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CCP: WAKE UP, DEAR GOD WHAT HAVE YOU PEOPLE DONE? For the love of god.

Author
Vincintius Agrippa
Crimson Serpent Syndicate
#1 - 2013-11-20 07:05:04 UTC
For the love of god, what madness has taken over you? What disease have you been infected with? What supernatural entity has overtaken you?

In one fell swoop is seems as though you have rendered an entire weapons system utterly useless. Why have you destroyed rapid missile launchers? No other weapon class has received the brutal mistreatment ass missiles have.
Out of either ignorance or hatred this,.....this, beyond nerf so be it is unfathomable. Why, why? What is your reasoning behind this? What non existent uses do you see this having? It has NO combat application. AT ALL. EVER. Do you believe that missiles are op? How exactly? Is it because they always hit their target? Lies, missiles can and very often "flare out" before reaching their target. Missiles can be outrun. It takes time for them to hit their targets. Every other weapon in game has instant damage projection across any range. They are self guided projectiles. It is the defenders job to avoid them, and the attackers job to guide his target into the missiles path. Unlike every other weapon in game missiles require the most skills to be effective against any sized target. There is no reason to limit rapid launchers. Of course those wont don't have missile skill wont care, but those that do are unfairly biased against. After ready this post I expect a lot of other player to moan, complain, poke fun, and talk trash. But then again I fully expect any idiot to complain that any weapon that they have no skill in killing them is op. Missiles get the worst treatment in this game. Before, there existed no reason to use large missile hard points against anything other than a pos or ihub. I had nope for the new arrival of rapid heavies but not now. why this 40 second reload time? Forget this burst mode I've heard about. It is utterly useless. Even in pve, you would die before your next charges loaded. If you were going to implement this, would it not have been smarter to introduce a skill to reduce reload times of rapid launchers? Maybe -15% per lvl? at level 5, it would have the same 10 second reload as other missile launchers, and at lvl 4 a 16 second reload time.

Please do something, because in its current state, you might as well just remove them from the game completely.
Only YOU can prevent internet bullying!
Starbuck05
Abiding Ormolus
#2 - 2013-11-20 07:17:29 UTC  |  Edited by: Starbuck05
The mother of all rage posts! And for good reason!

i agree..wouldnt use rapid lights anymore.

You go homie! Make the keyboard of reason be read!

Just because i am blond does not make me stoopid !

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#3 - 2013-11-20 07:24:04 UTC
Starbuck05 wrote:
The mother of all rage posts!




On topic: i agree..wouldnt use rapid lights anymore.

How the developers of their own game don't understand the reason RLML were so popular is because HM and HAM were being speed tanked so effectively as to make them useless is so very odd. Instead of nerfing another missile they might of addressed that issue and not have resulted in 3 useless missile launchers. They could have had 3 useful launchers instead.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Hrett
The Scope
Gallente Federation
#4 - 2013-11-20 10:25:48 UTC
Still people fussing, but no actual combat examples of why they blow now.

In effect, they were the equivalent of the Dual 150mm rail. The problem was, in this example, they were better than the 200mm and 250mm rail (Heavy Missiles) and in the vast majority of situations, they were also better than blaster equivalent (Hams). People were using RLML to the exclusion of all else.

That, sirs, is called broken. They needed to be fixed. Now it's an even better burst DPS powerhouse that will destroy frigates and in numbers, has a pretty good alpha effect. It's tailor made for nano-gheyness and small gang fighting. But it isn't the best in every situation anymore. Or at least that is how the fix is supposed to work.

We will see.

spaceship, Spaceship, SPACESHIP!

callyptic
Red vs Blue Flight Academy
#5 - 2013-11-20 11:06:17 UTC
Much better imo. The main detriment here i see is to PvE. Rapid lights had no real weakness - Good range, good applied DPS on all target sizes, fit on ships that could take on most fights severely outnumbered. Now they can still do all those things but just can not stick around for longer. Its now more a skirmish and fleet support weapon system as apposed to ill use this because its just superior.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#6 - 2013-11-20 11:15:04 UTC
Hrett wrote:
Still people fussing, but no actual combat examples of why they blow now.

In effect, they were the equivalent of the Dual 150mm rail. The problem was, in this example, they were better than the 200mm and 250mm rail (Heavy Missiles) and in the vast majority of situations, they were also better than blaster equivalent (Hams). People were using RLML to the exclusion of all else.

That, sirs, is called broken. They needed to be fixed. Now it's an even better burst DPS powerhouse that will destroy frigates and in numbers, has a pretty good alpha effect. It's tailor made for nano-gheyness and small gang fighting. But it isn't the best in every situation anymore. Or at least that is how the fix is supposed to work.

