or whatever you choose to call them are biased and have no value in judging whether they are balanced or not.
My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Caleb Seremshur
The Atomic Fallout Kids
254
|
Posted - 2014.05.19 06:47:00 -
[692] - Quote
Well the thing is about it you'll notice a peak dps on your average fit can hit nearly 1k dps. But sustained dps sits between 300 and 350.
For reference a : ScFI does 370dps before reloads with RLML. with 3x BCS II Nopsrey: 370dps with kinetic.. 3x BCS II T1 Caracal: 410 with kinetic and 3x BCS II Navy Caracal: 490 with 3x BCS II Cerberus: 678 max dps tengu: 820
So the DPS stats are very nice, but what about over-all damage delivered and uptime? ScFI, Nosprey both have 4 launchers and deliver a max damage of 1209 volley for 20 volleys giving 24180 damage. Caracal: 5 launchers give 1008 damage per volley and ROF gives the extra dps. 20160 max damage Navy Caracal: 6 launchers, 1209 volley.. extra ROF give the dps here. 24180 damage Cerberus: 1587 per volley, 31894 damage max. Tengu: 6 launchers, 1598 volley. Total damage is 31960.
Tengu expels its charges fastest. The NOsprey and ScFi the slowest.
So now lets look at sustained dps Caracal: 215 NCaracal: 258 NOsprey: 220 ScFi: 220 Cerb: 348 Tengu: 383.
So at a good 50x the cost of a caracal a Tengu gets nearly double the sustained dps and about 50% more actual damage per clip. This figure is before considering things like ammo-type gimping and all that other goodness. I'm sure I could build a massive graph of all medium missile users in the same vein but it's just not necessary right now.
What I would say is from my own experience and exposure to the platform is that the RLML is an underperformer. Anecdotal graphs from CCP don't mean much without any context - the RLML is the WORST missile platform for sustained dps and only wins out on applied dps.
If I could make a preliminary suggestion it would be at least to make the kinetic damage bonus on the T2/T3 a generic 5% missile damage bonus and give a bigger clip. If Rise and co. really want to keep the missile reload time then at least give us this http://www.youtube.com/watch?v=70yNAwUUsc0 The whole clip is expended straight away across the course of a few seconds. Now you can treat it like it was oversized artillery with 40s reload times BUT it delivers x-amount of damage downfield on a platform which: can be speed tanked, sig tanked and outrun. LP store weapon cost rebalance |

Caleb Seremshur
The Atomic Fallout Kids
257
|
Posted - 2014.05.21 12:39:00 -
[693] - Quote
Sgt Ocker wrote:Caleb Seremshur wrote:That's an interesting graph but it doesn't tell you how or where those missiles were being used? By mass fleets of nano caracals against frigates? Scythe Fleet Issues against other cruisers (the only real missile kiter out there).
And what about these new pirate ships coming out? I can make a cerberus functional with RLML on Sisi when using an XLASB and 1x LSE II but that's about where I draw the line on them. Since everyone naturally associates missiles with kinetic why are caldari one of the worst platforms for missiles to be mounted on? It is also a totally useless metric when it has nothing to compare to. I'd like to see the usage of other types of weapons compared to RLML. RLML usage is greatly influenced by the fact there is no viable missile alternative. To get a true idea on how popular and balanced Rapid Launchers are in their current guise, there needs to be something to compare them to. We don't have that, so any statistics metrics or whatever you choose to call them are biased and have no value in judging whether they are balanced or not.
I think the biggest thing has always been that missiles are balanced with EWAR in mind ie webs and painters while guns are balanced around size catagories. Nevermind that webs and painters help turrets to apply damage too but turrets are used in kiting activity to great affect while its accepted that missiles aren't very good at pretty much anything.
I propose a radical new perspective for missiles of all sizes. They are brawling weapons, designed around operating under the influence of EWAR and hence when undocking a missile boat this is your #1 consideration. Is your fleet bringing EWAR? Yes/No?
If yes; missiles are great because they hit resist holes, often from a great distance and never "miss" so they're extremely dependable.
If no: does your ship have the speed/mass or other ability to keep your targets ability to maneuvre low? The lower your targets speed the better you do, simply crashing head first in to your opponent and then bumping them around can be enough. Fit a scram by default if you're undocking without friends - while a MWD doesn't affect applied dps the fact that they might outrun your missiles is enough reason for concern.
https://zkillboard.com/kill/38405563/
Simply put - don't warp to zero on an opponent you haven't fought before, ESPECIALLY if you're in a kiter.
LP store weapon cost rebalance |

Arthur Aihaken
Erebus Solia
3612
|
Posted - 2014.05.21 13:53:00 -
[694] - Quote
A reduction in the reload time for rapid launchers from 35 to 30 seconds would be a vast improvement despite the small adjustment. In addition, I don't see why rapid launchers shouldn't be able to field defender missiles (this actually seems like a better fit for Defenders). And finally, Faction FoF missiles should be re-introduced to the LP stores. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
The Atomic Fallout Kids
259
|
Posted - 2014.05.21 13:58:00 -
[695] - Quote
i thought faction FOF already existed in amarr/gallente FW stations?
also they have a thing about that reload time - the sustained dps needs to be lower than conventional weapons systems so that those conventional weapons remain valid. The point of contention Ive always had was the term "front loaded damage" and how it still takes 60 seconds to unload your damage and then 35 seconds to reload as opposed to dumping your damage in 20 seconds and taking 60 seconds to reload which encourages smarter engagements. LP store weapon cost rebalance |

