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[Rubicon] Rapid Missile Launchers - v2

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Major Killz
inglorious bastards.
#421 - 2013-11-09 13:55:25 UTC  |  Edited by: Major Killz
I know a Caracal can destroy 3 merlins (with MSE and DC) without reloading. Also tech 1 or 2 frigates who use 1 armor repair and DC go down VERY QUICKLY TO. Assault frigates like a Hawk and Vengeance are another matter and any Assault frigate that has a serious focus on TANK. Still, I've had enough engagements where I destroyed 2 assault frigates without reloading and others where I reloaded many times before 1 went down.

Either way. A lot depends on how a ship is setup and that varies. Not many players fly what I would consider OPTIMUM setups.

Still. The most frigates I've destroyed in a Caracal without reloading was 8. As for destroyers. Ships like the Algos and Dragoon can have silly tanks. however, I can destroy 2 of them without having to reload.


Anyway.

A Caracal can be caught and destroyed by a Thorax easily. A Caracal caught by 3 destroyers will lose. A Caracal caught by 2 heavily tanked Assault frigates will be destroyed. Might take at least 5 well-tanked tech 1 frigates to destroy a Caracal.

A Cerberus would be having the same issues as the Caracal in the aforementioned conditions. Except it would take more ships with the exception of the Thorax condition. Of course this is without warfare link bonuses.

Still. No doubt rapid light missile launcher Caracal, Cerberus, Bellicose, Scythe Fleet Issue, Osprey Navy Issue or Tengu bonused by warfare links IS POWERFUL. Maybe CCP should start "ballancing" with warfare link bonuses in mind?

However, without warfare link bonuses said ships are ok - very good.

[u]Ich bin ein Pirat ![/u]

James Amril-Kesh
Viziam
Amarr Empire
#422 - 2013-11-09 13:58:05 UTC
I'm really looking forward to never using or encountering these.

Enjoying the rain today? ;)

McBorsk
Multispace Technologies Inc
#423 - 2013-11-09 14:03:01 UTC
Why not have them do 900+ dps with heat and 400ish without? having no dps for 40 seconds is going to be terrible.
zbaaca
Republic Military Tax Avoiders
#424 - 2013-11-09 14:04:08 UTC
CCP Rise wrote:
stuff

with upcoming gunnery tiercide(just total facepalm , most idiotic decision) messing with RLML is totally fckup. why should u bother and have hemorrhoid troublemaking decision when instead cara\cerb i can use omen\zeal

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

Gorski Car
#425 - 2013-11-09 14:13:40 UTC
Confirming that a 200 dps weapon system is overpowered and need nerfing.. r u 4 rela?

Collect this post

Captain Jonathen Archer
State War Academy
Caldari State
#426 - 2013-11-09 14:18:25 UTC
I like the changes, but I think a reload of 40 sec is a bit harsh. Maybe take it down to 25-30 and decrease the ROF ?

(Did not read all the posts, if someone mentioned it before)
Kristoffon Ellecon
The Scope
Gallente Federation
#427 - 2013-11-09 14:22:02 UTC
CCP Rise wrote:
it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload.


That is the most pants-on-head mentally lacking idea I have ever read. So you're seriously proposing that people drop the dps of their ship in half as a countermeasure to a never ending reload time?

Sir, I surely hope that you made that comment while inebriated and that you don't do actual work while on that state otherwise I would hope you'd find some other game to go balance.
Patri Andari
Thukker Tribe Antiquities Importer
#428 - 2013-11-09 14:25:05 UTC
Chris Winter wrote:
Congratulations, you just absolutely killed RLMLs (and probably RHMLs) for PvE.

I had been using RLML Cerbs in WH C1 sites because there are lots of frigs but you need a stiffer tank than frigs or destroyers can field. Sitting there with my thumb up my butt for 40 seconds waiting for a reload is not an option. What's the dps look like if you factor in reload time? Something similar to beating your opponent with a wet noodle?

RLMLs were so extensively used because you nerfed HMLs to the point of uselessness. So now you nerf RLMLs, and the only viable cruiser missile system left is HAMs.

Seriously, if you guys hate missile users so much, just remove the damn things.



This

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Hatsumi Kobayashi
Perkone
Caldari State
#429 - 2013-11-09 14:48:16 UTC
Rise, no offense, but you are so out of touch it's not even funny anymore.

As many have said before, Rapid Lights are used because of their low fittings and good damage application. HMLs used to do that role well, now not so much.

Rapid Heavies were an aberration from the start and trying to hamfist them in the game by turning the entire room upside down, while entertaining from a outsider's point of view, is ridiculous.

Trying to balance things around "half like it, half don't" is beyond stupid, as the majority of the people expressing their opinions on the change aren't affected because they either don't use the module and/or won't afterwards, don't try and see "the larger picture" or are just there for shitposting. Your idea of what constitutes a consensus is pretty out of the box to say the least.

