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[Rubicon] Rapid Missile Launchers - v2

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Author
Captain StringfellowHawk
Forsaken Reavers
#321 - 2013-11-08 23:00:25 UTC
These Changes just removed them from my future plans. Not sitting in Combat or a Mission area for 40s Twiddling my thumbs waiting on a reload.
Daktar Jaxs
Sniggerdly
Pandemic Legion
#322 - 2013-11-08 23:00:33 UTC
CCP Rise wrote:
Kat Ayclism wrote:
Holy crap that's terrible ******* idea


Would love if you expanded a bit.


You cannot put forward changes like these then ask why someone doesn't give constructive feedback.
Kagura Nikon
Native Freshfood
Minmatar Republic
#323 - 2013-11-08 23:01:29 UTC
Colman Dietmar wrote:
From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.

And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs.



Its nota BUFF> its a massive NERF>. It will not have enough capacity to kil2 (pun intended) well fit frigates

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#324 - 2013-11-08 23:04:42 UTC
Ariel Dawn wrote:
Would increasing Rapid Light payload to 21 from 18 as well as reducing the reload from 40 to 30 be a reasonable change? Definitely needs to have a bit less time reloading for damage type selection!



That would increase the cerberus example into enough damage to kill most T1 cruisers that are not fieldign a 1600mm plate or are called mallers :P

Also would mean that the long term dps is roughly sustained at current levels.



For some ships like the bellicose it woudl still be pretty negative change, but at least a cerberus could use the weaposn for some effect while solo

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

Mwaheed S0n
Perkone
Caldari State
#325 - 2013-11-08 23:05:37 UTC
The proposed changes seem to be missing the mark for the intended purpose.

As I see it, Rapid Lights are used to kill tackle (frigs and destroyers) since the warhead is smaller/travels faster than Heavies/HAMs, thus the almighty DPS number is lower overall, but the applied dps on smaller targets is higher than if HAMs were used--due to signature radius/velocity factor.

Keeping in the theme of better damage based on signature radius/velocity factor, Rapid Heavies should be designed to have less applied dps against battleships and more applied dps against cruisers for example. For instance, your Raven fitted with torps lists 1,000dps (and will mostly get that much attacking battlecruisers and above), whereas your Raven fitted with rapid heavies lists 800dps (and will apply that much against cruisers). In this example with made-up numbers, you would not want to take torps against cruisers because you might not hit them for very much, and you would not want to take rapid heavies against a BC/BS gang because you'd miss out on sheer damage output. This makes it a context-based decision where just a few tweaks on numbers are all that's needed due to the nature of warhead size/sig radius factor.

One of the benefits of missiles is being able to switch damage types and have it not take 40 seconds. Having an initial burst is okay, but the detriment is way too huge and kills how missiles work.


TL;DR Rapids are for smaller sig/higher velocity targets, so don't screw up their reload time--just play with the sig radius factor and applied dps potential.
Kagura Nikon
Native Freshfood
Minmatar Republic
#326 - 2013-11-08 23:07:34 UTC
Colman Dietmar wrote:
From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.

And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs.



Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that!

You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour.

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

Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#327 - 2013-11-08 23:09:42 UTC
Another issue I have is you can't travel while you're reloading. You have to stay in that system for the whole 40 seconds.

Turelus CEO Utassi Security

JEFFRAIDER
THIGH GUYS
#328 - 2013-11-08 23:10:41 UTC
Kagura Nikon wrote:
Colman Dietmar wrote:
From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.

And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs.



Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that!

You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour.


That sounds right to me. 400dps is not enough to kill a 25k ehp cruiser in 40 seconds
Hatsumi Kobayashi
Perkone
Caldari State
#329 - 2013-11-08 23:11:06 UTC
go home kil2

you're drunk

No sig.

Moonaura
The Dead Rabbit Society
#330 - 2013-11-08 23:13:26 UTC
This will just make ships using these weapons pushed even more to solo engagement, while making them extremely terrible ships to have in gangs or fleets.

That is because their DPS is so sporadic and in a gang or fleet, that is a really bad thing, any engagement past 1 vs 1 is going to go on longer than 60 seconds, and then for these ships to be mostly useless for most of the next 60 seconds is just terrible. It will be impossible for an FC to know realistically whether he should stay in a fight or leave, because the DPS will be so sporadic.

I used to take out small Caracal gangs and go against much larger frigate composed fleets, and now I'd have to look at quite literally, waiting 40 seconds, while my fleet effectively did nothing.