Arthur Aihaken
Erebus Solia
3612
|
Posted - 2014.05.21 14:31:00 -
[696] - Quote
Caleb Seremshur wrote:i thought faction FOF already existed in amarr/gallente FW stations?
also they have a thing about that reload time - the sustained dps needs to be lower than conventional weapons systems so that those conventional weapons remain valid. The point of contention Ive always had was the term "front loaded damage" and how it still takes 60 seconds to unload your damage and then 35 seconds to reload as opposed to dumping your damage in 20 seconds and taking 60 seconds to reload which encourages smarter engagements. Pretty sure that that was only for a limited time and that they've been subsequently removed. Even with a reduction to 30 seconds the sustained dps will still be lower than any comparable medium or large missile system. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
The Atomic Fallout Kids
259
|
Posted - 2014.05.21 14:40:00 -
[697] - Quote
it *has* to have lower sustained dps, that's the whole point. Kind of like artillery having pathetic DPS but super alpha. The laws of alpha between arty and missiles are similar just applied differently. LP store weapon cost rebalance |

Arthur Aihaken
Erebus Solia
3612
|
Posted - 2014.05.21 14:44:00 -
[698] - Quote
Caleb Seremshur wrote:it *has* to have lower sustained dps, that's the whole point. Kind of like artillery having pathetic DPS but super alpha. The laws of alpha between arty and missiles are similar just applied differently. They do, and even with a reduction in reload time to 20 seconds they still would. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
The Atomic Fallout Kids
259
|
Posted - 2014.05.21 14:50:00 -
[699] - Quote
I was talking about a cycle time such that the clip is emptied in 20 seconds. Reload time is 60 seconds. "moments of tension" and all that. We're talking about 1 missile per second for a total of 20-30k damage delivered in 20 seconds.
giving 1000dps burst and a sustained dps of about 330, in both cases an improvement over current dps values and also you wont take as long to work out you're shooting the wrong ammo type. LP store weapon cost rebalance |

Arthur Aihaken
Erebus Solia
3612
|
Posted - 2014.05.21 14:53:00 -
[700] - Quote
Caleb Seremshur wrote:I was talking about a cycle time such that the clip is emptied in 20 seconds. Reload time is 60 seconds. "moments of tension" and all that. We're talking about 1 missile per second for a total of 20-30k damage delivered in 20 seconds. If you change the reload time to 60 seconds you might as well write these weapon systems off. I am currently away, traveling through time and will be returning last week. |
|

Alyssa Haginen
State War Academy Caldari State
34
|
Posted - 2014.05.21 15:46:00 -
[701] - 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 |

Dav Varan
Spiritus Draconis Drunk 'n' Disorderly
180
|
Posted - 2014.05.21 15:51:00 -
[702] - Quote
Did these things every get the usage stats review we were promised ?
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Arthur Aihaken
Erebus Solia
3613
|
Posted - 2014.05.21 16:15:00 -
[703] - Quote
Dav Varan wrote:Did these things every get the usage stats review we were promised ? There was a graph at FanFest that showed a drastic drop in rapid launcher usage after Rubicon, a recovery and then apparently a subsequent increase. There wasn't a breakdown of rapid light launchers vs. rapid heavy launchers or a comparison with other missile systems (which I think is relevant). I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
The Atomic Fallout Kids
259
|
Posted - 2014.05.21 20:50:00 -
[704] - Quote
Arthur Aihaken wrote:Caleb Seremshur wrote:I was talking about a cycle time such that the clip is emptied in 20 seconds. Reload time is 60 seconds. "moments of tension" and all that. We're talking about 1 missile per second for a total of 20-30k damage delivered in 20 seconds. If you change the reload time to 60 seconds you might as well write these weapon systems off. It would be one of the only weapon systems to push 30k damage raw down your throat at 50-100km in under 30s. People are fixating on the reload time but the devil here is the total amount of damage downfield peaks absolutely at ~30k. No amount of overheating will ever affect that. LP store weapon cost rebalance |

Sgt Ocker
Last Bastion of Freedom
226
|
Posted - 2014.05.22 01:04:00 -
[705] - Quote
Caleb Seremshur wrote:Arthur Aihaken wrote:Caleb Seremshur wrote:I was talking about a cycle time such that the clip is emptied in 20 seconds. Reload time is 60 seconds. "moments of tension" and all that. We're talking about 1 missile per second for a total of 20-30k damage delivered in 20 seconds. If you change the reload time to 60 seconds you might as well write these weapon systems off. It would be one of the only weapon systems to push 30k damage raw down your throat at 50-100km in under 30s. People are fixating on the reload time but the devil here is the total amount of damage downfield peaks absolutely at ~30k. No amount of overheating will ever affect that. Ok 30k damage in 20 seconds, 60 secs to reload (lol) I'll presume your talking RHML? They can do that now by overheating and have a reload of 35 seconds, you want to increase the reload to 60 seconds and remove overheating?
It would be the least used weapon system next to - - - Oh sorry the least used weapon system is Rapids Launchers due to overly long reload and poor damage application.
My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Arthur Aihaken
Erebus Solia
3624
|
Posted - 2014.05.22 01:14:00 -
[706] - Quote
Caleb Seremshur wrote:People are fixating on the reload time... Yes, it's because long reloads SUCK. I am currently away, traveling through time and will be returning last week. |

Joe Boirele
Lords 0f Justice Lords Of Stars
43
|
Posted - 2014.05.22 01:35:00 -
[707] - Quote
I feel like I should add my voice to the thread (for all the good it'll do...)
Yes, I fly RLML caracals sometimes. Is that because I like RLML? No, it's not. It's because there aren't any other viable choices in medium missile launchers. And let me tell you, going up against a harpy with all inferno missiles loaded in your RLMLs is a good way to get a quick lossmail. Enemies are just friends who stab you in the front.
Might makes right!
Proud Rattlesnake pilot. |

