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[Rubicon] Rapid Missile Launchers - v2

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Author
Sushi Nardieu
Federal Navy Academy
Gallente Federation
#241 - 2013-11-08 19:36:40 UTC  |  Edited by: Sushi Nardieu
I like this idea. Creates some choice mechanics in EVE fits.

Still think special dictor bubble launcher fitting that doesn't encourage creativity and choice in fitting and needs to be amended. The limit to 1 per ship is a quick-fix bandage to the current issues with the dictor. The dictor does need the special module but it does not need to be a cookie-cutter for the rest of the meta.

Rapid lights/heavies change is certainly very cool for skirmish PVP.

edit: grammar

The Guns of Knowledge 

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#242 - 2013-11-08 19:37:33 UTC
Michael Harari wrote:
Garviel Tarrant wrote:
Michael Harari wrote:
If anything should have a "burst" mechanic with a long reload time, it should be remote reps.



=D



=D



=D



=D


Cap stable logi have no real resource for depletion. RR should have ammo and long reload timers. This adds additional decisionmaking to fleet fights, where a side that can properly stagger reps gets a big advantage over an unorganized fleet that just spams all their reps at once.


Yes.

I like the idea.

I hate the way logi works now.

BYDI recruitment closed-ish

Gizznitt Malikite
Agony Unleashed
Agony Empire
#243 - 2013-11-08 19:37:50 UTC
Huorek wrote:
If the sustained DPS is roughly half the burst with all launchers going, could the Cerb have a sustained DPS of 2/3s the burst after 20~ seconds if cycling the launchers on in groups of 2 every 20~ seconds? Meaning after 20~ seconds you will always have 4 launchers going that have 54% increased DPS. I'm sure my math is off, but it seems that you have the option to either burst DPS or ramp up to about the same DPS as previously.

Obviously a large change, but I see a lot of arguments about the loss of sustained DPS, when cycling the launchers could be a way around this.


All toggling launchers does is decrease the burst dps to create a more continual dps output, but this is sub-optimal in most situations. Think of it as akin to an arty-alpha situation, were ungrouping your arties allows you more consistent damage over time, but doesn't change your long term damage over time. Generally speaking, more upfront alpha is generally better as it gives the target less opportunity to negate it.

Arthur Aihaken
CODE.d
#244 - 2013-11-08 19:39:19 UTC
Gizznitt Malikite wrote:
For this to be appropriately balanced, the "high dps window" needs to be long enough to bring down a typical target. Then the reload window needs to be long enough to make it un-ideal when sustained dps is important. I think your 20s attack, 10-15s reload is too short on both accounts, and the 50s attack, 40s relaod is just about ideal.

So you're saying as proposed is probably balanced?

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

Arthur Aihaken
CODE.d
#245 - 2013-11-08 19:43:44 UTC  |  Edited by: Arthur Aihaken
Can we at least get missile velocity applied to RHMLs on battleshup hulls?

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

zbaaca
Republic Military Tax Avoiders
#246 - 2013-11-08 19:54:11 UTC
Arthur Aihaken wrote:
zbaaca wrote:
problem is that no1 wants to use overnerfed HM.

And yet I still see HML Drakes everywhere I go...

just compare HML HAML and now-RML on something like caracal. what point to use HML ?

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Arthur Aihaken
CODE.d
#247 - 2013-11-08 19:56:02 UTC
zbaaca wrote:
just compare HML HAML and now-RML on something like caracal. what point to use HML ?

Range.

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

Gizznitt Malikite
Agony Unleashed
Agony Empire
#248 - 2013-11-08 20:02:08 UTC
Arthur Aihaken wrote:
Gizznitt Malikite wrote:
For this to be appropriately balanced, the "high dps window" needs to be long enough to bring down a typical target. Then the reload window needs to be long enough to make it un-ideal when sustained dps is important. I think your 20s attack, 10-15s reload is too short on both accounts, and the 50s attack, 40s relaod is just about ideal.

So you're saying as proposed is probably balanced?


Honestly, I haven't run the numbers completely.... but in my experience PvP'ing (I do a large amount of solo and small gang PvP), 20s is too short for a cruiser / BC / BS gank, unless you have numbers. I'd almost look at it in terms of expected EHP of your target:

For an AF, I'd want to dish out 15k damage before the reload to "bring it down". at 400 dps, this is 37.5s, which means the current 50s time period of the RLML is excellent, allowing me to drop one (or more weaker targets) between reloads.
-- I chose 15k, because your tanky AF's have this much EHP, and when talking over a 50s window, your Active tanking AF's can have around this much potential EHP.

For a cruiser, I'd want to dish out 50k damage before the reload. At 900 dps, this is 56 s, which means the current RHML may be a tad too short activation time. Unfortunately, there is a pragmatic limit on the patience of pilots, and 40s is close to that cusp. As such, the application time should probably have a cap around 60s.


