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[Updated][Winter] Missile Rebalance 2.0 + Hurricane tweak

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Author
Sigras
Conglomo
#3021 - 2012-09-26 03:23:21 UTC
I think what we're all forgetting is that, unlike long range guns, long range missiles are still competent against close range targets which is a huge advantage.

As far as the HAM vs short range gun argument goes, i would say that the HAMs could use the same explosion velocity, explosion radius and damage reduction factor (almost said DRF lol) as heavys, and then they would be just fine.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#3022 - 2012-09-26 05:06:33 UTC
Thaddeus Eggeras wrote:
Ok, being serious. If you do the -20% to heavy missile damage, all heavy missile boats will become unless. I mean look at the DPS on a drake, on my main I have heavy missiles to 5, heavy missile spec to 5, BC to 5, and perfect missile skills and I still get just 437.7 DPS, for a BC that is terrible, the Cerberus isn't much better, the Onyx is even worse, and even a well fitted Tengi isn't much over 700 DPS usually. So if you take away it's damage, which really there is no reason to, because HAMs do better DPS on any of those ships fitted with HAMs, then you will completely make heavy missiles and half of the Caldari ships worthless. Also taking away the range doesn't make a whole lot of since either. Heavy Missiles are the range missiles of medium missiles, hints why they shoot slower. So why take their range away? On the Drake it only goes 86Km, standard missiles in a Hawk fire out to 65Km, so you are going to make small missiles able to shoot out further than medium missiles, again that makes no sense. Tengu can shoot to around 117km, and they are T3s and I believe should be able to shoot further because they are T3s and cost an arm and leg to buy and make. I really hope you rethink the heavy missile nerf, or you will have a lot of upset EVE players, so many people have put so much in Tengus and other missiles boats. I personally don't believe any nerfs are needed anymore. Maybe just a bit of a faction frig bonus, and T3 frigs be cool to see haha.

So, Drake = 438 DPS @ 86 km, Tengu = 700 DPS @ 117 km. Nuff said.
And the words like "it's just", "it's only", "that's terrible" show us how spoiled people could be. Cant blame them though, it's hard to fight the temptation which was posed by CCP for so damn long.
What can I say to cheer you up? Well - real man HAML Drake!
Gorn Arming
Deep Core Mining Inc.
Caldari State
#3023 - 2012-09-26 05:32:58 UTC
Sigras wrote:
I think what we're all forgetting is that, unlike long range guns, long range missiles are still competent against close range targets which is a huge advantage.

As far as the HAM vs short range gun argument goes, i would say that the HAMs could use the same explosion velocity, explosion radius and damage reduction factor (almost said DRF lol) as heavys, and then they would be just fine.

And unlike short-range guns, short-range missiles are still incompetent against close-range targets.

I'm all for a HML nerf of some kind; I just think it's important to realize why people fit them--in fleet situations it's damage projection (obviously) but most small gang or solo combat doesn't occur at that range--HMLs are used there because HAMs have such large disadvantages in fitting and damage projection against small/fast targets in exchange for mediocre dps. I've flown HAM Drakes and they're a fun gimmick, but you're chiefly riding on the strength of the Drake itself. HAMs are pretty terrible on anything besides a Drake/Tengu and they're only mediocre on those two. You almost never see a Sacrilege rolling around.

If you go through with this HML nerf without changing HAMs, the net effect will be to have fewer medium missile platforms flying around in general, and those that are left will be chiefly Tengus/Drakes.
Sigras
Conglomo
#3024 - 2012-09-26 06:06:39 UTC
oh i agree completely, it's always been my opinion that HAMs and HMLs should have the same explosion velocity, radius and damage reduction factor and that HAMs should be easier to fit than HMLs

If you change that, then the HML nerf should go on full steam ahead
Sinigr Shadowsong
Aliastra
Gallente Federation
#3025 - 2012-09-26 06:13:43 UTC  |  Edited by: Sinigr Shadowsong
HAMs are bad now. Compare amount of Zealots to Sacrilieges. Or amount of Pulse Legions to HAML legions in PvP.
Btw everyone forgets that spme Recons are supposed to use missiles too, and, due to inadequate fitting requirements on HAMLs they can't use them.
Eckyy
Fourth District Sentinels
The Caldari Fourth District
#3026 - 2012-09-26 06:24:53 UTC
Sinigr Shadowsong wrote:
HAMs are bad now. Compare amount of Zealots to Sacrilieges. Or amount of Pulse Legions to HAML legions in PvP.
Btw everyone forgets that spme Recons are supposed to use missiles too, and, due to inadequate fitting requirements on HAMLs they can't use them.


