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Player Features and Ideas Discussion

 
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[MODULE] RRS - Rapid Rocket Launcher

First post
Author
Lidia Caderu
Zero To High
#1 - 2014-08-26 12:36:32 UTC
RRS - Rapid Rocket Launcher.
Why not? Would be perfect for that one lonely utility slot. Lower requirements, shoter range, more DPS.

Was it proposed already earlier?
Fer'isam K'ahn
SAS Veterinarians
#2 - 2014-08-26 12:43:42 UTC
I believe its part of a game design and balance decision to only have the long range missile versions as rapids, see rapid light, rapid heavy...
Discomanco
We pooped on your lawn
#3 - 2014-08-26 14:37:42 UTC
Rapid Rockets makes no sense at all, since Rockets already have a high ROF, which Light Missiles and Heavy Missiles do not. That's also why there's not Rapid Heavy Assault Missiles, because that would just be plain stupid.
If anything, there has to be Rapid Cruise Missiles for Capitals.
Fer'isam K'ahn
SAS Veterinarians
#4 - 2014-08-26 15:14:38 UTC
I believe I engaged this before here....

and since this probably will not see then end of the day I like to give you teh opportunity to consider:

15. Bumping outside the EVE Marketplace and Alliance & Corporation Recruitment channels is prohibited.

The bumping of posts to alter the order of the thread listing on a forum is prohibited outside the EVE Marketplace and Alliance & Corporation Recruitment forum channels. Within the EVE Marketplace section of the forums, each forum category has its own rules regarding acceptable bumping for sales threads clearly listed in the stickies.

Similarly the Alliance & Corporation Recruitment channel also has its own rules. Please be aware that the rules vary from forum to forum. Please review the sticky threads in these forum channels for specific details.


... since you have been bumping repeatedly over various threads.

Cheers.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#5 - 2014-08-26 17:10:51 UTC
I'd use it, pop a rocket off once a tick and laugh as just a stream comes out for all what 10-20km at max? doing maybe 40dps?
Fer'isam K'ahn
SAS Veterinarians
#6 - 2014-08-26 17:16:26 UTC
NEONOVUS wrote:
I'd use it, pop a rocket off once a tick and laugh as just a stream comes out for all what 10-20km at max? doing maybe 40dps?

Haven't fought much with rockets, have you ? Range on my rocket bonussed PvP AS is about 5-6km, excluding chase distance and he says, with shorter range.. which is extremely.. well you be the judge on that.
baltec1
Bat Country
Pandemic Horde
#7 - 2014-08-26 17:47:33 UTC
Christopher Mabata
Cynosural Edge
Curatores Veritatis Alliance
#8 - 2014-08-26 17:50:06 UTC
wouldnt be worth it in my opinion, would probably apply the same if not better DPS with H.A.M.'s and would have a longer range so i wont get scram kited so easily.

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FireFrenzy
Cynosural Samurai
#9 - 2014-08-30 13:38:26 UTC
Now i have said since i stated playing in 08? am i that old? That what i want is a battleship sized module that fires like A BAJILLION ROCKETS... We're talking Macross levels of bullethell here... Take a MWD raven, fit a full rack of these and dump your entire ammo load at some unsuspecting frigate in range in 10 seconds or less...
DrysonBennington
Aliastra
Gallente Federation
#10 - 2014-08-30 17:58:33 UTC
I like the idea of Rapid Firing Rocket boosting.

If the rocket is fired fast enough then it almost becomes a projectile based weapon. A launcher should be able to fire a rocket every .5 seconds.

I think that Guided Rockets are also needed as well. Guided Rockets wouldn't track their targets like a missile does for the entire flight time but would track their target for maybe 1.5 seconds after launch after such a time the guidance disables and if the rocket hasn't hit its target it continues along its flight path.

bumping a thread may not be allowed......

but pumping the thread to increase its EHP is allowed.
Arthur Aihaken
CODE.d
#11 - 2014-08-30 18:09:16 UTC
If the rapid launchers actually had more capacity, the 35-second reload wouldn't be such a royal PITA. As it now stands, it's like watching paint dry while you reload. So either the current ammunition capacity of rapid launchers should be increased by +50% or the reload time reduced to 20 seconds.

