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Player Features and Ideas Discussion

 
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Rapid launcher balance idea

Author
Catherine Laartii
Doomheim
#1 - 2014-06-11 07:00:26 UTC  |  Edited by: Catherine Laartii
Why not have overheating the launcher module affect the reload time? Each time you do it you stack a certain amount of heat, and gives it say...a 35-55% increase in reload time on top of the normal RoF boost? It can be balanced by heat amount accordingly, but I think this would be a good compromise since it keeps with the "burst" aspect of the weapon intact and helps address the issues the weapon system has with its long reload time.
Arya Regnar
Darwins Right Hand
#2 - 2014-06-11 08:31:35 UTC
I'm all for this but heating would have to damage the module a lot or it would have to have reload ticks of about 10 sec or so.
20% faster reload sounds good enough.

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Arthur Aihaken
CODE.d
#3 - 2014-06-11 09:01:04 UTC
There's an entire thread devoted to the discussion of rapid launchers… Fairly certain this idea (or at least a variation of it) has been raised. There are really two issues with rapid launchers:
1. Hulls with rate of fire bonuses are at a disadvantage against hulls with damage bonuses, Caldari hulls in particular (especially those with kinetic-specific damage bonuses).
2. There is an adverse penalty for switching ammunition types which makes this aspect unwieldy.

I am currently away, traveling through time and will be returning last week.

Catherine Laartii
Doomheim
#4 - 2014-06-11 18:30:27 UTC
Arthur Aihaken wrote:
There's an entire thread devoted to the discussion of rapid launchers… Fairly certain this idea (or at least a variation of it) has been raised. There are really two issues with rapid launchers:
1. Hulls with rate of fire bonuses are at a disadvantage against hulls with damage bonuses, Caldari hulls in particular (especially those with kinetic-specific damage bonuses).
2. There is an adverse penalty for switching ammunition types which makes this aspect unwieldy.

1. Increase clip size to near where it was before. Whoever's idea it was to keep it down to around 20 had an awful idea with reducing it should be ashamed.
2. Introduce new scripting on the weapons to include shifting ammo types. This is literally the only solution possible if they want to keep the stupidly long reload times.
Catherine Laartii
Doomheim
#5 - 2014-06-11 18:33:55 UTC
Arya Regnar wrote:
I'm all for this but heating would have to damage the module a lot or it would have to have reload ticks of about 10 sec or so.
20% faster reload sounds good enough.

The idea is that it takes a set amount of heat damage each time you turn on the heat for increasing the reload cycle time that doesn't stack with the consecutively increased heat amount for having it on for long. The heat amount meter cools down during the reload timer, but it still takes damage every cycle until it repairs. The idea is that for shorter engagements where you go through just one or two clips you can make it with the heat pulsed the reload cycle, but not for very long ones, unless you take time out of doing dps to rep your launchers.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#6 - 2014-06-11 19:50:21 UTC
What if overheating a rapid launcher gave a rather large reduction in reload time instead of a rate of fire bonus?
Catherine Laartii
Doomheim
#7 - 2014-06-11 21:58:19 UTC
Antillie Sa'Kan wrote:
What if overheating a rapid launcher gave a rather large reduction in reload time instead of a rate of fire bonus?

That's pretty much what I'm saying in the article except it affects both, although I suppose I would settle for that as a tradeoff.
CW Itovuo
The Executioners
Capital Punishment.
#8 - 2014-06-15 02:25:01 UTC
Awesome !!


Another thread for CCP to not read or act upon.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#9 - 2014-06-15 09:23:26 UTC
Add rigs that add an additional carousel of missiles that can be swapped out in 10-20 seconds depending on testing. Each carousel takes the usual time to relad missiles but this allows for rapid missile swap/reload at least once...
Catherine Laartii
Doomheim
#10 - 2014-06-15 19:11:54 UTC
Corraidhin Farsaidh wrote:
Add rigs that add an additional carousel of missiles that can be swapped out in 10-20 seconds depending on testing. Each carousel takes the usual time to relad missiles but this allows for rapid missile swap/reload at least once...

hmmm...ammo rigs in general might be a good idea. :)
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#11 - 2014-06-15 19:19:48 UTC
Catherine Laartii wrote:
Corraidhin Farsaidh wrote:
Add rigs that add an additional carousel of missiles that can be swapped out in 10-20 seconds depending on testing. Each carousel takes the usual time to relad missiles but this allows for rapid missile swap/reload at least once...

hmmm...ammo rigs in general might be a good idea. :)


I'm thinking like the quick change cylinder on the old western .44's. The compromise is in the tank/utility of the ship due to using the rigs up for ammo feeds.
Syrias Bizniz
some random local shitlords
#12 - 2014-06-15 20:45:59 UTC
How about... introducing rigs that affect missile launcher reload time?