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Iroquoiss Pliskin
Hedion University Amarr Empire
158
|
Posted - 2015.04.06 15:51:25 -
[1] - Quote
Good day,
The idea that has been with me for some time - Creating a Rapid Light/Heavy Missile launcher equivalent to help BC and Battleships survive in the Frig/Cruiser meta.
These weapons already exist, only the Signature resolution needs to be reduced. Their current use is also practically non-existent:
Battleship-sized:
https://wiki.eveonline.com/en/wiki/Dual_250mm_Railgun_II
https://wiki.eveonline.com/en/wiki/Dual_Heavy_Beam_Laser_II
Cruiser-sized:
https://wiki.eveonline.com/en/wiki/Dual_150mm_Railgun_II
https://wiki.eveonline.com/en/wiki/Quad_Light_Beam_Laser_II
Proposed solution: reduce Signature Resolution down to 167 m for BS-sized turrets and to 70 m for the cruiser variants. Tracking is already gud.
Minmatar currently don't have a third tier of Arties, so the above concept could also be applied to the lowest tier of Blasters/Pulses/ACs.
Thoughts? 
( -í° -£-û -í°)
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Saelyth
Nex quod Principatus
7
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Posted - 2015.04.06 16:00:29 -
[2] - Quote
I've always wondered about these weapons before, myself, and I can certainly understand the sentiment now that we have actual downstepped launchers. I'm with you there on the notion of expanding that same sort of tactic towards turrets, there's not really a reason not to.
I'm sure there will have to be some tinkering with the rate of fire or damage multipliers so they don't end up overpowering against ships of the same size class, else there'd be no reason to use size-appropriate weapon systems. I don't know what exactly it'll take, but since we've already got similar with launchers, it seems logical to have them for our turret-favoring players in some manner, too. |

Iroquoiss Pliskin
Hedion University Amarr Empire
159
|
Posted - 2015.04.06 16:09:45 -
[3] - Quote
Saelyth wrote: I'm sure there will have to be some tinkering with the rate of fire or damage multipliers so they don't end up overpowering against ships of the same size class, else there'd be no reason to use size-appropriate weapon systems.
Indeed, that would be needed if this solution is applied to lowest tier of short range weapons systems.
I'll EFT-verify the DPS levels.
As I've mentioned, Minmatar don't have their equivalent - Perhaps creating a Dual Light 250mm Artillery and Dual 650mm Artillery with lower Damage mod, high RoF and gud tracking is a better solution than tinkering with short-range weapons like Blasters/ACs/Pulses. 
Standby for DPS numbers on the turrets listed in the first poast.
( -í° -£-û -í°)
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Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
260
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Posted - 2015.04.06 16:13:10 -
[4] - Quote
battleships surviving cruiser fights... Isn't this what tracking computer is for? Surviving frigates... Isn't that what drones are for?
I don't see the point of this. |

Iroquoiss Pliskin
Hedion University Amarr Empire
164
|
Posted - 2015.04.06 16:22:03 -
[5] - Quote
Celthric Kanerian wrote:battleships surviving cruiser fights... Isn't this what tracking computer is for? Surviving frigates... Isn't that what drones are for?
I don't see the point of this.
CCP said otherwise with Rapid L/HMLs. 
( -í° -£-û -í°)
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Arthur Aihaken
Jormungand Corporation
4323
|
Posted - 2015.04.06 16:25:39 -
[6] - Quote
What about projectiles? Do we need a dual artillery cannon or something? I think we can also increase rate of fire and bestow the 35-second reload time to these as well (give lasers a cap penalty instead).
I am currently away, traveling through time and will be returning last week.
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Iroquoiss Pliskin
Hedion University Amarr Empire
165
|
Posted - 2015.04.06 16:29:49 -
[7] - Quote
Arthur Aihaken wrote:What about projectiles? Do we need a dual artillery cannon or something? I think we can also increase rate of fire and bestow the 35-second reload time to these as well (give lasers a cap penalty instead).
Yes. As I've mentioned, Minmatar don't have their equivalent - Perhaps creating a Dual Light 250mm Artillery and Dual 650mm Artillery with lower Damage mod, high RoF and gud tracking is a better solution than touching the close-range weapon systems.
High RoF, medium Damage mod, 35 sec/or whatever reload time Artillery - Yes pls 
How will Amarr "reload" tho? Insane cap usage is one option, or increased crystal consumption per shot , but then you swap in a new set of crystals. vOv
Perhaps, it could be balanced in a way as to not require 35 second reloads? 
I'm sure CCP can do this. 
( -í° -£-û -í°)
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Saelyth
Nex quod Principatus
9
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Posted - 2015.04.06 16:30:52 -
[8] - Quote
Celthric Kanerian wrote:battleships surviving cruiser fights... Isn't this what tracking computer is for? Surviving frigates... Isn't that what drones are for?
I don't see the point of this.
Rapid Heavy/Light Missile systems weren't designed to "survive" against smaller ship classes, they were implemented to allow them to prey upon them. |