We will see.

They were not necessarily broken If the reason people were using them over heavy and ham was because those were broken. Breaking an okay system so they're not favoured over the other two broken launchers is not a fix.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Taoist Dragon
Okata Syndicate
#7 - 2013-11-20 11:47:26 UTC
Here we go again.

Roll

That is the Way, the Tao.

Balance is everything.

Elistea
BLUE Regiment.
#8 - 2013-11-20 11:51:21 UTC
Vincintius Agrippa wrote:
Unlike every other weapon in game missiles require the most skills to be effective against any sized target.


This made me laugh RLY hard.
IIshira
School of Applied Knowledge
Caldari State
#9 - 2013-11-20 11:56:16 UTC
Another post showing love for CCP Rise's RLML changes. Has anyone used this weapon successfully in combat yet?
Onictus
Federal Navy Academy
Gallente Federation
#10 - 2013-11-20 12:36:12 UTC  |  Edited by: Onictus
IIshira wrote:
Another post showing love for CCP Rise's RLML changes. Has anyone used this weapon successfully in combat yet?



More like is anyone dumb enough to try to use them in combat.

The fitting hit along with it was.....erm cute.... also.
kurage87
EVE University
Ivy League
#11 - 2013-11-20 12:43:47 UTC
Elistea wrote:
Vincintius Agrippa wrote:
Unlike every other weapon in game missiles require the most skills to be effective against any sized target.


This made me laugh RLY hard.

Missiles are more skill reliant than guns. This is a known fact of EVE:O. I don't know what is particularly funny about that...?

Unless you thought he meant player skill, which is weird, because he didn't say that.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#12 - 2013-11-20 12:52:46 UTC
Onictus wrote:
IIshira wrote:
Another post showing love for CCP Rise's RLML changes. Has anyone used this weapon successfully in combat yet?

More like is anyone dumb enough to try to use them in combat.

Oh, but they will be used for sure - hit & run tactics solo or in a small / large gangs could prove them very useful. Outside of these categories IMO most people will find it to be at least troublesome if not completely useless.
Charlie Firpol
Brutor Tribe
Minmatar Republic
#13 - 2013-11-20 13:41:50 UTC
Infinity Ziona wrote:
Hrett wrote:
Still people fussing, but no actual combat examples of why they blow now.

In effect, they were the equivalent of the Dual 150mm rail. The problem was, in this example, they were better than the 200mm and 250mm rail (Heavy Missiles) and in the vast majority of situations, they were also better than blaster equivalent (Hams). People were using RLML to the exclusion of all else.

That, sirs, is called broken. They needed to be fixed. Now it's an even better burst DPS powerhouse that will destroy frigates and in numbers, has a pretty good alpha effect. It's tailor made for nano-gheyness and small gang fighting. But it isn't the best in every situation anymore. Or at least that is how the fix is supposed to work.

We will see.

They were not necessarily broken If the reason people were using them over heavy and ham was because those were broken. Breaking an okay system so they're not favoured over the other two broken launchers is not a fix.


This might be a suprise for you, but neither HMs nor HAMs suck. RLML were just so much better, there were no reason to use anything else. The same would´ve happened to CMs, torps and RHML.

The Butcher of Black Rise - eve-radio.com

Liam Inkuras
Furnace
IIIIIIIIIIIIIIIIIIIIIIIII
#14 - 2013-11-20 13:44:05 UTC
M8, I already made this thread. Pls post there

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#15 - 2013-11-20 13:53:14 UTC
Charlie Firpol wrote:
Infinity Ziona wrote:
Hrett wrote:
Still people fussing, but no actual combat examples of why they blow now.

In effect, they were the equivalent of the Dual 150mm rail. The problem was, in this example, they were better than the 200mm and 250mm rail (Heavy Missiles) and in the vast majority of situations, they were also better than blaster equivalent (Hams). People were using RLML to the exclusion of all else.

That, sirs, is called broken. They needed to be fixed. Now it's an even better burst DPS powerhouse that will destroy frigates and in numbers, has a pretty good alpha effect. It's tailor made for nano-gheyness and small gang fighting. But it isn't the best in every situation anymore. Or at least that is how the fix is supposed to work.

We will see.

They were not necessarily broken If the reason people were using them over heavy and ham was because those were broken. Breaking an okay system so they're not favoured over the other two broken launchers is not a fix.


This might be a suprise for you, but neither HMs nor HAMs suck. RLML were just so much better, there were no reason to use anything else. The same would´ve happened to CMs, torps and RHML.