No sig.

Chessur
Full Broadside
Deepwater Hooligans
#430 - 2013-11-09 14:48:34 UTC  |  Edited by: Chessur
CCP Rise wrote:
Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:

  • 40s reload is boring and will be miserable to use please don't do it
  • Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
  • This is a nerf to RLML and I love them so please don't do it

  • I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.

    I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.

    Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.

    Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.

    Hope this answers some of your concerns


    Nerf HMLs, and HAM's and make them unsuable: Check
    Create RHMLs, with out changing HMLs base stats, means that they will be sub par in every way to cruise: Check
    Come up with 40 second reload time for RHMLs + RLMLs: Under the guise of 'create interesting chioces' and to fix an 'OP' weapon system: Check

    Completely ignore the forums telling you that this is a horrible idea, and that this will destroy the only missile based crusier weapon: Check

    Completly destroy the Cerb, Scythe Fleet, Caracal, Osprey Navy: Check

    Sounds like a job well done Rize. Thanks for lowering the amount of playable small gang/ solo ships- and thanks for also taking away some really solid hulls for new players. I love these new 'Choices'.

    To be honest, as someone who is pure missile skilled, this leaves a really bad taste in my mouth. I am left with Cruise missiles on the typhoon, Torps in bombers, or Rockets from some frigs. Thanks for allowing me to waste HMLs HAMs and now RLMs. I am so happy that CCP took the time to listen to the forums, instead of rolling this idea out days before rubicon release.

    Switching missiles is a huge deal in an RLM ship. When i see a 7K/s Stilleto moving through the grid- I switch to precision missiles to take care of the threat. I have killed countless Falcons / Black birds / Kitsunes with FoF missiles. FoF missiles is what makes missiles such a strong choice for solo / small gang. You can ignore damps, and ECM provided that you can fly right- and keep the target you want your FOF"s to hit- closests to you. It provides interesting choiuces, and some great gameplay.

    The fact that you make the comment about not needing to switch damage types that often because of a kinetic bonused hull, really speaks to your inexperience. Every try shoot kinetic at a cerb? How about a hawk? Also the damage application between CN and fury is HUGE, and qick switches is always in play- whwn you go from shooting a frig, to a cruiser. RLM's do no have an amaizing amount of DPS. So quick swithcing of misisle types, allows you to ge that little bit extra of damage you need to stay relevant against large targets.
    Angelus Ryan
    One Ronin
    #431 - 2013-11-09 14:50:50 UTC
    Judging by Rise's responses in this thread ("choices", "not a deal breaker", etc) , I am getting the vibe that this idea will go through no matter what anyone says.

    This sort of behavior is getting tiresome on CCP's behalf.

    I always say my thanks to good features and give props to the game in general, but this idea is just idiotic and should be shelved immediately.

    If RLMLs are OP, then reduce their damage output. But the real problem is the absolutely ****** performance of HMLs (and to a lesser degree, HAMs) and not the fact that RLMLs are all that OP.
    Chessur
    Full Broadside
    Deepwater Hooligans
    #432 - 2013-11-09 14:54:04 UTC
    To be quite honest, It is a good piont. SO many times I see Rize and CO. Just push through ideas, seemingly ignoring the overaching 'vide' of the forums, based on whatever idea they had originally came up with. I think that I should stop wasting my time, because its clear that it really does nothing to effect any of this abhorrent decisions as of late.
    Bouh Revetoile
    In Wreck we thrust
    #433 - 2013-11-09 14:54:34 UTC  |  Edited by: Bouh Revetoile
    Kagura Nikon wrote:
    Dude stop spewing #!@#!@. A caracal CANNOT kill 3 frigates before its ammo finishes!!!

    The MAX damage a caracal can dish usign faction ammo (since you will nto use scourge against frigas) isroughly 14 K damage.

    That means it cannot reliably kill 2 PUnishers (considering that it will not apply full 100% of its dps).


    An assault frigate will jsut ignore the caracal as if it wa snot there!!!

    Haha ! You know, nothing forbid you to shoot at the condor instead of the punisher. Don't you think you are taking the extreme here ?

    Average tanky T1 frigate is around 8kehp. 10-12k for the AF and destroyers, and 4k for active tanked frigates. The Caracal will have almost 15k damage in one load. Granted that's closer from 2 than 3, but still.

    But feel free to shoot the enyo with your kinetic load instead of the dozen other frigates.

    Or is picking your fight and making decisions too much to ask for a supposedly "nonOP" ship ?