Sgt Ocker
Last Bastion of Freedom
229
|
Posted - 2014.05.22 01:49:00 -
[708] - Quote
Arthur Aihaken wrote:Caleb Seremshur wrote:People are fixating on the reload time... Yes, it's because long reloads SUCK. Long reload times do not add "interesting choices to game play" and are far from "Fun".
A high of 25 mil HP destroyed in a week, compared to the Trillions of HP destroyed per week in TQ. I think that alone is the answer to all the questions relating to whether Rapid launchers are seen as a viable weapon system or not.
Team FozRis - got it wrong. Maybe by the time my Grandchildren are old enough to take my place in New Eden, we will have decent missile systems. Right now, with the odd exception, Missiles are fail.
My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

CW Itovuo
The Executioners Capital Punishment.
29
|
Posted - 2014.05.22 02:24:00 -
[709] - Quote
Flew with some rapid lights the other day, I really only ever use them on a celestis or caracal; neither ship sees much action with me.
Rapid Lights are as bad as I thought they'd be.
Piloting error on my part to be sure, but a number of salvos missed their mark due range limitations. (Attempting to chase down a frigate, while maintaining some sort of distance from the enemy furball.)
Anyhoo.... running out of ammo on the Sluggish-Light module is like signing up to be Falcon jammed TWICE, just without the falcon.
Not Fun.
Not Exciting.
Serious CCP derp. |

Arthur Aihaken
Erebus Solia
3627
|
Posted - 2014.05.22 02:44:00 -
[710] - Quote
CW Itovuo wrote:Anyhoo.... running out of ammo on the Sluggish-Light module is like signing up to be Falcon jammed TWICE, just without the falcon. Now imagine it with a 60-second reload/swap time... I am currently away, traveling through time and will be returning last week. |
|

Caleb Seremshur
The Atomic Fallout Kids
261
|
Posted - 2014.05.22 03:56:00 -
[711] - Quote
You guys should seriously watch that video I have posted some time. The mechanic has existed for decades and only recieves complaints from people with no idea what they're doing. On sisi I kill vagabonds and cerbs with rlml quite easily. These are hacs with 50% more ehp than you standard cruiser getting smushed by what you call the weakest weapon system in the game.
When I can I'll make a video for you to watch. .. or alternatively go look up some mwll vulture vids. LP store weapon cost rebalance |

Caleb Seremshur
The Atomic Fallout Kids
261
|
Posted - 2014.05.22 10:32:00 -
[712] - Quote
Sgt Ocker wrote:Arthur Aihaken wrote:Caleb Seremshur wrote:People are fixating on the reload time... Yes, it's because long reloads SUCK. Long reload times do not add "interesting choices to game play" and are far from "Fun". A high of 25 mil HP destroyed in a week, compared to the Trillions of HP destroyed per week in TQ. I think that alone is the answer to all the questions relating to whether Rapid launchers are seen as a viable weapon system or not. Team FozRis - got it wrong. Maybe by the time my Grandchildren are old enough to take my place in New Eden, we will have decent missile systems. Right now, with the odd exception, Missiles are fail.
Are you for real? Heavy missiles are bad, yes it's a given. HAMs are workable but need niche scenarios to push their full dps downstream.
As for trillions of HP destroyed I don't think you can seriously expect to have a point there given supers push 25k dps and there are so many of them that it's been officially recognised as a problem. Titans aren't a pushover either. What about dreads? 10-15k dps a piece there too. Trillions of HP as a metric is just as meaningless without context considering we don't know the sample size, the time or the place or even what ships were used.
Fozzie and Co got it wrong I'm not contesting that, but while you want more homogenisation between missiles and turrets I have consistently pushed for the change to go FURTHER towards being front loaded dps with longer reload times. If you see a problem on d-scan at 14au maybe by the time they actually land on grid you're ready to fight them. Not to mention all the millions of other minute details that can dramatically change how the outcome of a conflict goes.
It really is far, far too easy and convenient to just default to "you lost before you undocked" lines of thinking when things like carrying a mobile depot to allow hot-swapping ammo and other general terms of preparation can solve so many problems. LP store weapon cost rebalance |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
120
|
Posted - 2014.05.27 18:16:00 -
[713] - Quote
So on SiSi we have the new reload timer icons around the weapons which track "backwards" to show how long you have left on the reload. It's quite nice.
As a related note, going back to this post from CCP Rise, has there been anything further on the discussion of decoupling the reload time from the ammo swap? Powder and Ball Alchemists Union - "Turning Lead into Gold since 2008" |

Harvey James
The Sengoku Legacy
823
|
Posted - 2014.05.27 18:56:00 -
[714] - Quote
i would suggest removing the 10% damage buff LM's got .... then increase ROF on LML's for the frigs
then you can increase the ammo clip on RLML's .. this then makes the long reload time make a little more sense also reducing the ammo clips of HAMS and Heavy missile launchers might make them look less ridicilous.. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Caleb Seremshur
The Atomic Fallout Kids
265
|
Posted - 2014.05.29 15:20:00 -
[715] - Quote
Harvey James wrote:i would suggest removing the 10% damage buff LM's got .... then increase ROF on LML's for the frigs
then you can increase the ammo clip on RLML's .. this then makes the long reload time make a little more sense also reducing the ammo clips of HAMS and Heavy missile launchers might make them look less ridicilous..
Light missiles should get less rof and more damage. They're not a dps weapon they're a missile alternative to projectile artillery. Rlml have very high dps.as it is but if you look at how the complaint centralises around their ineffectiveness at engaging more than one target not due to dps but because their damage gets mostly expended on the first target there leaving only a small portion of potential damage available for the next target. If you increase the damage of the missile and drop the rof on regular lml to have the same dps over all you can pack more overall damage in to your load.
Extrapolate to ship bonuses and rlml. Currently a tengu can spit out enough damage to kill an average cruiser. But it can't fight two cruisers. A good many cruisers also fit enough tank to take more than one load of kinetic as well. Some of this comes from missiles having explosion velocities that are far too low. Really a missile explosion should be nearly impossible to outrun yet a battleship can speed tank light missiles. Just to put things in perspective.
In a perfect world a caracal can yes kill one or two frigates with its rlml but remember for an equivalent number of guns it does 30% less damage than a cerb. LP store weapon cost rebalance |