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

ISD Tyrozan
ISD Community Communications Liaisons
#12 - 2014-08-31 00:57:46 UTC
An illegal bump was removed.

Bump rule: Thread bumping is allowed only in sales and bazaar threads.

ISD Tyrozan

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Angeal MacNova
The Scope
Gallente Federation
#13 - 2014-08-31 02:57:21 UTC
It has to do with categories.

Just like turrets, launchers have a long range and short range variety.

Long/short

Cruise/Torpedo
Heavy/Heavy Assault
Light/Rocket

Now the role of Rapid Heavy and Rapid Light a bit different.

Rapid Heavies are not for medium sized hulls. They are for large sized hulls.
Rapid Lights are not for small sized hulled. They are for medium sized hulls.

The point of these is so medium and large sized ships have better capability against targets of a smaller size. The trade off is that they'll get shorter ranges.

Eg. The Rapid Heavy offers a range comparable to torpedoes but won't do as much damage as torpedoes will to large targets. However, torpedoes deal a reduced damage to medium and small targets while the heavy missiles will deal their full damage potential to large target and deal most of their damage to medium targets. They'll also deal more damage to small targets than torpedoes will.

So the groups for launchers are;

Cruise/Torpedo/Rapid Heavy
Heavy/Heavy Assault/Rapid Light
Light/Rocket

There isn't a launcher size that is smaller. So there is no smaller size to make a 'Rapid' version out of and there doesn't really need to be. Rockets handle the smallest targets in game (drones?) as it is.

The only thing I see missing would be Rapid Cruise for capital ships.

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Ghaustyl Kathix
Aliastra
Gallente Federation
#14 - 2014-08-31 05:10:40 UTC
Angeal MacNova wrote:
The only thing I see missing would be Rapid Cruise for capital ships.
They wouldn't add that. The whole point of dreadnoughts is that they're dedicated anti-capital and shouldn't easily apply damage to subcaps. They did a dev blog on it a while ago.
Joraa Starkmanir
Station Spinners United
#15 - 2014-09-01 07:10:17 UTC
Ghaustyl Kathix wrote:
Angeal MacNova wrote:
The only thing I see missing would be Rapid Cruise for capital ships.
They wouldn't add that. The whole point of dreadnoughts is that they're dedicated anti-capital and shouldn't easily apply damage to subcaps. They did a dev blog on it a while ago.


Did not real the whole thing, but i read the reply regarding dreads. That devblog basicly state that they will lower the siege cycle + stronger t1 siege module and see what happens.
To lazy to find when rapid launchers were introduced but im 99% sure its after this blog, so rapids were not an option.
Ghaustyl Kathix
Aliastra
Gallente Federation
#16 - 2014-09-01 19:28:42 UTC  |  Edited by: Ghaustyl Kathix
Joraa Starkmanir wrote:
To lazy to find when rapid launchers were introduced but im 99% sure its after this blog, so rapids were not an option.


The Dev Blog wrote:
If you want to deal with sub-capitals, you should bring your own sub-capitals or a carrier.

Giving Rapid Cruise Launchers to dreadnoughts (and titans, by extension) would make them incredible at fighting sub-capitals, which is against their design goals for the specifically anti-capital dreadnought class.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#17 - 2014-09-01 20:29:01 UTC
What about having a dual-launcher for the short-ranged missiles? Light missiles are a frigate class weapon and Rapid Lights are a cruiser class weapon, so rocket launchers are a frigate class weapon and a dual rocket launcher would be a cruiser class weapon.
Why? While I admit missiles and guns are 2 different weapon systems, and should stay that way, you get plenty of dual and quad gun systems so why not have a Cerb that mounts 6 dual-rockets that spew 2 rockets each at the normal interval. The upside would be the RoF and application bonus of using rockets over HAMs, while sacrificing the range, since it seems like CCP is never going to address the issues inherent with missile application. (No way to modify your application with the exception of stacking rigors) Even if they do finally give missile pilots another module, over the cries and whines of OPness, it would still be interesting to watch a Raven wade in to 25-30km and start spewing HAMs.