The other, issue it imposes, is it takes away from the skill of using intelligence gathering and switching ammo types as required quickly. A good Caracal pilot will change his ammo depending on what enemy he is engaging - you're basically again, making that a significant issue by taking them out of action for almost a minute.

Lastly, you've introduced this concept just days before the release of the expansion, making realistic feedback almost impossible before launch, thus introducing something to the game that might have to be fixed / nerfed / boosted later on.

In short - great for solo - but a role they were already very strong in - and now terrible for everything else. Kill this idea with fire and rethink guys. Sorry.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#331 - 2013-11-08 23:13:58 UTC
Mwaheed S0n wrote:

For instance, your Raven fitted with torps lists 1,000dps (and will mostly get that much attacking battlecruisers and above), whereas your Raven fitted with rapid heavies lists 800dps (and will apply that much against cruisers).

Both examples are far from truth with second one being very far from the truth.
Silvetica Dian
Imperial Shipment
Amarr Empire
#332 - 2013-11-08 23:14:28 UTC
Does anyone else feel that 95% of the people that post in these threads have no f-ing idea what they are talking about?

There is a cancel button just to the left of the post button and if you aren't pushing cancel more often that pushing post you are likely wasting everyones life.

My perspective for what it is worth is that this will be a huge buff for those people that like to prey on scouts and tackle at the edges of fights. Getting a quick kill then disengaging away before the victims friends arrive and a moderate nerf to f1 monkeys who still decide to fit these missiles.

Will be interesting to see how it pans out. CCP thankyou for actually trying new things instead of taking the safe easy road.

Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85

Sara Navorski
Sebiestor Tribe
Minmatar Republic
#333 - 2013-11-08 23:16:24 UTC
Warde Guildencrantz wrote:
Bob FromMarketing wrote:



Then the FC will call for the fleet to load Mjolnir instead.


with that in mind, 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)


Stop firing with 1 round left, short reload, open fire.
OP.
stoicfaux
#334 - 2013-11-08 23:17:13 UTC  |  Edited by: stoicfaux
1. turn off auto-reload.

2. deploy mobile base hut/yurt

3. right click base, select open fitting services

4. reload via fitting screen

5. continue shooting.

Haven't had a chance to try it on the test server yet, but...


edit: Doesn't work. I just checked on sisi with an ASB and it requires the full 60 second reload time even when fitting from a mobile depot, whether you load one charge or many.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#335 - 2013-11-08 23:19:20 UTC
Mwaheed S0n wrote:
The proposed changes seem to be missing the mark for the intended purpose.

As I see it, Rapid Lights are used to kill tackle (frigs and destroyers) since the warhead is smaller/travels faster than Heavies/HAMs, thus the almighty DPS number is lower overall, but the applied dps on smaller targets is higher than if HAMs were used--due to signature radius/velocity factor.

Keeping in the theme of better damage based on signature radius/velocity factor, Rapid Heavies should be designed to have less applied dps against battleships and more applied dps against cruisers for example. For instance, your Raven fitted with torps lists 1,000dps (and will mostly get that much attacking battlecruisers and above), whereas your Raven fitted with rapid heavies lists 800dps (and will apply that much against cruisers). In this example with made-up numbers, you would not want to take torps against cruisers because you might not hit them for very much, and you would not want to take rapid heavies against a BC/BS gang because you'd miss out on sheer damage output. This makes it a context-based decision where just a few tweaks on numbers are all that's needed due to the nature of warhead size/sig radius factor.

One of the benefits of missiles is being able to switch damage types and have it not take 40 seconds. Having an initial burst is okay, but the detriment is way too huge and kills how missiles work.


TL;DR Rapids are for smaller sig/higher velocity targets, so don't screw up their reload time--just play with the sig radius factor and applied dps potential.

This.
Torso Appendix
Infinity Engine
#336 - 2013-11-08 23:21:12 UTC
Would it be possible to add the rhml to stealth bombers? Or even to adjust bonuses to get the front ended effect on the torps they currently use?
Ghanar Drraba
Royal Guard of Anacreon
#337 - 2013-11-08 23:22:01 UTC
Since the day i started playing this game i liked missiles - or more precisely the idea behind this weapon system as a whole. Then i learned about all the advantages and disadvantages they have and my initial enthusiasm faded a bit.
Then came the great HM over-nerf and my interest faded even more(while i agreed with the range nerf, the dps nerf made them laughably bad, especially considering the later buff of the other long range medium weapons).
In the end i accepted that life and Eve is not fair and was looking forward to train tech 2 RLML - great versatility, acceptable - not decent - dps, better range than HAM and better damage application than HM.
I was even looking forward to the new RHML - same principle in a bigger class package.