Sgt Ocker
Last Bastion of Freedom
236
|
Posted - 2014.05.29 16:02:00 -
[716] - Quote
Caleb Seremshur wrote:Are you for real? Heavy missiles are bad, yes it's a given. HAMs are workable but need niche scenarios to push their full dps downstream. As for trillions of HP destroyed I don't think you can seriously expect to have a point there given supers push 25k dps and there are so many of them that it's been officially recognised as a problem. Titans aren't a pushover either. What about dreads? 10-15k dps a piece there too. Trillions of HP as a metric is just as meaningless without context considering we don't know the sample size, the time or the place or even what ships were used. Fozzie and Co got it wrong I'm not contesting that, but while you want more homogenisation between missiles and turrets I have consistently pushed for the change to go FURTHER towards being front loaded dps with longer reload times. If you see a problem on d-scan at 14au maybe by the time they actually land on grid you're ready to fight them. Not to mention all the millions of other minute details that can dramatically change how the outcome of a conflict goes. It really is far, far too easy and convenient to just default to "you lost before you undocked" lines of thinking when things like carrying a mobile depot to allow hot-swapping ammo and other general terms of preparation can solve so many problems. another great video here https://www.youtube.com/watch?v=TgmayoBfyRwthat is a vulture heavy mech with 4x Clan LRM25s against a an assualt timberwolf mk2. https://www.youtube.com/watch?v=1azBuiFIymcfor a tutorial on those missile systems and their varieties, strengths and weaknesses. So by your words, 2 of 3 medium missiles are either niche or bad and RLML are not right.. Hmm, sorry, I don't see your argument here.
If you actually bothered to check - the 4.5+ trillion isk destroyed during the Gecko give away week, had very few capital fights and no serious one that could have altered the outcome. I was using a statistic provided by CCP, not some random thing that just picked high influence battles. If you want to look, there is over 1 trillion isk in subcapital kills added to the killboard's every week (include freighter ganking that number mor doubles)
EVE is not Mech warrior and there in lies the problem - trying to use a mechanic that works well in a game designed for it is ok. Bring that same mechanic to another game (Eve in this case) it won't work because Eve PVP has to be balanced and as long as it "has to be balanced" front loading, rapid launchers or whatever else you choose to call them will not work. To give the type of damage application to rapid launchers as is used in mech warrior - 4 or 5 RLML Caracals would be easily able to take out a Super.
Mech warrior is a totally different game to Eve Online and should stay that way. My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Caleb Seremshur
The Atomic Fallout Kids
265
|
Posted - 2014.05.29 17:10:00 -
[717] - Quote
Let me debunk that comparison.
Mechwarrior and eve use a similar way of outfitting your chosen war machine. They're not really that different in my eyes and what I see is a particular style of weapon that is clearly not working out for most people in its current state and that the answer has already existed for a long time. A rhml ship in this theoretical configuration would wipe out any dessie or frig in one volley.. and then be at the mercy of any new attackers for a time. Not to mention that missiles themselves I never said would be changed so all their application issues still exist its just a matter of the time period the potential damage is levied in. I can expand on this more later but to me aside from some obvious differences the two games share a lot of similarities and certain mechanics being borrowed at least for testing would go a long way. While Rise might not be reading this thread any more it wouldn't hurt to be able to have a server with maybe 2 solar systems where we can prototype things quickly. The changes to the module I propose are just xml values and as for server load issues should the idea take off smartbomb nets become a thing again as a counter. LP store weapon cost rebalance |

