Suitonia wrote:Th e problem is the burst damage killing most attack cruisers and similar anti support options while having twice the EHP as those options, please reduce the reload time to 30 seconds but reduce the clip size to 17 instead for T2. This retains almost identical Dps to now but allows ships like the rail Thorax, stabber, omen and other anti support ships to survive a reload.
Also, please, please consider increasing the fittings because the main issue with rapid light ships right now is they can fit absolutely everything with no sacrifice, mid to long cruiser sniper ranges, close range turret burst DPS, with high EHP. Increasing the reload time won't address any of this. Most people ping and reload while in Warp in bigger fights.
I read most of this thread but Suitonia really crushed it out of the park with this one. The grid really is a big issue because the reason you see so many Caracals being used is because they get great application and a really heavy tank compared with any other ship in the attack cruiser line and a lot of that has to do with the fact that a T2 rapid light launcher uses only 77 grid. The two with the next least grid usage among cruiser weapons are:
Dual 180mm Auctocannon II: 88 grid
Quad Light Beam Laser II: 89 grid
Consider that these other two low grid users frequently under perform and so are rarely used especially the quad laser and yet both will take more out of your fit than rapid lights. Consider increasing the grid usage on rapid lights to the 90 - 100 grid range please and this is completely irrespective of other changes (even focused medium pulse laser IIs take 125 grid). Sure, the ships that fit rapid lights tend to have less grid on average but not 40% less than average. How often do you see 180 autocannons or electron blasters being used without multiple reps or oversized ASBs? Ships fitting rapid lights sacrifice nothing in their fits because the fittings are so low on them. The point is that when fitting other weapon types to save on grid your downgraded weapons IS the sacrifice, for rapid lights this is not the case as they are the preferred weapon anyway.
On another note, I like that you are at least looking at HMLs but their problem isn't really their damage it's the very poor application they get against small fast ships, which let's be honest, is going to be a situation that comes up often in pvp. Part of the reason people lean to rapid lights in the first place is that unlike HMLs or HAMs damage application is a non-issue. In the case of kiting fits especially crash boosters are not really going to be an option for HMLs because rolling that speed penalty is a really big deal, so don't expect those fits to swap over to heavies with these proposed changes, they'll either stay rapid lights or change ships. Missiles are not like turrets where you can at least try to fly in a way that will drop transversal and allow you to land hits on small ships. I'd even accept a small nerf to the damage of HMLs if it meant they could get mediocre damage application to small fast ships.