They do suck given you can speed tank most of their damage or outright avoid it by outrunning the missiles.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Mr Ignitious
Lifeline Industries
#16 - 2013-11-20 16:16:32 UTC
I have an RLML cerb and I intend to keep it, it will be good at taking down frigs pretty handily. It worth considering the following however:

Crows/interceptors in general are going to gain a lot of traction with the warp speed changes. There has already been a fleet of exclusively crows picking apart an RR gila fleet.

I thought RLML would be a very good counter to this. The RLML cerb hits a crow for 180dps. So between 1/2 and 2/3's of my dps is mitigated. Crows have about 3k EHP with just a dcu and cerbs have a 1.4k volley. So its going to take at least 3 perfect volleys to kill one, but since they mitigate about 40% of the dmg, that number jumps up to 6-7 salvos to kill ONE ceptor. Per reload you can only kill 2 inties reliably. That is actually pretty atrocious.

This is probably more of an issue with interceptors however. I think it should be reconsidered on the clip size for RLML's anyways. The uptime is not long enough to warrant it, maybe double the clip or halve the reload time would be good.
Thaddeus Eggeras
Urkrathos Corp
#17 - 2013-11-20 16:29:20 UTC
RLMLs were OP before, but what CCP did didn't fix them it made them worseless. It seems to me CCP took the fast and easy way instead of finding a real way to fix them. FIrst HAMs need their explsoion radius and explosion velocity slightly fixed, HMLs need unnerfed, but still fixed so they aren't OP. And Rapids needed a lot of little fixes, which I have been over in a couple other forums. The thing is ALL medium missiles need fixed, as well as Defenders need overhauled. I say just replace defenders with a type of flare defense like combat planes do. FoFs need overhauled also. Light missiles need a slight nerf. Missiles as a while besides 3 it seems need looked at. Big thing is, this didn't fix rapids, it just made them worthless and made them needed to be looked at again and fixed completely. What made them OP were 3 main things, range, explosion radius/velocity, and RofF. Giving them 40secs reload time really didn't address any of this.
Zhilia Mann
Tide Way Out Productions
#18 - 2013-11-20 18:20:05 UTC
Your tears: they're ******* delicious.
Thaddeus Eggeras
Urkrathos Corp
#19 - 2013-11-20 18:38:18 UTC
Rapid Missile Launcher Issues and Fix

The issues rapid launchers have are
1. They have amazing range, with the ability to do what close range guns and missiles and long range guns and missiles do in one.
2. Rapid launchers take far less CPU and PG than their counterparts, which in turn makes the ships using them have amazing tanks.
3. They are a weapon system designed to work against smaller targets, while they do this; they also work just as well against targets of the same size, and sometimes even larger targets.

How to fix these issues
1. Have rapids use rockets and heavy assault missiles. This would fix the range issue and still give enough range for good PvP. Rapid rocket launchers would be able to hit to 10km to 20km or more depending bonuses, rigs, and missile type. Rapid heavy assault missile launchers would hit 20km to 40km depending on all the same things.
2. Have their CPU and power grip increased slightly, but not as much as HAMs or HMLs, or as much as Torps or Cruise, but closer to their numbers. This would make it so ships using rapid launchers won't be able to fit unreal tanks, but still be able to fit "good" tanks.
3. They would need to have their rate of fire increased anywhere from 2 to 5 seconds to make sure they aren’t so effective against ships of the same size or larger.
4. Ships that use them Cruisers, Battlesruisers, and Battleships would need any bonuses they give to explosion radius or velocity not applied to rapid launchers.
5. Also the T2 missiles for rockets and heavy assault missiles will not make them OP like the T2 missiles did for heavy missiles and light missiles. As one is for higher damage at having less range and increased explosion radius and decreased explosion velocity and the other adds range at less damage.

I believe this would fix a great deal of issues with rapids. It would need to be tested on SiSi, and adjusted as needed, but it would work. Also remember missiles need to be looked at for rebalance. I’d say HAMs need explosion radius and explosion velocity adjusted 10% to 15% to help them engage targets of the same size better. HMLs need relooked at all together. Defenders need replaces with a flare type defense, like combat planes today use, FoF, I don't know they just suck.

Or we can keep 40secs reload, up to you.
Andrea Keuvo
Rusty Pricks
#20 - 2013-11-20 18:42:41 UTC
Rational people spent days trying to explain all this to Rise when these hit the test server and in typical CCP fashion he opted not to listen. Sadly, I don't have much hope for any changes either.
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