Sgt Ocker
Last Bastion of Freedom
237
|
Posted - 2014.05.30 05:54:00 -
[718] - Quote
Caleb Seremshur wrote:Let me debunk that comparison.
Mechwarrior and eve use a similar way of outfitting your chosen war machine. They're not really that different in my eyes and what I see is a particular style of weapon that is clearly not working out for most people in its current state and that the answer has already existed for a long time. A rhml ship in this theoretical configuration would wipe out any dessie or frig in one volley.. and then be at the mercy of any new attackers for a time. Not to mention that missiles themselves I never said would be changed so all their application issues still exist its just a matter of the time period the potential damage is levied in. I can expand on this more later but to me aside from some obvious differences the two games share a lot of similarities and certain mechanics being borrowed at least for testing would go a long way. While Rise might not be reading this thread any more it wouldn't hurt to be able to have a server with maybe 2 solar systems where we can prototype things quickly. The changes to the module I propose are just xml values and as for server load issues should the idea take off smartbomb nets become a thing again as a counter. But that is the whole problem - If 1 volley = 1 clip A cruiser class ship that is restricted to shooting only 1 ship (in a class below itself) per clip is just way under powered. Your talking about a launcher system that will kill a frigate or destroyer in 1 volley (1 clip), so around 5k to 8k damage in a few seconds, then a long reload time.
Too buff rapid launchers enough to make them true "front loaders" would make them totally OP.
I fully support a mechanic that can deliver massive Dps in a very short time. The only problem is 'balance', for a burst mechanic to work successfully it needs to be able to deliver its maximum DPS in a very short period of time. What we have right now is a 'rapid' launcher system that is not at all rapid in the true sense. (50 seconds to deliver 20 volleys is not rapid)
Devs need to bite the bullet and roll back reload times on the current iterations so they have balanced DPM. Or make Rapid Launchers - Rapid Fire.
RLML - Reduce Flight Time by 50%, reduce base rof to that of RHML RHML - Reduce Flight Time by 25%, reduce base rof by the same amount as RLML
Rebalance Heavy Missile Explosion Velocity (increase it) My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Caleb Seremshur
The Atomic Fallout Kids
290
|
Posted - 2014.06.10 08:47:00 -
[719] - Quote
It just occured to me each module has a "charges per cycle" value. Up it to 2 or 3 per cycle. Triple the ROF without changing anything. Now you increase missile count to 21 (or 24, or whatever multiple you want) and you get an uptime of 15-20 seconds and keep the 35 second reload time. Or increase reload time.
Still waiting on SISI to get back up so I can make a couple of vids, been waiting a long time now. Tried to gank a gila in a tengu with RLML today. Messed up the warp and he micro'd away. Crucially I am finding the dps is still so very low on RLML. I'd far prefer to have much greater volley and reload more often than to have my 'unique' weapon system be out-dps'd by something that doesn't even use ammo.
For the record, gila with 3x DDA II and hammerheads 630dps sustained, My tengu about 370dps sustained. The only strength of this weapon system is pushing damage downfield faster than it can be repped against but even OH'd my fit still doesn't come close to this. This is a pimp-fit tengu in a specialist configuration being outclassed by a t2 fit pirate ship. I really have to say I'm gobsmacked. FWIW if my scram had gone off in time I would have eventually killed him but that's only because of T3 tank.
I'd like to go back here and look at some things.
Quote: #691 Posted: 2014.05.19 06:47 | Report Well the thing is about it you'll notice a peak dps on your average fit can hit nearly 1k dps. But sustained dps sits between 300 and 350.
For reference a : ScFI does 370dps before reloads with RLML. with 3x BCS II Nopsrey: 370dps with kinetic.. 3x BCS II T1 Caracal: 410 with kinetic and 3x BCS II Navy Caracal: 490 with 3x BCS II Cerberus: 678 max dps tengu: 820
So the DPS stats are very nice, but what about over-all damage delivered and uptime? ScFI, Nosprey both have 4 launchers and deliver a max damage of 1209 volley for 20 volleys giving 24180 damage. Caracal: 5 launchers give 1008 damage per volley and ROF gives the extra dps. 20160 max damage Navy Caracal: 6 launchers, 1209 volley.. extra ROF give the dps here. 24180 damage Cerberus: 1587 per volley, 31894 damage max. Tengu: 6 launchers, 1598 volley. Total damage is 31960.
Tengu expels its charges fastest. The NOsprey and ScFi the slowest.
So now lets look at sustained dps Caracal: 215 NCaracal: 258 NOsprey: 220 ScFi: 220 Cerb: 348 Tengu: 383.
Let's add the new Orthrus to that mix since I have a functional (and quite workable) fit for it.
Orthrus: with merely TWO (2) t2 BCS gets 577 DPS and 384 sustained dps, with 2016 volley. With 3x BCS II it gets 631 peak, 430 sustained and 2077 volley. Across 20 volleys total damage downfield is 40320.
The Orthrus with only 2x BCS II has 21.8% more total damage in volley than a Tengu or Cerberus. I have a distinct problem with this. The only ship I can see being universally powerful with RLML and not some fringe-case wannabe is the Orthrus and that's only because it's total damage per clip is high enough to kill many buffer-fit T1s. Fully selectable damage type.
Now I am NOT NOT NOT NOT NOT advocating through this a nerf for the Orthrus. The RLML is still the common denominator for all these ships and it is only the orthrus's retartedly high damage bonus that makes the weapon system a solid choice. RLML has been shown repeatedly throughout this thread to be a sub-par performer and even now internally doesn't work when mounted on chassis' which otherwise *should* be considering this module. RLML does not perform properly for PVE because it doesn't have the raw ammo count to be productive against the grind. It doesn't work in PVP because it fires too slowly and outright doesn't deliver enough damage on most hulls. To make this comparison completely fair though I'm now going to re-do that list and include a generic triple BCSII fit on ALL hulls that can use missiles not excluding RLML. Any ship with a bonus to RLML will be given a fitting and its stats posted.
Let's begin. I will post 2x tengu configurations because it comes in 5 and 6 launcher setups most typically. The 6 launcher set up is most likely PVE and not PVP. All other fits posted include scrams/kiting and other gear, none of these fits are vacuum wrapped.
Sustained/Peak/Overheated/gross damage
Huginn: 144/245/289/12100 Loki: 212/393/460/16160 Bellicose: 191/327/385/16160 Sacrilege: 239/409/481/20160 Legion: 240/368/433/20160 Caracal: 215/410/481/20160 NCaracal: 258/491/578/24180 NOsprey: 220/370/433/24180 ScFi: 220/370/433/24180 Gila: 240/368/433/24180 onyx: 250/384/451/25200 Tengu 5 launcher OH sub: 331/614/722/25200 Cerb: 348/678/722/31894 Tengu 6 launcher: 383/736/866/31960 Orthrus: 412/631/742/40320
This is not an exhaustive list, these are not max dps fits, this is for research purposes only. Orthrus gets 8360 more gross damage per clip than the next best performer which is a T3 ship with an extra launcher and about 200mil in subsystems. There's lots that's wrong with this equation. More than ever is the case for RLML dispensing their charges at a much higher ROF been stronger.
in my next look at this I'm going to compare them to some turret using ships/fits and see what falls out. 782/5000 characters remaining. My fingers hurt, I need a coffee.
https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
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CW Itovuo
The Executioners Capital Punishment.
29
|
Posted - 2014.06.10 15:13:00 -
[720] - Quote
MechWarrior has no place in EVE.
|
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Elusive Panda
Gendry's Leech Eternal Pretorian Alliance
22
|
Posted - 2014.06.10 16:53:00 -
[721] - Quote
The RLML would be a good skirmishing platform if the ship that uses it the most had their RoF swapped for a Damage bonus instead.
Half the "dps" bonus on the Caracal, Bellicose and the Cerb is useless with RLML, which are probably the best platforms for it. Right now it's still used because Heavy Missile are garbage and HAMs are not flexible enough for solo/micro gang engagement.
The 50km range and good application are it's saving grace, but it could really shine with tweaking the stats of those 3 ships a bit. |