Saelyth
Nex quod Principatus
9
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Posted - 2015.04.06 16:38:34 -
[9] - Quote
Iroquoiss Pliskin wrote:How will Amarr "reload" tho? Insane cap usage is one option, or increased crystal consumption per shot , but then you swap in a new set of crystals. vOv Perhaps, it could be balanced in a way as to not require 35 second reloads?  I'm sure CCP can do this. 
I was wondering about this one, too, and can't really think of anything that makes sense right off the top of my head. Increased crystal damage is moot on non-faction, non-tech2 crystals and having that be the trade-off would just be overcome by using T1 ammo.
A crazy requirement for cap seemed at first plausible, but that's pretty devastating to their ability to repair damage, too, on what are already typically cap hungry ships.
However, if there were a new mechanic introduced, where say said pulse turret could fire X number of times before reaching a forced cooldown period (I don't want to say it "overheats," since heat is an actual thing, but I'm sure you get the idea), that would mimic the reloading times and other drawbacks seen on Rapid Heavy/Light launchers, then we might be able to go with that. |

Iroquoiss Pliskin
Hedion University Amarr Empire
167
|
Posted - 2015.04.06 16:39:52 -
[10] - Quote
Saelyth wrote:Celthric Kanerian wrote:battleships surviving cruiser fights... Isn't this what tracking computer is for? Surviving frigates... Isn't that what drones are for?
I don't see the point of this. Rapid Heavy/Light Missile systems weren't designed to "survive" against smaller ship classes, they were implemented to allow them to prey upon them.
Yes. 
And what I like about this solution is that it doesn't butcher the current meta, merely influences it - a balance towards more BC/BS use.
What's more important, from CCP perspective I think, is that battleships remain the same for all PVE activities: Incursions and LVL4 especially.
I am sad to admit that LVL4s in Hisec is the reason why Battleships won't ever be changed in any meaningful way. 
Saelyth wrote:Iroquoiss Pliskin wrote:How will Amarr "reload" tho? Insane cap usage is one option, or increased crystal consumption per shot , but then you swap in a new set of crystals. vOv Perhaps, it could be balanced in a way as to not require 35 second reloads?  I'm sure CCP can do this.  I was wondering about this one, too, and can't really think of anything that makes sense right off the top of my head. Increased crystal damage is moot on non-faction, non-tech2 crystals and having that be the trade-off would just be overcome by using T1 ammo. A crazy requirement for cap seemed at first plausible, but that's pretty devastating to their ability to repair damage, too, on what are already typically cap hungry ships. However, if there were a new mechanic introduced, where say said pulse turret could fire X number of times before reaching a forced cooldown period (I don't want to say it "overheats," since heat is an actual thing, but I'm sure you get the idea), that would mimic the reloading times and other drawbacks seen on Rapid Heavy/Light launchers, then we might be able to go with that.
There's no need for new complex stuff. What I envision is a balance by DPS/tracking alone.
We're not looking to create 800 DPS RLML Orthruses here. 
( -í° -£-û -í°)
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Saelyth
Nex quod Principatus
9
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Posted - 2015.04.06 16:46:29 -
[11] - Quote
Iroquoiss Pliskin wrote:There's no need for new complex stuff. What I envision is a balance by DPS/tracking alone. We're not looking to create 2.4k DPS RLML Orthruses here. 
Or on a similar note, Talos or Nagas using "rapid heavy" cruiser weapons and still doing the same damage they do presently? :P |