    And again, there is 3 medium missiles systems, and RLML are supposed to be an anti-frigate weapon, not to obsolete HML and HAM.
    Lloyd Roses
    Artificial Memories
    #434 - 2013-11-09 15:14:36 UTC
    Chessur wrote:

    Nerf HMLs, and HAM's and make them unsuable: Check
    Create RHMLs, with out changing HMLs base stats, means that they will be sub par in every way to cruise: Check
    Come up with 40 second reload time for RHMLs + RLMLs: Under the guise of 'create interesting chioces' and to fix an 'OP' weapon system: Check

    Completely ignore the forums telling you that this is a horrible idea, and that this will destroy the only missile based crusier weapon: Check

    Completly destroy the Cerb, Scythe Fleet, Caracal, Osprey Navy: Check

    [...]*explanation [...].


    Cut the bottom half away :>

    I really disagree, especially in kiting situations (I believe you're talking about kiting) they now seem a good bit stronger. correct ammo can be loaded while moving around and honestly, how many times do you even use non-faction missiles? Personally got navy loaded 97% of the time, simply cause they are a good bit better against frigs and talwars, and also cause they aren't that much worse at shooting cruisers and above compared to navies, primarily also looking at my mate/mates I fly with normally carrying the big guns.

    Now compressing all your volleys into a much shorter timeframe, a little bit of planning ahead (a la I do not see any targets on dscan I'd use navies on, then reload accordingly - I'm pretty sure people like you got a pretty good overview of what they need and what is around) et voila: For the time you're firing at a target you now deal masively increased damage - and you can reload while kiting away anyways (especially as a user of linked nanoships, you certainly know what I'm adressing.

    The rapid heavies I got barely any opinion on, I personally like heavies but am rather unsatisfied with their explosion velocity and volleydamage. Think it's to quick to judge how good an idea those were right now, especially with their assault characteristics, I'd expect to see them a few times on active tanked duo-roam ravens.

    Afterall, pls tell me which ship goes fast enough to catch a cerberus, while also being able to tank those 700 dps for nearly one minute?
    Wachul Purvanen
    African Atomic.
    #435 - 2013-11-09 15:18:54 UTC
    After reading all the posts in this topic i think i agree with CCP Rise.

    It is a good idea to make rapid launchers "really rapid" and give them some more dps in exchange for reload time. After all we have all seen RLM nerf coming, and this update is not rly a huge nerf. Yes the prolonged dps will drop down around 20% BUT burst damage will still make rlm a viable choice. Simply reducing their dmg would make them useless. I really like the proposed idea, although i think 40s reload is maybe little too much, but we will have to test it in couple battles to check that :)

    GJ CCP Rise !
    X'ret
    Aliastra
    Gallente Federation
    #436 - 2013-11-09 15:21:04 UTC
    Lloyd Roses wrote:
    Afterall, pls tell me which ship goes fast enough to catch a cerberus, while also being able to tank those 700 dps for nearly one minute?


    A 1600mm plated, trimarked sfi has the same speed like a cerberus.

    Thanks, you are out.
    Major Killz
    inglorious bastards.
    #437 - 2013-11-09 15:25:31 UTC  |  Edited by: Major Killz
    Personally, I was not apart of the NERF heavy missile crowd. Well, I was in favour reducing heavy missile range. I never understood why players couldn’t understand their issue was a combination of modules, ship stats, and hull bonuses. Together they were a VERY POWERFUL COMBINATION.

    Funny thing is the combination is still VERY POWERFUL. Why we’re not seeing masses of Drakes is some sort of mass false perception that heavy missile have been NERFED INTO THE GROUND. When in fact the pre-NERF heavy missiles and post-NERF heavy missiles are relatively the same. Well. Heavy missile range was reduced significantly.

    The old heavy missiles were NEVER as good as light missiles at applied damage. They were NEVER that great at destroying frigates without a stasis webifier applied. Again, light missiles were and are superior in that regard.

    So what has changed? Certain ship stats, hull bonuses and an increase in rapid light missile damage. So, while a rapid light missile launcher-Caracals absolute damage is less than a heavy missile Caracal. The difference isn’t significant while the applied damage is significant. Not to mention easier fitting option when using rapid light missile launchers.

    I'd like to see Drakes with a Rapid light missile bonus. That would be funny.

    Point is there was NEVER THAT significant of a difference in absolute damage between a launcher firing heavy missiles and rapid launcher firing light missiles (think it’s around 9 – 17% now and maybe 19 - 27% v0v). Heavy missile did benefit from a significant range difference but light missiles had superior applied damage.

    I’m sure if the Caracal had a resistance bonus players would cry more and be on the NERF rapid light missile launchers train but we were spared such EMO.

    I'm honestly more interested in a more indepth reason why CCP RISE believes rapid light missile launchers are overpowerd. If he does believe they are then just NERF absolute damage output. Why complicate things?