Caleb Seremshur
The Atomic Fallout Kids
293
|
Posted - 2014.06.11 02:21:00 -
[722] - Quote
Elusive Panda wrote:The RLML would be a good skirmishing platform if the ship that uses it the most had their RoF swapped for a Damage bonus instead.
Half the "dps" bonus on the Caracal, Bellicose and the Cerb is useless with RLML, which are probably the best platforms for it. Right now it's still used because Heavy Missile are garbage and HAMs are not flexible enough for solo/micro gang engagement.
The 50km range and good application are it's saving grace, but it could really shine with tweaking the stats of those 3 ships a bit.
I think it's high time that the kinetic only bonus for caldari ships was addressed. It's a trivial matter to fit against it. Instead of trying to specifically omni tank you can try this on either a shield or an armour ship and see how it works.
People typically fit for EM, kinetic and explosive and neglect thermal. For a caracal I like to have 1x invul,1x em ward, 1x thermal and 2x extender rigs. Thermal is still the hole but since most weapons have their damage spread over 2 damage types normally either EM or thermal anyway you're pretty safe. This particular set up has equal kinetic/thermal resists on the basis that I'm kiting and outside of optimal for hybrids.
On an armour vexor there's 68/58/58/58 and thats with room to move thanks to reactive hardener. Shooting kinetic at this vexor because its your damage preference will push total resists up to nearly 80% on kinetic meaning your already bad dps gets worse.
ROF is the current gimmick for DPS with the devs trying to make us googoo eyed over how it translates into slightly higher dps than raw volley but as the numbers show again and again especially for caracal a gross output of 20k in 50s and then 35s reload is too little to justify it. With the orthrus getting literally double the damage I really wonder why they made it that way and not just super ROF with like 50% higher ROF.
For comparison to a caracal as above Caracal: 215/410/481/20160 Thorax w/ 250mm railguns and using plutonium: 405/422/497/50500.
2.5x the raw damage of a RLML caracal. 120s per railgun magazine. 2.4x as much uptime as a caracal. 5s reload. Caracal reloads after 50s and 20000 damage, after 85 seconds it has produced 20000 damage downstream at a rate of 235dps. After 135 seconds it has produced 40000 damage downstream. The Thorax by comparison has produced another 5000 damage for a total of 55500 damage in 135 seconds.
Now if they're both MWDing and in a kiting scenario the Caracal loses dps just from explosion velocity so his 20000 is even lower yet again. A shield thorax is faster and has more EHP. Not looking good for the caracal. I'm really not convinced the RLML should be flown on anything without a damage multiplier. ROF bonuses are just not good for this weapon system and it should really be front loaded by firing either multiple charges or dumping all of its damage instantly and letting the missile algorithym deal with whether you kill the target or not instead of dragging out this already anemic damage profile further, as if being limited to *maybe* shooting their highest resist wasn't bad enough. A caracal only begins to creep ahead in raw damage after 3 reloads in which you have been in battle for minimum 164 seconds. In 164s a thorax has pushed 70k damage downfield.
For comparison purposes I'm going to look at medium artillery for a second here. Rupture with 4x 720s shooting EMP ges 52k damage over 148 second. Stabber with same gets 42200 (although it has NO grid left for anything else).
The RLML is one of the lowest dps systems in EVE and also one with the lowest overall damage produced. You can't do anything to mitigate speed tankers at longpoint range and the ships that the module was designed around (predominantly caldari ships) are too slow to kite effectively and often have less EHP than comparable ships that use weapons with higher damages. https://forums.eveonline.com/default.aspx?g=posts&t=348015
T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346
LP faction weapon store costs rebalancing
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Arthur Aihaken
Erebus Solia
3704
|
Posted - 2014.06.11 09:05:00 -
[723] - Quote
The kinetic damage bonus in of itself isn't bad; it's when combined with the typical rate of fire hull bonus that rapid launchers really get dinged. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
The Atomic Fallout Kids
293
|
Posted - 2014.06.11 10:05:00 -
[724] - Quote
If the phoenix can have the curse of 5% kinetic/level removed, so can the rest. I fail to see how its game breaking. https://forums.eveonline.com/default.aspx?g=posts&t=348015
T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346
LP faction weapon store costs rebalancing
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Arthur Aihaken
Erebus Solia
3704
|
Posted - 2014.06.11 10:11:00 -
[725] - Quote
Caleb Seremshur wrote:If the phoenix can have the curse of 5% kinetic/level removed, so can the rest. I fail to see how its game breaking. I'm in complete agreement. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
The Atomic Fallout Kids
293
|
Posted - 2014.06.11 10:23:00 -
[726] - Quote
Arthur Aihaken wrote:Caleb Seremshur wrote:If the phoenix can have the curse of 5% kinetic/level removed, so can the rest. I fail to see how its game breaking. I'm in complete agreement. Rise and co. will probably cite usage stats (in a vacuum) or some other nonsense to justify not changing it.
Lest we forget the phoenix costs like 4bil to fly once skillbooks are taken in to consideration not to mention the many months of training. Of course its usage was abysmally low - it was a bad dread and far far too pricey.
More than that, some consistency between caldari ships and against minmatar ships. Why does the caracal get ROF while the NOSprey gets damage? The cerb gets damage? The Corax gets damage? The hawk gets damage? The kestrel gets (universal)damage? Why these inconsistencies on hulls where it really really matters that it's done right? https://forums.eveonline.com/default.aspx?g=posts&t=348015
T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346
LP faction weapon store costs rebalancing
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Arthur Aihaken
Erebus Solia
3704
|
Posted - 2014.06.11 10:30:00 -
[727] - Quote
Caleb Seremshur wrote:More than that, some consistency between caldari ships and against minmatar ships. Why does the caracal get ROF while the NOSprey gets damage? The cerb gets damage? The Corax gets damage? The hawk gets damage? The kestrel gets (universal)damage? Why these inconsistencies on hulls where it really really matters that it's done right? The Caracal and Navy Caracal both get a ROF bonus while the Cerberus gets ROF and damage, so it's at least consistent within the class. But yes - there doesn't seem to be any consistency between different hulls beyond kinetic-specific damage bonuses (when they receive a damage bonus, that is). Changing the Caldari hulls to a straight damage bonus wouldn't be a game-breaker, as there are certainly more powerful ships at this point. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
The Atomic Fallout Kids
293
|
Posted - 2014.06.11 10:45:00 -
[728] - Quote
My favourite part is how the original data for RLML was based on the idea that they would out-damage turrets for their clip and then have to reload - but I've just shown a number of turret based ships that even with their lowest dps guns disprove that. Not to mention bulk damage put downfield is still grossly in favour of the turrets. I'm not sure wtf Rise and Fozzie were smoking when they decided to settle on this design but it needs to be re-done because although the idea has merit they royally ****** up the execution. https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
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Caleb Seremshur
The Atomic Fallout Kids
306
|
Posted - 2014.06.24 00:54:00 -
[729] - Quote
One thing I have just noticed after a quick brain fart is:
navy HML vs T2 HML = 12% more missiles in the HML Navy HAM vs t2 HAM = 12% more missiles in the HAM Navy RLML vs T2 RLML = 4.5% more missiles?
What? Is there even a point to running the navy versions of these launchers.. at all? You get less dps and one single cycle more sustained peak dps.. What am I missing here, Rise? https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
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elitatwo
Congregatio
245
|
Posted - 2014.06.24 02:28:00 -
[730] - Quote
Caleb Seremshur wrote:
-snip-
Huginn: 144/245/289/12100 Loki: 212/393/460/16160 Bellicose: 191/327/385/16160 Sacrilege: 239/409/481/20160 Legion: 240/368/433/20160 Caracal: 215/410/481/20160 NCaracal: 258/491/578/24180 NOsprey: 220/370/433/24180 ScFi: 220/370/433/24180 Gila: 240/368/433/24180 onyx: 250/384/451/25200 Tengu 5 launcher OH sub: 331/614/722/25200 Cerb: 348/678/722/31894 Tengu 6 launcher: 383/736/866/31960 Orthrus: 412/631/742/40320
Sorry I only ever trained quoting to level 1.
But by that comparison of missile launchers, let's have a look how much damage a large neutron blaster II can do with 80 void charges.. (hint: its a ton)
And since we are comparing bananas to pineapples now, let's agree that the nerf of 8 years of assault missile launchers was unwarranted, unwanted and maybe even not really thought through.
If CCP doesn't believe us, let's invite them to come to SiSi and make them fly heavy missile Drakes and assault launcher Caracals.
We will do our worst to great them and then they may come back here and tell us, missiles are fine.
Truth or Dare, what will it be? signature |
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Caleb Seremshur
The Atomic Fallout Kids
307
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Posted - 2014.06.24 22:36:00 -
[731] - Quote
Well you could, I mean they do log on to SISI occasionally.
Getting them to admit they have poorly balanced the HML and new RLML will be another story altogether. https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
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O2 jayjay
Tres Corvi INC. Mordus Angels
13
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Posted - 2014.06.24 23:39:00 -
[732] - Quote
I honestly dont see anything wrong with rapid light missiles. they already out DPS blasters and increasing the mag with a 35 sec reload is way too much of a buff. This change is game breaking and you are making the other weapons weaker. RML are fine the way they are and dont need to change. RLM are hitting harder then blasters and they have more range, no tracking problems, can pick damage type. Dont break the game and leave things how they are. |

