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[Rubicon 1.1] Rapid Missile Update

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#601 - 2014-03-12 12:02:40 UTC  |  Edited by: Julian DeCroix
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.
#602 - 2014-03-12 22:21:18 UTC
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.

#603 - 2014-03-13 01:08:09 UTC
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.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

#604 - 2014-03-13 01:26:03 UTC  |  Edited by: Arthur Aihaken
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.

#605 - 2014-03-13 04:33:11 UTC
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.
#606 - 2014-03-13 04:58:05 UTC  |  Edited by: Arthur Aihaken
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.

Caldari State
#607 - 2014-03-13 07:18:33 UTC  |  Edited by: Vinyl 41
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
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 )
#608 - 2014-03-13 11:03:53 UTC
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.

#609 - 2014-03-13 11:25:11 UTC
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.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

#610 - 2014-03-13 11:26:24 UTC
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.

#611 - 2014-03-13 12:54:21 UTC
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.
O.U.Z.O. Alliance
#612 - 2014-03-13 13:20:38 UTC  |  Edited by: The Sinister
Rapid Light Missile Launcher FIASCO!

Sponsored BY CCP Tard

Easy to fix problem Rapid Light Missile Launchers should have 30 missiles load and 30 second recharge.

Make it 30/30 and problem solved
#613 - 2014-03-13 14:02:09 UTC
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.
WE FORM V0LTA
#614 - 2014-03-21 01:13:04 UTC
This thread has gone 7+ days without a bump. I am outraged at the lack of outrage. Cool

Still waiting for details on ammo swap fix, and which point release we can expect it.
#615 - 2014-03-21 01:38:28 UTC
Ransu Asanari wrote:
This thread has gone 7+ days without a bump. I am outraged at the lack of outrage. Cool
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.

#616 - 2014-03-21 11:13:53 UTC
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.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Gallente Federation
#617 - 2014-03-21 12:00:37 UTC
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
C C P Alliance
#618 - 2014-03-21 14:57:17 UTC
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. Big smile

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

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Gallente Federation
#619 - 2014-03-21 15:06:03 UTC
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. Big smile

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?

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#620 - 2014-03-21 15:16:38 UTC
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. Big smile

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... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

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