I think that's true in part. HAMs do ride on the strengths of the Drake/Tengu, to me it wouldn't be unreasonable to swap the fittings of heavies and HAMs, or at least modify them. Either that, or we'll have to wait for CCP's rebalancing to get to those ships - their fittings and layouts are generally older than HAMs themselves.

I feel like HAMs are ever so slightly range deficient for their damage, and then they have the issues of explosion radius and explosion velocity, but that's all basically being addressed with TEs and TCs.

Remember that ships like the Caracal are getting a much more powerful RoF bonus and additional fittings (and in the Caracal's case, 2 more lowslots too). It will be a fine HAM boat.
Noemi Nagano
Perkone
Caldari State
#3027 - 2012-09-26 07:05:16 UTC

I am pretty tired of all thoser Harbinger postings neglecting the drone bay. If you dont use your bigger drone bay to have an advantage over the smaller bay of the Drake in your Harbinger (and Cane), then you are doing it wrong. Thats why I said before - its utter BS to compare just the weapon systems, you have to compare *every* aspect of their environment and how they actually perform. Taking out one single aspect and nerfing it is just not balancing the game how it is actually played.

Many people here say there is *no* medium gunnery platform dealing the same DPS like HML on HMLs max range. Thats maybe true. But then ask yourself those questions (I am keeping it to Drake for now):

1) how much DPS deal HML Drakes at the max range of those long range turret systems? Answer - 0. We have no falloff.Our missiles just run out, and its for sure not at that range maximum which appears in EFT or in discussions. If our enemy is moving fast and on the edge of range we dont hit him at all most often ...

2) how much DPS deal HML Drakes at the optimal range of those long range turret systems? Anwer - normally less than they do. We have steady DPS from 0-max range (which is way below the numbers posted here, go and try it yourself if you dont believe!), and this window is were we can work well. Counter Drakes by not using their window!

3) how often will they hit your Drake with their turrets before your first salvo lands? remember the flight time please! Missiles DONT do instant damage. And since our prefered engagement range due to point 1 and 2 is not too close normally, you have an advantage there.

4) how many wrecking hits will a Drake score? None ... there simply are no wreckings for missiles.

5) how does sig size and target speed work against your applied damage? People tend to forget there alread *is* a kind of tracking mechanic applied to missiles ..

6) If TDs will affect missiles, as will TEs/TCs, how does that work out for ships which had to use them already before, and how will it work out for those which didnt? TEs and TCs boost a number which missiles dont have at all - falloff, and which is the main reason for Winmatar to be so strong ...

7) if I compare a Drake to another ship, shouldnt I better check not only DPS without drones and EHP, but also things like speed, ability to fit tank breakers (=neuts), drone bay size & bandwith to get a better picure of what *actually* happens in PvP? Drakes are normally not able to dictate the range of engagement. Remember that before you cry "OP" .. you can simply run.

8) which damage type can a Drake deal, and how much of those EFT numbers will stay if you actually prepare to fight Drakes? Kinetic resistances buffed and the enemy Drake fleet loses a lot of their DPS.

What I can say from my personal experience (I have done *lots* of small gang PvP in lowsec, and flew most often a Drake, but sometimes also a Cane or Cyclone, and Recons) is this: a Cane is a formidable adversary if flown right. The fact it can use Slave Imps to improve its armortank is a really big plus over a Drake. And its so much more versatile - there is not just *one* legit Cane fitting, you can do many things with it. The Drake on the other hand is a one trick pony - it can do good DPS with either HML or very good DPS with HAM (only kinetic though, because with everything else it gets WAY behind), and still have good EHP. But there are really no other useful fittings. There is no chance to deal damage (7 bonused launchers) and put a medium neut to use like you can do in a Cane without crippling your ship completely. There is no way to put Sebo & web & prop & point without *ruining* your tank. If you want to stay t2, you will have serious CPU issues, and HAMs need a fitting mod.

Still the Drake is a viable ship. But is it overpowered? For sure *NOT* in small gangs and low sec PvP, else everyone would use it. It is strong, yes - but its also the only tech 1 missile based caldari ship above frig size which is able to compete with the other races counterparts. So I dont wonder to see so many of them - dont forget, dedication to missiles means you will not have the chance to just change to FOTM like you can do as a gunnery pilot - they need to train other races ships, like we do. And the racial weapons, but they already have *all* support skills normally, and thats what many Caldari pilots dont have.

So if you feel like there is a need to fix Drakes, go on - but in the same time give us a new tech 1 missile based *workhorse* which is working for us like the Drake does right now - strong enough to take on the other races counterparts, without being OP, but just viable. The Raven for sure is not.

Sinigr Shadowsong
Aliastra
Gallente Federation
#3028 - 2012-09-26 07:21:40 UTC
Noemi Nagano wrote:


Wall of text.



Good post, I agree on those points. Most people here prefer to ignore things like Harbinger's ability have both flight of light drones and flight of ECM drones or Hurricane's 2 utility slots and just stick to EHP/DPS/Range.
Sigras
Conglomo
#3029 - 2012-09-26 07:33:54 UTC
Noemi Nagano wrote:
I am pretty tired of all thoser Harbinger postings neglecting the drone bay. If you dont use your bigger drone bay to have an advantage over the smaller bay of the Drake in your Harbinger (and Cane), then you are doing it wrong. Thats why I said before - its utter BS to compare just the weapon systems, you have to compare *every* aspect of their environment and how they actually perform. Taking out one single aspect and nerfing it is just not balancing the game how it is actually played.

That would be true if drones had any effect on a battle happening at 60 km

When comparing sniper fits, the drones are ignored intentionally . . . now you have a point with comparing HAMs to pulse lasers/blasters/autocannons

And as has already been admitted, HAMs need a buff.

Noemi Nagano wrote:
Many people here say there is *no* medium gunnery platform dealing the same DPS like HML on HMLs max range. Thats maybe true. But then ask yourself those questions (I am keeping it to Drake for now):

1) how much DPS deal HML Drakes at the max range of those long range turret systems? Answer - 0. We have no falloff.Our missiles just run out, and its for sure not at that range maximum which appears in EFT or in discussions. If our enemy is moving fast and on the edge of range we dont hit him at all most often ...

This is true, but as has been stated, the effective range of HMLs is still far better even considering falloff.

Noemi Nagano wrote:
2) how much DPS deal HML Drakes at the optimal range of those long range turret systems? Anwer - normally less than they do. We have steady DPS from 0-max range (which is way below the numbers posted here, go and try it yourself if you dont believe!), and this window is were we can work well. Counter Drakes by not using their window!

Im not sure what you're getting at here. The drake deals more DPS at the range of every long range weapon platform with the exception of rails which nobody uses because in spite of their long range, they do no DPS.

Noemi Nagano wrote:
3) how often will they hit your Drake with their turrets before your first salvo lands? remember the flight time please! Missiles DONT do instant damage. And since our prefered engagement range due to point 1 and 2 is not too close normally, you have an advantage there.

This is a valid point. drakes do have missile flight time to deal with, but this is compensated for by their versatility (assuming they fix percisions) and ability to do consistent damage at all ranges.
Onictus
Federal Navy Academy
Gallente Federation
#3030 - 2012-09-26 07:39:20 UTC
Eckyy wrote:
Gorn Arming wrote:
Eckyy wrote:
Thaddeus Eggeras wrote:
PvP and all the evidence is there. Drake never right 40km out, and Guns and Missiles aren't thesame thingd, hints two completely different training groups. Thats something that makes EVE so great and different, not everything works just the same. If you wanna get into evidence missiles can be out ran, guns can not. If you shootlong range guns to 150KM or 200KM then hit right away, if you shoot missiles 100km it takes 10secs to 15secs to hit, and the target could have warped by then. A Cane with 6 425s does over 600DPS Opt is 1,949km and 22 falloff, pretty impressive. A Drake with 7 launchers does less DPS and doesn't get 120rds before reload, gets 40.


A HAM Drake does within 1% of the paper DPS of an RF EMP Hurricane, and it has an optimal of about the Hurricane's optimal + falloff.

I agree HAMs don't easily apply full damage, but they also don't miss like guns. ADDITIONALLY, the Drake has a tanking bonus. CCP is addressing HAMs explosion radius and velocity anyway. They're fine.

I'm getting 550 dps from a two-gyro armor 'cane with faction ammo and 460 dps from a HAM Drake with two BCUs. Maybe you should show some fits?

I'm going to laugh pretty hard if it turns out all your numbers are based on rage HAMs.


Looking at EFT, I made the mistake of forgetting to take drones off of my HAM Drake fit. My apologies. A 425mm Hurricane with RF EMP actually does about 20% more DPS than a HAM Drake (with Rage).

I'll correct my previous post.


You forgot that cane has a 20% advantage for all of 3 km. Blasters actually have a longer optimal.


Sigras
Conglomo
#3031 - 2012-09-26 07:56:05 UTC
Noemi Nagano wrote:
4) how many wrecking hits will a Drake score? None ... there simply are no wreckings for missiles.

True, but remember there are also no glancing blows and no misses either. As a function the differences are null

Noemi Nagano wrote:
5) how does sig size and target speed work against your applied damage? People tend to forget there alread *is* a kind of tracking mechanic applied to missiles ..

That is true, but this is much nicer than the turret tracking mechanic as it is consistent not random. neither of these systems is better or worse, so there is no disadvantage to missiles here.

Noemi Nagano wrote:
6) If TDs will affect missiles, as will TEs/TCs, how does that work out for ships which had to use them already before, and how will it work out for those which didnt? TEs and TCs boost a number which missiles dont have at all - falloff, and which is the main reason for Winmatar to be so strong ...

Without knowing how CCP plans to make missiles work with TEs and TCs we cant give anyone an advantage here.
IMHO it should be about +30% range (optimal plus half falloff) for missiles.

Noemi Nagano wrote:
7) if I compare a Drake to another ship, shouldnt I better check not only DPS without drones and EHP, but also things like speed, ability to fit tank breakers (=neuts), drone bay size & bandwith to get a better picure of what *actually* happens in PvP? Drakes are normally not able to dictate the range of engagement. Remember that before you cry "OP" .. you can simply run.

Remember HMLs are long range weapons, and as such need to be compared with other long range weapons, and when doing so, remember at long range weapon optimals, neuts and drones are not able to be used.
Now again, I agree HAMs need a buff to be able to stand with other short range weapon systems, but that isnt what youre talking about here.
Sigras
Conglomo
#3032 - 2012-09-26 07:56:18 UTC
Noemi Nagano wrote:
8) which damage type can a Drake deal, and how much of those EFT numbers will stay if you actually prepare to fight Drakes? Kinetic resistances buffed and the enemy Drake fleet loses a lot of their DPS.

Three arguments here,
1. The drake CAN switch damage types even though it loses DPS, the harbinger and brutix are stuck with what they got.
2. CCP seems to be changing the kinetic missile damage bonus to a ROF bonus, so this probably wont be an argument for long.
3. This could be said with basically any weapon system at long range not just the drake, no disadvantage here.

Noemi Nagano wrote:
Still the Drake is a viable ship. But is it overpowered? For sure *NOT* in small gangs and low sec PvP, else everyone would use it. It is strong, yes - but its also the only tech 1 missile based caldari ship above frig size which is able to compete with the other races counterparts. So I dont wonder to see so many of them - dont forget, dedication to missiles means you will not have the chance to just change to FOTM like you can do as a gunnery pilot - they need to train other races ships, like we do. And the racial weapons, but they already have *all* support skills normally, and thats what many Caldari pilots dont have.

So if you feel like there is a need to fix Drakes, go on - but in the same time give us a new tech 1 missile based *workhorse* which is working for us like the Drake does right now - strong enough to take on the other races counterparts, without being OP, but just viable. The Raven for sure is not.

1. Just because its the only viable ship for a particular race is not a good argument for keeping something OP; what if we nerfed all the gallente ships, and then gave the thorax 10x the EHP and 2x the speed and 30x the damage. Would that be balanced because its the "Only good gallente ship"? Of course not! the individual ships need to be balanced as well as the races as a whole.

2. The additional cross train time is also not a balancing factor. I understand that you dont want your missile skills to become useless on all ships, but that is definitely not the case here, HMLs with still be quite viable after the nerf.

3. Youre claiming that the drake is not OP in small gangs, but youre also talking about neut range and drone damage, so i assume you operate without dedicated tackle and within disruptor range. What if they changed HAMs to have the same explosion radius/velocity and damage reduction factor. Would this be better? because right now HAMs dont do much more damage than HMLs shooting at anything smaller than a battleship. If HAMs were better would the HML nerf mean less to you?
Noemi Nagano
Perkone
Caldari State
#3033 - 2012-09-26 08:04:46 UTC
And please repeat it again - those Drake numbers are just true with kinetic damage. If Drakes were OP, everyone would fit kin resists like mad OR just fly a Drake. In lowsec Drakes are common, but not the only ship. Taking into account they are the only tech 1 missile ship viable for PvP for an entire race they are still pretty rare!

AC/Arti users can switch damage type from EM to Therm to Exp without losing DPS (although they dont deal only one type but always have a mix with others). And turrets have wreckings. Missiles dont. Missiles have issues with sig size and speed of target, turrets have them with tracking. Please stop picking single aspects but try to see the whole picture - and figure: if HMLs would be so OP like ACs are, wouldnt people start using them on unbonused ships like it actually *is* done with ACs? And even more so wouldnt other HML ships not also shine? There are just 2 which are doing well, and I still stand for it: those numbers come from null sec blobs, not from smaller scale stuff, where in fact many things are fine and balanced. Caldari missile PvP ships (above frig ....) except Drake and Tengu are not fine. *Thats* something CCP should change, and we will see more than just Drakes and Tengus for sure.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#3034 - 2012-09-26 08:11:18 UTC
Sinigr Shadowsong wrote:
Noemi Nagano wrote:


Wall of text.



Good post, I agree on those points. Most people here prefer to ignore things like Harbinger's ability have both flight of light drones and flight of ECM drones or Hurricane's 2 utility slots and just stick to EHP/DPS/Range.



Well the cane DID just get hit with a slight nerf..

BYDI recruitment closed-ish

Noemi Nagano
Perkone
Caldari State
#3035 - 2012-09-26 08:16:12 UTC
Sigras wrote:

1. Just because its the only viable ship for a particular race is not a good argument for keeping something OP; what if we nerfed all the gallente ships, and then gave the thorax 10x the EHP and 2x the speed and 30x the damage. Would that be balanced because its the "Only good gallente ship"? Of course not! the individual ships need to be balanced as well as the races as a whole.

2. The additional cross train time is also not a balancing factor. I understand that you dont want your missile skills to become useless on all ships, but that is definitely not the case here, HMLs with still be quite viable after the nerf.

3. Youre claiming that the drake is not OP in small gangs, but youre also talking about neut range and drone damage, so i assume you operate without dedicated tackle and within disruptor range. What if they changed HAMs to have the same explosion radius/velocity and damage reduction factor. Would this be better? because right now HAMs dont do much more damage than HMLs shooting at anything smaller than a battleship. If HAMs were better would the HML nerf mean less to you?


to your points

1) the Drake is not OP in most parts of PvP. It may be OP in null sec fleets, but it is for sure not OP in standard lowsec fights! Do you state it is OP in current low sec fights compared to a Cane? Seriously?

2) HMLs are viable now to a degree on 2 (!!!) ships, on all others they are not really competitive which may be because they are not overpowered, and just the 2 ships are good enough to make em work ... after a nerf they will not be viable anymore on those 2 ships like they are now (its not Drakes are ROFLstomping lowsec, you know ..), and will absolutely crap on all other HML platforms, if they dont get severly buffed (which they will need to do anyway!).

3) I feel HAMs have big issues atm, but thats not the main reason for me to dislike that HML nerf - HMLs perform good, no question. I had many nice fights with my HML Drake. But in my gangs and in enemy teams were also Canes, Prophecies, Harbis, Cyclones, Myrms, Brutix and other Drakes. It seemed to me that on smaller scale everything worked out well. My concern is: if HML wont work anymore, which long range missile platform will Caldari have? Give us options (viable options!) and you will see more variation. To just kill one system without giving something in return is not balanced.

and as a last point - Drakes cant dictate range normally. If you choose to fight them on *their* preferred range you are doing it wrong. Get in their face (where they have less DPS than you) or GTFO (which they cant keep you from), and if you lose, maybe blame yourself and not the OP enemy ship .... with 100MN AB Tengu this might be all a bit different.
Nikolai Dostoyevski
Federal Navy Academy
Gallente Federation
#3036 - 2012-09-26 08:25:48 UTC
Sigras wrote:
I think what we're all forgetting is that, unlike long range guns, long range missiles are still competent against close range targets which is a huge advantage.

As far as the HAM vs short range gun argument goes, i would say that the HAMs could use the same explosion velocity, explosion radius and damage reduction factor (almost said DRF lol) as heavys, and then they would be just fine.


By the same token, a fast moving target at maximum or near maximum gun range is going to take far more damage from the long range gun than from a missile. Especially if it's a smaller ship.

And guns have criticals that aren't calculated into the dps for those EFT warriors. Missiles don't.
Nikolai Dostoyevski
Federal Navy Academy
Gallente Federation
#3037 - 2012-09-26 08:30:02 UTC  |  Edited by: Nikolai Dostoyevski
Sigras wrote:
Noemi Nagano wrote:
I am pretty tired of all thoser Harbinger postings neglecting the drone bay. If you dont use your bigger drone bay to have an advantage over the smaller bay of the Drake in your Harbinger (and Cane), then you are doing it wrong. Thats why I said before - its utter BS to compare just the weapon systems, you have to compare *every* aspect of their environment and how they actually perform. Taking out one single aspect and nerfing it is just not balancing the game how it is actually played.

That would be true if drones had any effect on a battle happening at 60 km

.


It doesn't take EC-300 drones long at all to cover 60 km. Especially if you've upgraded your drone navigation skill. Drake can't hit you if it can't target you.

Or drop light webbing drones on it. Or, if the TD change goes through, TD light drones on it.
Noemi Nagano
Perkone
Caldari State
#3038 - 2012-09-26 08:43:29 UTC
Tyberius Franklin wrote:

People DO have to be clever. They can't just sit in optimum fits. They will have to adapt and change strategies, figure out new fits and methodologies.

And sometimes things do need nerfed. If one thing is more powerful than intended you address that rather than adjust the entire rest of the game upward, which is still effectively a nerf to the item not adjusted, and risk breaking things in hilarious new ways. This doesn't make things the same, just balanced. This way a wider array of ships and fits become viable.

Edit: To the above post, how are you upset with equating balancing to "being like every other MMO?" Why would we not expect CCP, like every other MMO maker, to maintain their game? How is it NOT good for them to ensure all races have viable ships in all size classes for the roles they ate to fulfill? And what makes you think we aren't getting new ships (we are) or that getting them in any way fixes issues with existing ships and weapons?


I agree with you. It would indeed be sweet if all races had viable ships in all classes for different roles. Speaking about sub capital level, right now this is only true for one race: Winmatar. To a lesser degree Amarr have viable ships in all classes. Gallente seem to be a bit niche in most classes, but can still compete. Caldari have 2 good missile based combat ships, a t3 and a BC. The whole rest of those missile using combat ships above frig size is unusable if you want to have a chance to win. That exactly should be adressed. And if its obvious afterwards, there is still too much use of a certain weapon system, then it could be changed/nerfed because people will *have* other options ... right now they dont.
Sinigr Shadowsong
Aliastra
Gallente Federation
#3039 - 2012-09-26 08:51:18 UTC  |  Edited by: Sinigr Shadowsong
Please stop comparing Drake and Brutix. Tier 1 BCs are just weaker, the fact that Myrmidon have no gun bonuses doesn't automatically put Brutix in same group as Drake/Harbinger/Hurricane.


Sigras wrote:
Noemi Nagano wrote:
4) how many wrecking hits will a Drake score? None ... there simply are no wreckings for missiles.

True, but remember there are also no glancing blows and no misses either. As a function the differences are null

in many cases every hit on Drake is a glancing blow. In some cases it's effectively a miss (fast-moving frigs).
Shade Alidiana
PROSPERO Corporation
#3040 - 2012-09-26 09:14:29 UTC
Isn't it the time to give Drake its 8th launcher? There'll be still lowered dps and range, it'll have fitting issues and eat more ammo, but will finally not look so crappy with one empty pad on the hull.

And thanks for adding one more support weapon for my much loved Hurri and Tempest, finally I can afford t2 launchers. Starting learning them soon :)