Caleb Seremshur
The Atomic Fallout Kids
308
|
Posted - 2014.06.24 23:48:00 -
[733] - Quote
What's wrong with them is exactly what I've shown, they get out-dps'd by other long range weapon platforms.
All I have ever asked for is to change them to being like SRM and MRM. It would fix them and you wouldn't have to change anything except for the ROF/charges per shot. https://forums.eveonline.com/default.aspx?g=posts&t=348015
T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346
LP faction weapon store costs rebalancing
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Baron' Soontir Fel
Justified Chaos
192
|
Posted - 2014.06.29 06:04:00 -
[734] - Quote
Any updates on getting the ammo switching back to 10 seconds instead of reloading and ammo swapping at 30?
It's a huge huge drawback to not be able to switch damage groups on the fly. To the point where people are using regular light missile launchers on cruisers because RLML's are just so crappy. |

Caleb Seremshur
The Atomic Fallout Kids
313
|
Posted - 2014.06.29 06:37:00 -
[735] - Quote
It won't be the fix they implement without putting them back to their old stats. And they won't do that either (it's exactly why they changed them).
Under your proposed model a caracal will have the same sustained dps as an armour thorax but better application over range.
I do wonder whether or not Chessurs super-cerb was what actually spooked Rise and Co. to change rlml or whether this was some gorilla in the mist they're still too scared to discuss. https://forums.eveonline.com/default.aspx?g=posts&t=348015
T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346
LP faction weapon store costs rebalancing
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Sgt Ocker
Last Bastion of Freedom
239
|
Posted - 2014.06.29 09:13:00 -
[736] - Quote
O2 jayjay wrote:I honestly dont see anything wrong with rapid light missiles. they already out DPS blasters and increasing the mag with a 35 sec reload is way too much of a buff. This change is game breaking and you are making the other weapons weaker. RML are fine the way they are and dont need to change. RLM are hitting harder then blasters and they have more range, no tracking problems, can pick damage type. Dont break the game and leave things how they are. Honestly - This is the reasoning Rise and Fozzie used to release less than effective Rapid Launchers. Out of hand comments from pilots who don't use missiles saying they are OP.
Unfortunately, Devs listened and missiles got nerfed - Again.
RLML do actually work - You need 5 rlml Caracals vs 1 Ceptor. Problem is, if the Ceptor has friends the Caracals will die before the 1st Ceptor does. My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Vaju Enki
Secular Wisdom
1354
|
Posted - 2014.06.29 10:40:00 -
[737] - Quote
Rapid Missile are working as intended. Stop crying. The Tears Must Flow |