Ranamar
Nobody in Local
Deepwater Hooligans
#249 - 2013-11-08 20:02:20 UTC
Arthur Aihaken wrote:
Ranamar wrote:
Do RHML-launched heavy missiles get the range bonus from Raven hulls, now that some of the "like other battleship launchers but better" concerns have been addressed by making rapid launchers significantly different?

Other than that, this sounds interesting and I'm looking forward to seeing how it pans out.

Not in the last iteration, anyway. Just damage and rate of fire bonuses (although there was some question as to whether the Golem not receiving it was an oversight).


I know, which is why I'm asking if they get them, now that the other changes have been made... since a Caracal applies its range bonus to rapid light launchers.
Drahomi'r Bozi'dar
Ministry of War
Amarr Empire
#250 - 2013-11-08 20:03:31 UTC
Overall, im not a fan of the proposed 50s shooting, 40s reloading aspect. Mathematically it might be "fair" but sitting around waiting on 40s reloads doesnt sound "fun" to me.


With ASB/AAR the long reload actually introduces some very interesting decision making opportunities for pilots when they go on reload: do i try to get out? do i try to reload in combat? do i keep pulsing the module and hope to get through the rest of the fight before my cap dies? This missile change doesnt come with any interesting decision making. You drop your load of missiles and hope you won, but if you didnt, you probably just sit there and watch yourself die without the option to fight back.


One of the strengths of missiles as a weapon type is selectable damage types. This proposal will either require some sort of weird change to the way ammo switching works, or will kill that advantage in these launchers.


Because of flight time, its pretty common for launchers to end up cycling an extra time after the target is dead (ie you have 2 flights of missiles in the air and the first flight kills the target before the 2nd set lands). Its always been a minor annoyance because it costs you extra ammo for no purpose, but it also accelerates you towards that reload point, which now is going to be extra painful. The high ROF of rapid launchers makes this much more likely (and in the case of RHML the range creates potential for having more than 1 wasted volley in the air). Yes, its possible to turn off turrets before the target dies, but that can be a pretty risky option when you are trying to break remote reps, or racing against an ASB reload or something similar.


side question, has anyone crunched the numbers on these to see how they look as suicide ganking options? How does the front loaded damage on these compare to common suicide ganking ships (tornado and catalyst) and how much dmg can these things put out inside the normal concord response times? (might be completely irrelevant, i havent ever looked at the numbers for suicide ganks, but i feel like suiciding is already easy enough that we dont need to make it any more efficient than it already is).
Joan Greywind
The Lazy Crabs
#251 - 2013-11-08 20:05:57 UTC  |  Edited by: Joan Greywind
So why don't you just ungroup your weapons and shoot half of them while the other half reloads, you will still have the same sustained dps as you had before the change. Now you have to option to burst someone before his friends arrive, or break his active tank. I mean it still has the same stats over a long period of time, just use your imagination a little and this could add some very nice options. Now at least you are able to kill those ****** active tanked hawks.

Also adding some flavor to weapons is what is need, not just playing around with their damage and damage projection. A new mechanic always adds good play, like for instance the ASB.
Kat Ayclism
Republic Military School
Minmatar Republic
#252 - 2013-11-08 20:06:53 UTC
Justin Cody wrote:
Mr Floydy wrote:
Undecided on the weapon change, it's not a class of weapon I'd likely use much - more of a turret person. I like the idea in principle however. However one thing I think needs to happen if you have a 40 second reload.

The ability to cancel it, or pre select the ammo to load on the next reload. Sitting and waiting 40 seconds for it to reload the ammo you don't want is just gonna be massively annoying.


Its a bad idea to start this on weapons. Ohhh how about we do this to 220mm AC's! double dps...half ammo and 40 sec reload!
Or Artillery!
Or Blasters! Sure you'll do 1800 dps but you won't be able to sustain it enough to make a difference!

This is like taking viagra with the added side effect of it making you prematurely ejaculate. Sure its extra heavy and creamy but now you have to wait an entire day to do it again!

This man is a good man and quality poster. Wrecking these terrible terrible modules while I sleep. Godspeed good sir. Godspeed.
SOL Ranger
Imperial Armed Forces
#253 - 2013-11-08 20:08:34 UTC
Arthur Aihaken wrote:
Can we at least get missile velocity applied to RHMLs on battleshup hulls?


I think the better idea would be to scale the rapid launchers down in terms of fitting costs, now these launchers have a clear weakness so the up sized fitting requirements are no longer needed, then we can also add a rapid cruise launcher into the lineup.

That way you'd get the bonuses for each size rapid missile launcher almost by default for each ship, applying battleship bonuses to heavy missiles seems out of place in the current balancing theme EVE is in, I think the only way to get something similar yet acceptably functional is with a rapid cruise launcher.