    [u]Ich bin ein Pirat ![/u]

    Chessur
    Full Broadside
    Deepwater Hooligans
    #438 - 2013-11-09 15:27:48 UTC
    Lloyd Roses wrote:
    Chessur wrote:

    Nerf HMLs, and HAM's and make them unsuable: Check
    Create RHMLs, with out changing HMLs base stats, means that they will be sub par in every way to cruise: Check
    Come up with 40 second reload time for RHMLs + RLMLs: Under the guise of 'create interesting chioces' and to fix an 'OP' weapon system: Check

    Completely ignore the forums telling you that this is a horrible idea, and that this will destroy the only missile based crusier weapon: Check

    Completly destroy the Cerb, Scythe Fleet, Caracal, Osprey Navy: Check

    [...]*explanation [...].


    Cut the bottom half away :>

    I really disagree, especially in kiting situations (I believe you're talking about kiting) they now seem a good bit stronger. correct ammo can be loaded while moving around and honestly, how many times do you even use non-faction missiles? Personally got navy loaded 97% of the time, simply cause they are a good bit better against frigs and talwars, and also cause they aren't that much worse at shooting cruisers and above compared to navies, primarily also looking at my mate/mates I fly with normally carrying the big guns.

    Now compressing all your volleys into a much shorter timeframe, a little bit of planning ahead (a la I do not see any targets on dscan I'd use navies on, then reload accordingly - I'm pretty sure people like you got a pretty good overview of what they need and what is around) et voila: For the time you're firing at a target you now deal masively increased damage - and you can reload while kiting away anyways (especially as a user of linked nanoships, you certainly know what I'm adressing.

    The rapid heavies I got barely any opinion on, I personally like heavies but am rather unsatisfied with their explosion velocity and volleydamage. Think it's to quick to judge how good an idea those were right now, especially with their assault characteristics, I'd expect to see them a few times on active tanked duo-roam ravens.

    Afterall, pls tell me which ship goes fast enough to catch a cerberus, while also being able to tank those 700 dps for nearly one minute?


    This is a horrible post, with horrible reasoning. Just stop.

    If you are seriously trying to justify to me that shooting 18 volleys faster, than the nice large magazine that i have now is a good idea, no. No gang is going to chase me around (nor would i want to be on field) For 40 seconds.

    Many ships can catch a cerb. Navy cruisers (SFI, ScyFI, Nosprey come to mind), Cynabal, other HACs, T1 cruisrs, Rapier / Huggin. If you only load CN you are really limiting your options, and it shows your lack of understanding in missile mechanics, but more likely- the inexperience you have. 40 seconds of no DPS, is worse than being jammed, by a falcon again, and again, and again during an engagement.

    Anyone thinking that this change is good has no idea what the current Small gang / Solo viable ship landscape looks like right now. It is very small, and with this change, that list has become massively shorter.
    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #439 - 2013-11-09 15:27:56 UTC
    Major Killz wrote:
    I know a Caracal can destroy 3 merlins (with MSE and DC) without reloading. Also tech 1 or 2 frigates who use 1 armor repair and DC go down VERY QUICKLY TO. Assault frigates like a Hawk and Vengeance are another matter and any Assault frigate that has a serious focus on TANK. Still, I've had enough engagements where I destroyed 2 assault frigates without reloading and others where I reloaded many times before 1 went down.

    Either way. A lot depends on how a ship is setup and that varies. Not many players fly what I would consider OPTIMUM setups.

    Still. The most frigates I've destroyed in a Caracal without reloading was 8. As for destroyers. Ships like the Algos and Dragoon can have silly tanks. however, I can destroy 2 of them without having to reload.


    Anyway.

    A Caracal can be caught and destroyed by a Thorax easily. A Caracal caught by 3 destroyers will lose. A Caracal caught by 2 heavily tanked Assault frigates will be destroyed. Might take at least 5 well-tanked tech 1 frigates to destroy a Caracal.

    A Cerberus would be having the same issues as the Caracal in the aforementioned conditions. Except it would take more ships with the exception of the Thorax condition. Of course this is without warfare link bonuses.

    Still. No doubt rapid light missile launcher Caracal, Cerberus, Bellicose, Scythe Fleet Issue, Osprey Navy Issue or Tengu bonused by warfare links IS POWERFUL. Maybe CCP should start "ballancing" with warfare link bonuses in mind?


    However, without warfare link bonuses said ships are ok - very good.




    I think they balance with keepign in mind that in not so far future the boostign ship will need to be IN grid. THat day the bonuses will not seem so powerful becuse the ships will enver field more than 3 links and you can remove the enemy fleet bonus ..

    No need to nerf the links themselves. Just hurry that on grid boost thing.

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

    Patri Andari
    Thukker Tribe Antiquities Importer
    #440 - 2013-11-09 15:30:33 UTC  |  Edited by: Patri Andari
    nvm

    Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown