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[Rubicon] Rapid Heavy Missile Launchers

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Author
Edwin McAlister
Empire Hooligans
#181 - 2013-10-10 01:19:38 UTC  |  Edited by: Edwin McAlister
people keep asking about all these stats about heavy missile and what not


are not these stats already known??

there is absolutely no difference between a heavy missile launched from a cruiser or battle cruiser,

factors for target painters and webs and after burners and explosive radius vs signature radius and explosive velocity vs target velocity

all of these factors we already know... they have not changed .......


what is gonna change is rate of fire...... so a rapid heavy launcher will fire slightly faster then a standard launcher

damage that heavy missiles do to cruisers and battlecruisers is already known. it will be a slight bit more rate of fire so expect a slight bit more damage output


-- from what I gather however... the problem is not the weapon system itself....

the problem is the politics / game balance

people are concerned about having battleships able to effectively engage cruiser sized targets

I feel confident that this will make the various missile battleships a viable option in small gang / fleet actions, currently, they have mostly been observed used in running lv 4 missions in empire

seriously, ive not seen the raven / navy raven / navy scorpion outside of people running level 4 missions

something to do with travel time of missiles making missile based ships not very desired in pvp combat,
Debir Achen
Makiriemi Holdings
#182 - 2013-10-10 03:12:53 UTC
Kagura Nikon wrote:
Pretrty much always? aaa no. It {target painting} is stil the most rare form of ewar.
Mostly because it's the weakest in terms of effect.

An unbonused target painter II adds 30% to the target's sig radius (37.5% at Signature Focusing V). An unbonused web slows a target by 60%, which provides almost double benefit as far as the turret and missile hit/damage calculations are concerned.

In addition to the effect on shooting, a target painter makes it faster to lock the target. A web stops the target from escaping and grants range control to the attacking side. In most situations, both the primary and secondary benefit of a web are superior to a target painter. The only thing going for the target painter is the much longer effective range.

(Also, there's a visibility question. The effect of a web or ECM is obvious - it "feels" like it's doing something. The effect of a target painter is often only visible with careful analysis.)

Aren't Caldari supposed to have a large signature?

Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#183 - 2013-10-10 04:23:20 UTC  |  Edited by: Iome Ambraelle
I think I'd rather have the base ROF lowered and allow the various BS bonuses apply. It wouldn't be much fun to fly a hull where half the bonuses didn't apply. This also makes almost all BS hulls exactly the same if fit with RHMLs with a couple that are "great" in comparison. If all the projection/application bonuses applied, you would fly each hull with RHMLs for the exact same reasons you fly them today with Cruise except you'd be hunting lower class vessels instead of other BSs.

Edit: And my god you might even be able to fit something other than missile rigs on a missile boat...

Shield Tanking - Why armor tanking can't have nice things.

Edwin McAlister
Empire Hooligans
#184 - 2013-10-10 04:29:08 UTC
I have a gut feeling that the RHML would be used in mission running much more often then cruise missiles...

we shall see
Matthew Charbonneaux
0FuqsGiven
#185 - 2013-10-10 04:46:12 UTC
So we have a missile version of the lightest guns in the battleship class, not a bad idea, how do they stack against their counterparts for effectiveness?
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#186 - 2013-10-10 04:56:21 UTC  |  Edited by: Iome Ambraelle
Actually, looking at the damage bonuses (pure damage or ROF) of the various missile BS hulls the only one it matters on is the phoon. Look at effective launchers:

  • Raven - 6 x 1.25 (ROF) = 8
  • Scorpion - 4 (no bonuses) = 4
  • RNI - 8 (no bonuses) = 8
  • SNI - 6 x 1.25 (dmg) = 8
  • Typhoon - 6 x 1.375 (dmg) = 8.25
  • Golem - 4 x 2.0 (dmg) = 8 (only if the role bonus is adjusted to include RHML)


All the BS missile boats basically have the exact same damage, projection, and application when considering RHML. The remaining bonuses would be the only reason to choose between them. That makes for a bland hull selection process and invalidates most of what makes each of these hulls unique.

Shield Tanking - Why armor tanking can't have nice things.

Edwin McAlister
Empire Hooligans
#187 - 2013-10-10 08:56:08 UTC
it will eventually come down to two choices

a battleship that can engage medium sized targets effectively and take a loss in dealing with large targets (RHML)

a battleship that can engage large sized targets and take a loss in dealing with medium sized targets (Cruise)

the ability to switch between precision and fury missiles will mitigate that to some degree, but not much

I am all for this system and will most likely use it extensively ...

from my view point, using this system, I will take a hit in being able to deal damage to battleship targets
I will be able to fit a larger tank and be able to efficiently engage medium sized targets

the above combo works great for mission running

it wont be as much damage as my Tengu or Cerberus, hell, I think even my drake would compete with it for damage output,

Kagura Nikon
Native Freshfood
Minmatar Republic
#188 - 2013-10-10 10:40:12 UTC
Edwin McAlister wrote:
people keep asking about all these stats about heavy missile and what not


are not these stats already known??

there is absolutely no difference between a heavy missile launched from a cruiser or battle cruiser,

factors for target painters and webs and after burners and explosive radius vs signature radius and explosive velocity vs target velocity

all of these factors we already know... they have not changed .......


what is gonna change is rate of fire...... so a rapid heavy launcher will fire slightly faster then a standard launcher

damage that heavy missiles do to cruisers and battlecruisers is already known. it will be a slight bit more rate of fire so expect a slight bit more damage output


-- from what I gather however... the problem is not the weapon system itself....

the problem is the politics / game balance

people are concerned about having battleships able to effectively engage cruiser sized targets

I feel confident that this will make the various missile battleships a viable option in small gang / fleet actions, currently, they have mostly been observed used in running lv 4 missions in empire

seriously, ive not seen the raven / navy raven / navy scorpion outside of people running level 4 missions

something to do with travel time of missiles making missile based ships not very desired in pvp combat,



Are you unable to read?


We are not talkign from WHERE the missile s come. But TO WHERE they hit

And yes, the start are known and these new laucnhers do a LOT more Dps than normal heavy launchers.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kesthely
State War Academy
Caldari State
#189 - 2013-10-10 10:43:41 UTC
Rapid Heavy Missile Launchers,

After calculateing the dps differences between Heavy missile launchers and long range gun weapons, then compareing them with the Large gun high tracking smallest long range guns, the damage ratio of the Rapid Heavy Missile Launchers and thus the rate of fire of it seems in order.

But now comes the tricky part of this launcher. With the current stats of the Heavy missile, Per missile a precision cruise is still better in damage projection then a heavy missile. With more range and more alpha damage even to smaller targets, the RHML seems to be only better when you have to sustain damage against smaller targets.

I don't think this will make people suddenly fly battleships with RHML's to counter Cruisers or Battlecruisers. With the large signature radius, Slow warp travel time, low top speed and maneuverability and long locking times that battleships innately have the cruiser and Battlecruisers seem safe against this.

However that doesn't mean that the RHML will have no use in pvp. With a RHML raven, loaded with FoF missiles going up against a Frigate Fleet might actually be fun.

A Scorpion With RHML with either heavy defender or FoF missiles might prove to be more effective then any other weapon system currently available to it.

Certain missions where you get lots of small ships and only a few large ships, might have people switch out to these RHML's

Is it a new go to weapon system? No.
Is it a weapon system no one will use? No.
Carniflex
StarHunt
Mordus Angels
#190 - 2013-10-10 12:41:54 UTC
Iome Ambraelle wrote:
Actually, looking at the damage bonuses (pure damage or ROF) of the various missile BS hulls the only one it matters on is the phoon. Look at effective launchers:

  • Raven - 6 x 1.25 (ROF) = 8
  • Scorpion - 4 (no bonuses) = 4
  • RNI - 8 (no bonuses) = 8
  • SNI - 6 x 1.25 (dmg) = 8
  • Typhoon - 6 x 1.375 (dmg) = 8.25
  • Golem - 4 x 2.0 (dmg) = 8 (only if the role bonus is adjusted to include RHML)


All the BS missile boats basically have the exact same damage, projection, and application when considering RHML. The remaining bonuses would be the only reason to choose between them. That makes for a bland hull selection process and invalidates most of what makes each of these hulls unique.


RoF bonus applies different from what you have noted for Raven. What you have in there is 25% damage bonus. Rof bonus would be
Raven - 6 / (1-0.25) = 8 which just happens to end up at the same "effective launchers" number in the present case of 6 launchers.

And yes - I was eyeballing a navy phoon to try it out with these after the changes. I dont expect it to be particularly stellar but who knows - it seems worth testing as it does not seem to be a particularly bad platform either at first glance. That is then for PvE purposes atm.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Arthur Aihaken
CODE.d
#191 - 2013-10-10 15:55:14 UTC
It would still be nice to have all the bonuses applied to RHMLs.

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

Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#192 - 2013-10-10 16:11:52 UTC
Arthur Aihaken wrote:
It would still be nice to have all the bonuses applied to RHMLs.

I agree. The overall applied DPS could wind up the same, but it would be nice to have compelling weapon based hull bonuses playing a part in which hull you choose when fitting RHMLs. The SNI will simply be a better ship as you have the same applied damage output as the other BS hulls but better resists. The other hulls simply have 1-2 non-functional hull bonuses.