Arthur Aihaken
Jormungand Corporation
4323
|
Posted - 2015.04.06 16:48:38 -
[12] - Quote
Iroquoiss Pliskin wrote:How will Amarr "reload" tho? Insane cap usage is one option, or increased crystal consumption per shot , but then you swap in a new set of crystals. Perhaps, it could be balanced in a way as to not require 35 second reloads?  High cap usage and increased crystal consumption. I think that's a fair tradeoff, since EM/thermal isn't particularly desirable anyway. I'm fine with a 30-second reload for projectiles (and missiles) and 20 seconds for hybrids.
Saelyth wrote:Or on a similar note, Talos or Nagas using "rapid heavy" cruiser weapons and still doing the same damage they do presently? :P They're paper thin anyway.
I am currently away, traveling through time and will be returning last week.
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Iroquoiss Pliskin
Hedion University Amarr Empire
167
|
Posted - 2015.04.06 16:50:16 -
[13] - Quote
Saelyth wrote:Iroquoiss Pliskin wrote:There's no need for new complex stuff. What I envision is a balance by DPS/tracking alone. We're not looking to create 2.4k DPS RLML Orthruses here.  Or on a similar note, Talos or Nagas using "rapid heavy" cruiser weapons and still doing the same damage they do presently? :P
See Abaddon/Hyperion numbers in post 3.
These turrets would have to get their Damage mod and/or RoF reduced to cruiser levels.
Tho, as an example a RHML Raven does 927 / 789 / 688 DPS with Fury/CN/Precisions - You can blap most cruisers quickly, whether that is what we need for turrets is uncertain. vOv
Some RHML use in a Raven - https://www.youtube.com/watch?v=CYpEgRPgdVM
/hattip Beast 
( -í° -£-û -í°)
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Arthur Aihaken
Jormungand Corporation
4323
|
Posted - 2015.04.06 16:52:48 -
[14] - Quote
Iroquoiss Pliskin wrote:These turrets would have to get their Damage mod and/or RoF reduced to cruiser levels. Change the ammunition type from L to M as well.
I am currently away, traveling through time and will be returning last week.
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Iroquoiss Pliskin
Hedion University Amarr Empire
167
|
Posted - 2015.04.06 16:57:01 -
[15] - Quote
Arthur Aihaken wrote:Iroquoiss Pliskin wrote:These turrets would have to get their Damage mod and/or RoF reduced to cruiser levels. Change the ammunition type from L to M as well.
Well, then it would be easier to simply grant the current BS hulls a bonus to medium-sized turrets without changing much else. vOv
( -í° -£-û -í°)
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Arthur Aihaken
Jormungand Corporation
4323
|
Posted - 2015.04.06 17:17:18 -
[16] - Quote
Iroquoiss Pliskin wrote:Well, then it would be easier to simply grant the current BS hulls a bonus to medium-sized turrets without changing much else. These would still be large weapons in terms of fitting.
I am currently away, traveling through time and will be returning last week.
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Iroquoiss Pliskin
Hedion University Amarr Empire
167
|
Posted - 2015.04.06 17:23:37 -
[17] - Quote
Arthur Aihaken wrote:Iroquoiss Pliskin wrote:Well, then it would be easier to simply grant the current BS hulls a bonus to medium-sized turrets without changing much else. These would still be large weapons in terms of fitting.
Fair enough.
Whatever the case, I see these turrets having moderately more DPS than the top tier short range Blasters/ACs/Pulses.
So Quad Light Beam Lasers with 70 m Sig resolution on a cruiser/BC > Small Focused Pulse lasers, on an Executioner/Coercer, for an example. Dual Beam Lasers with 167 m Sig resolution on a battleship > Heavy Pulse Lasers on an Omen.
Dual 150mm Rails with 70 m SR on a cruiser/BC > Light Neutron Blaster setup on an Incursus/Catalyst. Dual 250mm Rails with 167 m SR on a BS > Heavy Neutron Blasters on a Thorax.
All examples are arbitrary. 
( -í° -£-û -í°)
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Iroquoiss Pliskin
Hedion University Amarr Empire
169
|
Posted - 2015.04.06 18:24:51 -
[18] - Quote
Arthur Aihaken, just for you and every Matari patriot:
TRIPLE Light 250mm Artillery Cannons (Cruiser-sized ofc) and,
TRIPLE 650mm Artillery Cannons (BS-sized).
Yes... 
( -í° -£-û -í°)
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Rowells
ANZAC ALLIANCE Fidelas Constans
2223
|
Posted - 2015.04.06 19:05:29 -
[19] - Quote
Iroquoiss Pliskin wrote:Arthur Aihaken, just for you and every Matari patriot: TRIPLE Light 250mm Artillery Cannons (Cruiser-sized ofc) and, TRIPLE 650mm Artillery Cannons (BS-sized). Yes...  I think this would be the perfect opportunity to use the 'flak cannon' name. Quad and dual respectively. |