I agree that the pseudo-alpha provided by the burst part of the launcher shoot/reload cycle is interesting and certainly useful in niche situation and that you can partially mitigate the long reload by cleverly grouping launchers. BUT:
- compare it to an ASB - during ASB reload you don't have a dead waiting time cause you have to keep focused on shooting the enemy, keeping range/transversal, and the long reload makes it interesting - will you survive the reload? The ASB takes nothing from the fun of the fight and ads the trill/challenge of survival to the next batch of charges; the long RLML/RHML recharge time just forces you to watch the enemy you could not kill with the initial burst keep shooting you and explode your ship just as you see the reload finishing;
- the purpose for which people currently fit rapid launchers is versatility in small/solo context - with rapid launchers you don't loose much dps against same size ships and can reasonably engage smaller ship gangs - the engagement envelope is much bigger => more fights/more explosions/more fun; with the proposed changes you will pwn 1 maybe 2 ships of smaller size and than get killed by rest of their gang during reload(small ships buddy, were you really expecting to disengage and warp out for the reload?) or you will get that lone cruiser you are fighting in low armor at best and by the time you reload he will be back to full armor and regenerating shields while you will be already in low shield when you finish the initial burst and probably mid structure at the reload end - the proposed changes will work well with bigger kiting/skirmishing gangs, i agree, just sit back, reload and let the rapier/ arazu pilots earn their keep while you pull range; even in bigger fleets, this will be great for some sort of missile alpha fleet comps - but what if you fly with your closest friends which happen to be less than 10/50(for each type of launcher)

Biggest problem of the proposed changes stand in the huge reload that takes a lot and gives back very little. Rise said that 2+0=1+1, problem is that fights are rather 1+1+1 which gets problematic if you die at 2+0 before being able to do 2+0+2. EFT stats sure look sweet but real players have to do the pvp on the server with ships and not on the forums with EFT screenshots.

All being said, i still like the idea behind the weapon system, but as time passes, even if i really want to like the actual weapon system, i am forced more and more to turrets to get what i need - not that is something wrong to using turrets. But missiles seem such a cool idea - and then you see them in practice - and then you learn and start using all the tricks in the book to make them useful - and then CCP comes too and says nooo - you can't have it.
CCP, don't nerf rapid launchers cause they are in some situations better than the overnerfed HM. Your are amplifying an initial mistake by going top down with changes based on it.
What hurts most in this proposal is to see how CCP understands versatility = having 100 weapons systems for 100 different niche situations covers all the bases yes but that is not versatility people - versatility is having a lower number of weapon systems that have decent effectiveness in some situations and acceptable effectiveness in all the others - if change goes trough in this form for the medium class and large class missiles we will have the situation with 3 different launchers for 3 different contexts, compared to what we have now - 2 launchers for specialized situations and 1 versatile one - the rapid launcher.

And for all the would be trolls and l33t forum warriors - this is just my honest, informed opinion. I know how to use missiles and how to overcome their downsides - but it is and it gets easier each expansion to do same things with turrets with much less effort. I would sure like for missiles to be viable choices as versatile weapons, not just niche tools as CCP seem to try to make them every 6 months.
Drahomi'r Bozi'dar
Ministry of War
Amarr Empire
#338 - 2013-11-08 23:30:16 UTC
stoicfaux wrote:
1. turn off auto-reload.

2. deploy mobile base hut/yurt

3. right click base, select open fitting services

4. reload via fitting screen

5. continue shooting.

Haven't had a chance to try it on the test server yet, but...



does this work?

I live out of a POS in a WH, and when you load ammo/charges in the fitting window inside the POS you still have to sit through a normal reload timer.
Salpad
Carebears with Attitude
#339 - 2013-11-08 23:43:23 UTC
CCP Rise wrote:
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test.
Thanks


Sounds good to me, but given that EVE is a skill-based game, or at least used to be one, why don't you add a Missile Reloading skill that shaves something 4% off all missile realoding times per level? And a comparable Reloading skill that applies to all gün ammo?
Salpad
Carebears with Attitude
#340 - 2013-11-08 23:44:24 UTC
GallowsCalibrator wrote:
Lots of people not getting the potential of front-loaded dps against smaller targets in this thread I think.


Yeah. to me, zooming around in a Caracal or variant, and being able to murder frigate-sized targets, sounds quite attractive.