Caleb Seremshur
The Atomic Fallout Kids
314
|
Posted - 2014.06.29 11:48:00 -
[738] - Quote
Vaju Enki wrote:Rapid Missile are working as intended. Stop crying.
They're working as intended? Like ****?
I won't stop posting here until they recognise that I'm unhappy. I can tell you that they've already admitted the change produced far less enthusiasm from the people actually using these weapons than they expected.
RLMLs don't:
fire fast enough have enough rounds reload fast enough do enough raw damage on enough hulls have low cost fittings like they used to
To fix all of these problems would yes obviously be totally game breaking.
So fix one of them. Modules have the ability to fire more than 1 round at a time so let RLML be it. The only weapon with more 'burst' could be bombs. Which are coincidentally also a missile skill. https://forums.eveonline.com/default.aspx?g=posts&t=348015
T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346
LP faction weapon store costs rebalancing
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Sgt Ocker
Last Bastion of Freedom
239
|
Posted - 2014.06.30 01:11:00 -
[739] - Quote
Vaju Enki wrote:Rapid Missile are working as intended. Stop crying. If this is the way they are intended to work, they are not good and need to be fixed. My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Deerin
Murientor Tribe Defiant Legacy
256
|
Posted - 2014.06.30 08:47:00 -
[740] - Quote
Caleb Seremshur wrote: NOsprey: 220/370/433/24180 ScFi: 220/370/433/24180
240/368/433/24180 for both
Are you really comparing railguns to rlml? Good luck applying that uber dps of railgun to a frig orbitting you at 500.
...and just for the record:
PRE-RLML-change SciFi with RLML:
Sustained dps: 234 Re-loaded excluded dps: 239
So for ships with plain damage bonus, the module isn't nerfed at all.
RLML's can apply their damage to variety of ship sizes. The price you pay for this flexibilty is the lowish dps. You want a system that is both paper, scissors and rock. That's not going to happen.
I completely agree with the necessity of faster ammo type swap. But no further buff is necessary for RLML's. |
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Baron' Soontir Fel
Justified Chaos
192
|
Posted - 2014.06.30 14:48:00 -
[741] - Quote
Deerin wrote: RLML's can apply their damage to variety of ship sizes. The price you pay for this flexibilty is the lowish dps. You want a system that is both paper, scissors and rock. That's not going to happen.
I completely agree with the necessity of faster ammo type swap. But no further buff is necessary for RLML's.
Too bad in their current state they take 3 damage modules to reach higher than frigate DPS.
A Merlin with Neutron Blasters with faction ammo (no damage mods/rigs) does 140 dps. A Caracal with RLML's with faction ammo (no damage mods/rigs) does 122 dps!
A Destroyer does MORE damage than a Caracal. A Talwar does 135dps with faction Nova ammo. (no damage mods/rigs)
Putting this in perspective. A Thorax with 200mm Railguns with CNAM does 352 dps. That's triple the dps.
So please. Don't tell me I'm getting "lowish" dps. I'm getting crap dps. I'm flying a cruiser and I'm getting T1-fit frigate dps. The only reason people can even assume that this module is balanced is because you fly it with shields and get 3 BCS's. Heaven forbid you try to use these in an armor cruiser or in a support cruiser. |

Arya Regnar
Darwins Right Hand
492
|
Posted - 2014.06.30 17:50:00 -
[742] - Quote
Elusive Panda wrote:The RLML would be a good skirmishing platform if the ship that uses it the most had their RoF swapped for a Damage bonus instead.
Half the "dps" bonus on the Caracal, Bellicose and the Cerb is useless with RLML, which are probably the best platforms for it. Right now it's still used because Heavy Missile are garbage and HAMs are not flexible enough for solo/micro gang engagement.
The 50km range and good application are it's saving grace, but it could really shine with tweaking the stats of those 3 ships a bit. This, and also the overheating part only increasing the ROF.
Overheating RLMs would only be helpful if it made reloading faster. Or if it increased damage.
EvE-Mail me if you need anything. I will be away from 3rd to 10th of August. [ON VACATION] |

Caleb Seremshur
The Atomic Fallout Kids
343
|
Posted - 2014.08.04 01:23:00 -
[743] - Quote
Now trying to use RLML for PVE. Have been trying for several months. Expending 10 shots per clip on some cruisers, this is with a fully specced tengu with 5% implants and all the trim.
Would really like to see ships with bonuses to RLML swap any ROF bonus for raw damage, to the same effect.
ie currently tengu is 5%/level kinetic 7.5% ROF
swap to 12.5% (or whatever) kinetic damage for light missiles, 5%/level for HML and HAM. 7.5% ROF for HML and HAM and no bonus to LM.
No range bonus needed. Noone here is stupid, RLML is a PVP weapon in the same way that blasters are pvp weapon, using the wrong tool for PVE only makes you stupid.
Of course PVE itself is stupid too but two wrongs don't make a right.
I will never let this topic die. I ran the numbers, did the graphs, have made my suggestions and there has been nothing but silence from CCP. RLML might see use in PVP that doesn't mean they are effective. https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
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