Iroquoiss Pliskin
Hedion University Amarr Empire
173
|
Posted - 2015.04.06 19:09:41 -
[20] - Quote
Rowells wrote:Iroquoiss Pliskin wrote:Arthur Aihaken, just for you and every Matari patriot: TRIPLE Light 250mm Artillery Cannons (Cruiser-sized ofc) and, TRIPLE 650mm Artillery Cannons (BS-sized). Yes...  I think this would be the perfect opportunity to use the 'flak cannon' name. Quad and dual respectively.
Excellent. Yes. 
( -í° -£-û -í°)
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Rowells
ANZAC ALLIANCE Fidelas Constans
2228
|
Posted - 2015.04.06 19:21:36 -
[21] - Quote
and based on the ammo, you wouldnt necessarily need to use medium or small ammos for the rapid turrets, since there no stats except damage to account for, whereas missiles need the velocity and explosion sig and such. Only thing that needs to be modified properly is the damage multiplier. |

James Baboli
Ferrous Infernum
494
|
Posted - 2015.04.06 23:43:51 -
[22] - Quote
I like this idea, but have some issues with some of the proposed implementations. I'd love to see the multiple guns in the name of some weapons reflected in their stats, but for longer range weapons, they would normally be fired in battery. My real hope is to get dedicated weapons for this, rather than rebalancing existing underused weapons, with a quad 650 flack cannon, dual 250 bofors, hex 125mm rails, and similar amusing, large battery, small bore weapons for battleships and battlecruisers to do fairly consistent damage to smaller targets at a cost to range and raw DPS.
Talking more,
Flying crazier,
And drinking more
Making battleships worth the warp
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Iroquoiss Pliskin
Hedion University Amarr Empire
176
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Posted - 2015.04.06 23:53:18 -
[23] - Quote
Agreed. 
The listed turrets could be completely converted into a new sub-class of weapons systems akin to Rapid Launchers, with a new addition of Projectiles. 
Details and specifics, however, I can not tell you - Some CCP input into the discussion would be great, as they have all the dateGäó and metrics to gauge where said system could fall, or the space it could potentially occupy on the meta plane. 
( -í° -£-û -í°)
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Lienzo
Amanuensis
77
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Posted - 2015.04.07 01:56:38 -
[24] - Quote
I can't not support this idea, seeing as I've proposed it myself. +1
However, a 15% tracking advantage over weapons with a looser target sig isn't necessarily adequate for an anti-support role. Another downside to anti-support ships is that they can fit extra tank, which they really don't need for the role. I would prefer to see the fitting requirements increased, but boost the optimal range along with the tracking. Overall, despite the higher damage application, the overall damage should be significantly lower than you could otherwise achieve against same sized ships. In an environment that allows oversize ABs, it probably isn't adequate, whereas without them, it probably is.
Ideally, the tracking of a quad light beam should be about a third to half of the way between the slowest frigate sized small laser, and heavy beam lasers. Any hull with a tracking bonus becomes a natural anti-support platform.
In terms of making the smallest change possible, a 15% target sig reduction coupled with the 15% tracking bonus might be enough to differentiate ships, especially with an optimals/falloff buff and a damage multiplier reduction. The complement to anti-support fittings could be interesting as well.
Giving the heaviest tier of weapons a 15% target sig increase along with their 15% tracking deficit could make them really interesting for gunning up. Whether or not they can ably surrender range really depends on the weapon system and the state of things like webs. A punisher might really enjoy shooting cruisers and destroyers with higher damage small focused pulses in a tight orbit. A range reduction might not be appropriate for a 280mm artillery though. Ideally, we just want to make weapons like the 280mm artillery the inferior option for shooting other frigates. The compensation is higher overall damage, at least against targets they can hit.
One crude option we could consider for making target sig and sig more significant is by increasing target sigs across the board, but increasing the damage multiplier by the same quantity. The goal would be to increase the miss rate, but keep the overall damage the same. Ships with more turrets would enjoy a natural advantage in hit rates, but might not be competitive in all situations. It really depends on how the hit and damage formulae are linked. Some people treat them as simple multipliers, while other treat them as a logistic curves with a gating function. I suspect damage RNGs mainly compensate for the server tick rate, but can't think of a way to test that particular hypothesis. The purpose of this would be to create a natural disadvantage for larges fleets of turret users in a way that was more reflective of how missiles are segregated in target selection.
The overall goal here is fleet stratification and fitting diversity. This should disincentivize the practice of calling primaries in a simplistic way, and emphasize filling out a lot of fleet roles in mixed fleets. It is simply a better experience in a large fleet to have subset of players on the field by your responsibility to deal with, rather than just going down the list in a race against logistics. There's a lot of weapon systems that get only marginal use, and giving them clear roles should bolster that usage. Role-based fitting is simply a lot more interesting than PG/CPU based fitting, and it gives us clearer goals in tweaking systems. |