The Vargur requires launcher hardpoints, following tempest tradition.

Michael Harari
Genos Occidere
HYDRA RELOADED
#254 - 2013-11-08 20:08:56 UTC
Joan Greywind wrote:
So why don't you just ungroup your weapons and shoot half of them while the other half reloads, you will still have the same sustained dps as you had before the change.


No, you dont.
Ranamar
Nobody in Local
Deepwater Hooligans
#255 - 2013-11-08 20:10:19 UTC
Drahomi'r Bozi'dar wrote:
side question, has anyone crunched the numbers on these to see how they look as suicide ganking options? How does the front loaded damage on these compare to common suicide ganking ships (tornado and catalyst) and how much dmg can these things put out inside the normal concord response times? (might be completely irrelevant, i havent ever looked at the numbers for suicide ganks, but i feel like suiciding is already easy enough that we dont need to make it any more efficient than it already is).


I've heard 700dps thrown around as a number for T2 catalysts. It says here that you probably get ~500dps from a Caracal. That doesn't seem worth it, especially with how Caracal insurance works right now.
Arthur Aihaken
CODE.d
#256 - 2013-11-08 20:13:24 UTC  |  Edited by: Arthur Aihaken
SOL Ranger wrote:
I think the better idea would be to scale the rapid launchers down in terms of fitting costs, now these launchers have a clear weakness so the up sized fitting requirements are no longer needed, then we can also add a rapid cruise launcher into the lineup.

That way you'd get the bonuses for each size rapid missile launcher almost by default for each ship, applying battleship bonuses to heavy missiles seems out of place in the current balancing theme EVE is in, I think the only way to get something similar yet acceptably functional is with a rapid cruise launcher.

RHML Tengu, I'm in. Twisted
I still want the missile velocity bonus on my Ravens, though.

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

Huorek
Blood Stripe Resistance
#257 - 2013-11-08 20:17:56 UTC  |  Edited by: Huorek
Gizznitt Malikite wrote:
Huorek wrote:
If the sustained DPS is roughly half the burst with all launchers going, could the Cerb have a sustained DPS of 2/3s the burst after 20~ seconds if cycling the launchers on in groups of 2 every 20~ seconds? Meaning after 20~ seconds you will always have 4 launchers going that have 54% increased DPS. I'm sure my math is off, but it seems that you have the option to either burst DPS or ramp up to about the same DPS as previously.

Obviously a large change, but I see a lot of arguments about the loss of sustained DPS, when cycling the launchers could be a way around this.


All toggling launchers does is decrease the burst dps to create a more continual dps output, but this is sub-optimal in most situations. Think of it as akin to an arty-alpha situation, were ungrouping your arties allows you more consistent damage over time, but doesn't change your long term damage over time. Generally speaking, more upfront alpha is generally better as it gives the target less opportunity to negate it.



I agree with you that high alpha is generally better, I was attempting to find a solution for some that are arguing that "Yes upfront DPS went up, but if that isn't enough to kill them in the first 40-50 seconds then you are SOL for 40 seconds". It's obviously not an optimal solution to that but it is a plausible one. Generally that will be an issue only with fighting cruisers, which is something they are intentionally making the RLML worse at. This solution would be harder to implement for ONIs and Caracs.

As it stands I like the front heavy DPS change.

EDIT: My logic fails anyways, a 3 grouping of 2 launchers each doesn't overlap enough to always have 4 launchers going
Malcanis
Vanishing Point.
The Initiative.
#258 - 2013-11-08 20:22:51 UTC
Drahomi'r Bozi'dar wrote:
Overall, im not a fan of the proposed 50s shooting, 40s reloading aspect. Mathematically it might be "fair" but sitting around waiting on 40s reloads doesnt sound "fun" to me...


By way of comparison, 1400mm artillery users have to wait 29 seconds between each shot.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Shade Alidiana
PROSPERO Corporation
#259 - 2013-11-08 20:23:43 UTC  |  Edited by: Shade Alidiana
Looks interesting, but I liked the original idea a bit more. Switching charge type takes too much time, everything else is ok for me. What about keeping both concepts?

Or reduce reload time. Possibly with reduced capacity.
Octavian Madullier
Federal Navy Academy
Gallente Federation
#260 - 2013-11-08 20:23:44 UTC
Daneel Trevize wrote:
Warde Guildencrantz wrote:
i think it should be designed so if your charges reach 0 it takes 40 seconds to reload but to switch charge types (albeit without going back to a full reload) it would take the normal amount of time. (or no time, i dunno, that could be another bonus of using them)
This is a very valid point.


exactly what i was thinking also ....

but still ... 40 seconds ??? ...

In a world where data is coin of the realm,  and transmissions are guarded by no better sentinels than man-made codes and corruptible devices, there is no such thing as a secret. Dr Kio Masada