| Author |
Thread Statistics | Show CCP posts - 3 post(s) |

Merin Ryskin
Peregrine Industries
283
|
Posted - 2017.04.03 03:49:59 -
[1] - Quote
RLMLs are fine. The problem is that only undersized missiles can actually hit a same-size target with full damage, and even the paper dps of heavies/HAMs isn't all that impressive. Nerfing RLMLs without fixing all the other missiles just means that missile ships in general take a major nerf and probably cease to be viable.
The actual solution here is to buff "normal" size missiles so they can hit same-size targets for full (or at least near-full) dps, with better dps than undersized missiles (which have fine paper dps as they are). That gives you the choice between maximum dps at the cost of projection against smaller targets, or awesome projection against smaller targets but weaker dps against anything in the same size class. |

Merin Ryskin
Peregrine Industries
285
|
Posted - 2017.04.03 12:53:13 -
[2] - Quote
elitatwo wrote: And ships like a Caracal don't even have enough fitting room to fit heavy launchers in the first place.
Then this needs to be fixed. If you just nerf RLML then congratulations, you have a Caracal that can't work effectively with RLML, can't fit anything else, and can't apply useful damage even if it could fit HML/HAM. IOW, you might as well delete the Caracal from the game. |

Merin Ryskin
Peregrine Industries
293
|
Posted - 2017.04.05 03:20:07 -
[3] - Quote
Reaver Glitterstim wrote:Maybe the missiles are supposed to be able to do more damage to larger targets, and the damage they are already doing to medium targets is intended and balanced?
That makes no sense at all. Why should all missiles be oversized weapons, the equivalent of putting battleship guns on a cruiser? And it's not like missiles do amazing damage to larger targets, their maximum paper dps isn't any better than equivalent gun dps.
Quote:After all, they have excellent range and flexible choice of damage.
Both of which are not worth anywhere near as much as many people think. Range is a marginal advantage at best, in small fights anything over 20-30km is wasted because of the limits of tackle range, and in big fights the flight time of missiles means that the primary is dead before any missiles hit. And flexible damage type is almost worthless, many (most?) missile ships are locked into a single damage type because of their bonuses and you're almost never going to be willing to spend time reloading mid-fight to change damage types. And in PvP most targets are omni-tanked, so you're looking at a modest advantage at most even if you can hit their resistance "hole".
Quote:It's an excellent reminder that more ships can make up for not having the right ships.
Encouraging blobbing is a bad idea.
|

Merin Ryskin
Peregrine Industries
293
|
Posted - 2017.04.05 04:50:43 -
[4] - Quote
Reaver Glitterstim wrote:It's worse. But what if it wasn't? It should be worse, but what if instead of buffing medium missiles' application, their damage was buffed instead? They could deal reasonable damage to cruiser-sized targets but higher damage to larger targets or webbed+painted cruisers. That would give them an interesting trait to help make up for their overall cumbersome nature. Also, since they're built to have less damage than turrets, it is less likely they will become overpowered with a bit of extra damage.
Then you get one of two problems:
1) Missiles are ok against same-size targets AND get bonus dps against larger targets, making them overpowered and better than turrets in pretty much every situation besides huge fleet fights.
or
2) Missiles are weak against same-size targets but powerful against larger targets. This is balanced, but it's the kind of specialized role that T2 ships are given, not something that is appropriate for an entire class of weapons/ships. |
| |
|