Tiddle Jr
Galvanized Inc.
101
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Posted - 2015.04.07 04:15:57 -
[25] - Quote
Iroquoiss Pliskin wrote:Arthur Aihaken wrote:What about projectiles? Do we need a dual artillery cannon or something? I think we can also increase rate of fire and bestow the 35-second reload time to these as well (give lasers a cap penalty instead). Yes.  As I've mentioned, Minmatar don't have their equivalent - Perhaps creating a Dual Light 250mm Artillery and Dual 650mm Artillery with lower Damage mod, high RoF and gud tracking is a better solution than touching the close-range weapon systems. High RoF, medium Damage mod, 35 sec/or whatever reload time Artillery - Yes pls  How will Amarr "reload" tho? Insane cap usage is one option, or increased crystal consumption per shot , but then you swap in a new set of crystals. vOv Perhaps, it could be balanced in a way as to not require 35 second reloads?  I'm sure CCP can do this. 
https://wiki.eveonline.com/en/wiki/Dual_425mm_AutoCannon_II
you have it already just make that thing works! |

Iroquoiss Pliskin
Hedion University Amarr Empire
179
|
Posted - 2015.04.07 04:23:24 -
[26] - Quote
I had forgotten about this little gem - thanks. 
This turret doesn't see much use either - could be converted to a Flak Artillery cannon for the Glorious project. 
( -í° -£-û -í°)
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Gimme Sake
State War Academy Caldari State
163
|
Posted - 2015.04.08 09:38:59 -
[27] - Quote
I support this thread! 
"Never not blob!" ~ Plato
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Ju0ZaS
Mentally Assured Destruction The Pursuit of Happiness
78
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Posted - 2015.04.08 13:55:43 -
[28] - Quote
Make the lazers run on 2 types of ammo at the same time, a crystal and a coolant that runs out after lets say 30 shots or so. Then enter a 35s reload for the coolant. Crystal swap would remain instant. I think this would make most sense for the lazer rapid like weapon equivalent.
Are you going to fight me or do you expect to bore me to death with your forum pvp?
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Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
2084
|
Posted - 2015.04.08 14:08:27 -
[29] - Quote
In a world where cruiser hulls are the most common component of any fleet and battleships are rarely worth the time it takes to get them to a fight this kind of thing is horribly overdue. |

elitatwo
Eve Minions Poopstain Removal Team
624
|
Posted - 2015.04.08 14:29:27 -
[30] - Quote
Vimsy Vortis wrote:In a world where cruiser hulls are the most common component of any fleet and battleships are rarely worth the time it takes to get them to a fight this kind of thing is horribly overdue.
Pweese, no more ancillery bollox! Those are neither fun gameplay, nor do they require any resembles of a tactic. May I remind you that the assault missile launchers were never really worth mentioning until you could fit 3x ballistic controls on a Caracal?
Only after overnerfing my heavy missiles, people started looking at another useful long(er) range missile system and found one.
Hurr durr, yolo ancillery everything - it needs to stop.
The second you undock a battleship in highsec and make your way to lowsec, you will have been reported by scouts, alts of scouts, intel spy alts, alts of intel-spy alts and a yolo-swag kiting gang with 25 Guradians, 16 Falcons and 18237847272 soopers will be there to pop you - doesn't matter what you fit.
The only thing this ancillery bollox is doing is encourage people to blobb to decrease the shortcommings of the reload time. You either blobb or you bail or outblobb the blobb.
I don't think that blobb online is good for the meta - only good for CCP
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