Shield Tanking - Why armor tanking can't have nice things.

Ranger 1
Ranger Corp
Vae. Victis.
#193 - 2013-10-10 16:34:33 UTC
Debir Achen wrote:
Kagura Nikon wrote:
Pretrty much always? aaa no. It {target painting} is stil the most rare form of ewar.
Mostly because it's the weakest in terms of effect.

An unbonused target painter II adds 30% to the target's sig radius (37.5% at Signature Focusing V). An unbonused web slows a target by 60%, which provides almost double benefit as far as the turret and missile hit/damage calculations are concerned.

In addition to the effect on shooting, a target painter makes it faster to lock the target. A web stops the target from escaping and grants range control to the attacking side. In most situations, both the primary and secondary benefit of a web are superior to a target painter. The only thing going for the target painter is the much longer effective range.

(Also, there's a visibility question. The effect of a web or ECM is obvious - it "feels" like it's doing something. The effect of a target painter is often only visible with careful analysis.)

Actually Target Painters have a significant advantage in range over a web, which makes sense. A more powerful advantage at close range, a versatile but weaker advantage at long range. Don't discount the advantages of enabling your fleet to hit the target better without needing to close to web range yourself.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Oberus MacKenzie
Handsome Millionaire Playboys
Sedition.
#194 - 2013-10-10 17:11:38 UTC  |  Edited by: Oberus MacKenzie
The only reason to use the RLML is for anti-frigate purposes and sniping (...because they have a longer range than heavy missiles. If that isn't a clear sign that HML is garbage, you're blind). Light missiles are not particularly high damage, but they will catch just about any frigate and apply damage well. Heavy missiles will do a mediocre amount of damage to cruisers... if they aren't moving fast. They are easily outrun and no amount of pilot skill can change how well that damage is applied, whereas with turrets you have the potential to hit any size of target if you position yourself well. This is a big part of why multiple sizes of turrets are useful, because they are adaptations on the same weapon and allow the pilot a wider range of applications depending on how they want to fly the ship and use the weapon. I.E. tracking on 220mm autocannons is better than on 425mm's, but with a spot of range and damage as a compromise.

Missiles are almost completely unaffected by the piloting of the ship from which they originate or the launcher that fires them, meaning that your skill queue is really what determines how effective they will be and not the conditions under which they are launched (and tbh missile skills don't make nearly enough of a difference when compared to how much of an effect tracking skills make when combined with good piloting). Because of this, quickly spitting out more of the abomination known as heavy missiles doesn't give the pilot more options or more effective damage, it just spams crappy missiles.

Cruise missiles do about the same effective damage to cruiser targets, have WAAAY better range and are much, much faster than heavies. Fitting out a raven with RHML's on Singularity with four BCS, good missiles skills and T2 damage ammo gives me just under 600 dps at 45km and unbonused damage application. I don't see a single purpose that a RHML can accomplish in fleet, solo or PvE combat that isn't served better by using cruise missiles.

Heavy missiles are completely useless, and making them launch faster doesn't change that. Give heavy missiles some serious love and this might actually get used, otherwise it's just a waste of code.

However to end on a positive note, I do like the attention that missiles have been getting recently. They really need some help. Keep it up, Rise!
Chessur
Full Broadside
Deepwater Hooligans
#195 - 2013-10-10 17:44:21 UTC
To make these launchers somewhat viable, the application bonuses / missile velocity bonuses need to be applied as well. HML's have been nerfed into the groud, and are simply not worth using. RHML's need that application bonus to make them viable alternative to cruise missiles. Because as it stands now, RHML's are just a more terrible cruise missile.
Bouh Revetoile
In Wreck we thrust
#196 - 2013-10-10 18:29:22 UTC
Oberus MacKenzie wrote:
Cruise missiles do about the same effective damage to cruiser targets, have WAAAY better range and are much, much faster than heavies. Fitting out a raven with RHML's on Singularity with four BCS, good missiles skills and T2 damage ammo gives me just under 600 dps at 45km and unbonused damage application. I don't see a single purpose that a RHML can accomplish in fleet, solo or PvE combat that isn't served better by using cruise missiles.

Heavy missiles are completely useless, and making them launch faster doesn't change that. Give heavy missiles some serious love and this might actually get used, otherwise it's just a waste of code.

However to end on a positive note, I do like the attention that missiles have been getting recently. They really need some help. Keep it up, Rise!

600dps is more than what a HAM Drake will do... And the HAM Drake don't shoot at 45km...

And as numbers showed in this thread, RHML will still do twice the dps of cruise missiles to cruisers and below.
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#197 - 2013-10-10 20:24:51 UTC
Bouh Revetoile wrote:
Oberus MacKenzie wrote:
Cruise missiles do about the same effective damage to cruiser targets, have WAAAY better range and are much, much faster than heavies. Fitting out a raven with RHML's on Singularity with four BCS, good missiles skills and T2 damage ammo gives me just under 600 dps at 45km and unbonused damage application. I don't see a single purpose that a RHML can accomplish in fleet, solo or PvE combat that isn't served better by using cruise missiles.

Heavy missiles are completely useless, and making them launch faster doesn't change that. Give heavy missiles some serious love and this might actually get used, otherwise it's just a waste of code.

However to end on a positive note, I do like the attention that missiles have been getting recently. They really need some help. Keep it up, Rise!

600dps is more than what a HAM Drake will do... And the HAM Drake don't shoot at 45km...

And as numbers showed in this thread, RHML will still do twice the dps of cruise missiles to cruisers and below.

The numbers posted earlier did not take into account the entire formula for missile damage reduction. The pilot who graciously took the time to do the original is said to be working on a new revision. I can't wait to see it.

I think we need to see fully baked numbers that include:

  • All level V support skills
  • With and without tackle support
  • With and without TP application

Shield Tanking - Why armor tanking can't have nice things.

unidenify
Deaf Armada
#198 - 2013-10-10 23:24:41 UTC
Edwin McAlister wrote:
I have a gut feeling that the RHML would be used in mission running much more often then cruise missiles...

we shall see


as casual missioner
there are some L4 missions that pop in my mind where RHML would clear room faster than Torp/Cruise
Rogue Drone harassment, and Wildcat Strike is good example

Then there are missions where RHML damage application play small role comparing to raw DPS needed
Gone Berserk is good example as it are just wave by wave of BS.


Arthur Aihaken
CODE.d
#199 - 2013-10-11 00:21:51 UTC  |  Edited by: Arthur Aihaken
Iome Ambraelle wrote:
I agree. The overall applied DPS could wind up the same, but it would be nice to have compelling weapon based hull bonuses playing a part in which hull you choose when fitting RHMLs. The SNI will simply be a better ship as you have the same applied damage output as the other BS hulls but better resists. The other hulls simply have 1-2 non-functional hull bonuses.

I like the prospect of being able to utilize a mix of cruise and heavy missiles without necessarily having to commit the rig slots to rigors and flares.

Chessur wrote:
To make these launchers somewhat viable, the application bonuses / missile velocity bonuses need to be applied as well. HML's have been nerfed into the groud, and are simply not worth using. RHML's need that application bonus to make them viable alternative to cruise missiles. Because as it stands now, RHML's are just a more terrible cruise missile.

I agree. Even with all the bonuses, these still aren't going to out-DPS cruise missiles or torpedoes. Let's not forget that it's not just distance but velocity we're concerned with. The +50% velocity bonus translates into a much shorter hit interval. Otherwise heavy missiles just become weaker torpedoes.

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

Edwin McAlister
Empire Hooligans
#200 - 2013-10-11 01:43:28 UTC  |  Edited by: Edwin McAlister
Loaded up my Cerberus

with rapid light missle launcher and navy missles.. the fit window with my skills (mostly lv 4s) shows 304.2 dps… 1263 salvo, range 77km

with heavy missle launcher with navy missles, the fit window with my skills shows 397.0 dps, 2061 salvo, range 115km


using this as a base line (im rounding numbers so do not blow a gasket)

the cerb with RLML will do 300 dps to cruisers and 300 dps to frigates

the cerb with a HML will do 400 dps to cruisers and about 200 dps to frigates



so, using rough numbers I loaded up a standard scorpion (since it has zero modifiers to missile weapon systems) and put some cruise launchers and heavy launchers to get a general feel

1x cruise missle launcher II with navy ammo =
582 dmg,
rof 11.7 s,
dps 49.7
exp velocity 101.43,
exp radius 250m
range 108km

1x heavy launcher II with navy ammo =
209 dmg
rof 8.49
dps 24.7
exp velocity 119.07
expl radius 106
range 54km

assumeing slight increase in rate of fire, figure I would be around 5.0 s rough guess, then I would be doing 209 dmg, 41.8 dps

due to explosive velocity and explosive radius...
vs battleship target, both systems would do near full damage,(with cruise missle doing more damage)
vs a cruiser sized target the RHML will do more damage then the cruise missile

so nice round numbers, again

cruise missile vs battleship = 50 dps,
cruise missile vs cruiser = 20 dps (possibly 30 dps w/ target painter making cruise equal to heavy in that regard)
rapid heavy vs battleship = 40 dps,
rapid heavy vs cruiser = 30 dps