These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Bouh Revetoile
In Wreck we thrust
#501 - 2013-11-09 17:41:28 UTC
Kagura Nikon wrote:
BEcause as we pointed with MATH. You can make some t1 frigate basically absorb ALL the damage a caracal can do before running out of juice. T2 frigates or faction frigates then its so easy that its a JOKE.

This change is a NERF also to killing tackle on the most common scenarios

You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that.

And if you have a problem with link, that's not the good thread to complain about them.

On the most common scenario, the tackle will die in mere seconds or gtfo as soon as it see the Caracal.

I'd like these RLML to not be as OP as the ASB was BTW.
Kaeda Maxwell
Stay Frosty.
A Band Apart.
#502 - 2013-11-09 17:43:24 UTC
Bouh Revetoile wrote:
Chessur wrote:
we are not talking about LML, RLML. LMLs only recieved a very small fiting buff- either way, it has no relevance on our current converstaion.

Light missiles with a 10% bonus to base ammo damage is really not that significant TBFH.

HAM's are not powerful, because they cannot even hit cruisers for full damage, even with a web. They have no projection, have horrible fitting, and horrible application. Unless you are shooting BS or BC- get something else.

HML's have around the same range as RLML's. HMLs like HAM's have no damge application, and have no DPS. THey are bad. YOu clearly have no idea what you are talking about, so just stop. HAM's are nowhere near as 'powerful' as blaster, i don't even know what 'Powerful' means in this contex. Please stop.

You look like very scared someone could look at your precious light missiles...

Also, a hundred of a second is litteraly meaningless. 8,45 basicaly equal 8,46, moreover when you completely discard the whole idea behind the function of the weapon system.

@Michael Harari : Oh, I already heard that before... Yep, missiles are not turret and you can't alpha your target from afar, but LR turrets can't hit anything at shorter range. I know it and I hope you know it too ; there is already hundreds of pages of this debate in the HML nerf thread. What I'm saying is only that the situation is almost the same now with small LR weapons. I'm talking about facts and small LR weapons, not philosophy and large weapons.


And then what? If this nerf goes through I can switch from a Caracal to a Naracal fit heavies and do exactly the same as I do in a RLML caracal now, sadly it'll be 5 times as expensive ISK wise. At that point when I'm shelling out ISK anyway cruise launchers with precision on a Phoon are more attractive (they'll deal with tackle just fine, go try it on SiSi if you don't believe me) and then once everybody catches on to that we'll nerf cruises back into uselessness again, because god forbid a missile system would actually do reliable damage.

At least we'll still have rockets ey? Back to frigates I go I guess.
Bouh Revetoile
In Wreck we thrust
#503 - 2013-11-09 17:46:52 UTC
Niena Nuamzzar wrote:
Ok, please explain to me the real difference here. If I'm using long range lasers and I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well? Zealot with Scorch comes to mind.

There is a huge difference between what you plan to do or what you woud like to do and what actually happen on the battlefield. That why we talk about eft warrioring and eft-dps : everything is different in an actual fight.

Also, as soon as there is even the smallest transversal velocity, turret dps start to fall. It's simple in fact : tracking work exactly like if you were in falloff, but with 0m/s optimal tracking.
Michael Harari
Genos Occidere
HYDRA RELOADED
#504 - 2013-11-09 17:47:10 UTC  |  Edited by: Michael Harari
Bouh Revetoile wrote:
Kagura Nikon wrote:
BEcause as we pointed with MATH. You can make some t1 frigate basically absorb ALL the damage a caracal can do before running out of juice. T2 frigates or faction frigates then its so easy that its a JOKE.

This change is a NERF also to killing tackle on the most common scenarios

You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that.

And if you have a problem with link, that's not the good thread to complain about them.

On the most common scenario, the tackle will die in mere seconds or gtfo as soon as it see the Caracal.

I'd like these RLML to not be as OP as the ASB was BTW.


An unlinked interceptor takes 100 dps from a caracal shooting precision missiles. Precision missiles however, without range rigs are unlikely to hit a ceptor orbiting at max point range. With CN missiles, its about 70 dps. You can do 5.3k damage to a mwding stiletto with CN missiles before you run out of ammo. If you pretend you can hit it with precisions, you can do 7.2k.

A stiletto has 6.9k ehp.

A RLM caracal will be unable to kill even a single interceptor before having to reload. And this is with 3x bcs on the caracal, and no links on the stiletto. Also no heat on the stiletto - with heat on the mwd it takes significantly less damage, and with heat on the point it can evade precision missiles entirely.
Ganthrithor
School of Applied Knowledge
Caldari State
#505 - 2013-11-09 17:47:36 UTC
Has this developmentally-challenged proposal been retracted yet?
Kat Ayclism
Republic Military School
Minmatar Republic
#506 - 2013-11-09 17:48:31 UTC
CCP Rise wrote:
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.


Here I was thinking this was a feedback thread and that your users might have complaints that're actually listened to about you turning their weapons systems into more ancillary bullshit.


Quote:
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.


Of course you don't think 40 ******* seconds to swap ammo types is a ******* showstopper. This is your pet ancillary garbage. Your users, however, are telling you differently. Listen to them.


Quote:
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.


Whatever, you just wanted an excuse to introduce more ancillary garbage. It's been pointed out over and over that the only reason RLML ships are prevalent currently is because of the absolute dumpster tier damage application of Heavies. RLML are already low dps and you're desperately seeking any reason to call them OP rather than face the reality that its heavies that need the rework (yet again).

The point of the feedback is supposed to be that your ******* users don't have to suffer through you introducing absolute garbage and then *eventually* tweaking it. Ease of doing so or not. You've received your feedback, stop ignoring it.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#507 - 2013-11-09 17:49:58 UTC
Bouh Revetoile wrote:

You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that.

You can do almost the same to any BS with cruise missiles or torps. Damage application is so bad to small stuff that practically there is not much difference.
Chessur
Full Broadside
Deepwater Hooligans
#508 - 2013-11-09 17:50:02 UTC  |  Edited by: Chessur
Kaeda Maxwell wrote:
Bouh Revetoile wrote:
Chessur wrote:
we are not talking about LML, RLML. LMLs only recieved a very small fiting buff- either way, it has no relevance on our current converstaion.

Light missiles with a 10% bonus to base ammo damage is really not that significant TBFH.

HAM's are not powerful, because they cannot even hit cruisers for full damage, even with a web. They have no projection, have horrible fitting, and horrible application. Unless you are shooting BS or BC- get something else.

HML's have around the same range as RLML's. HMLs like HAM's have no damge application, and have no DPS. THey are bad. YOu clearly have no idea what you are talking about, so just stop. HAM's are nowhere near as 'powerful' as blaster, i don't even know what 'Powerful' means in this contex. Please stop.

You look like very scared someone could look at your precious light missiles...

Also, a hundred of a second is litteraly meaningless. 8,45 basicaly equal 8,46, moreover when you completely discard the whole idea behind the function of the weapon system.

@Michael Harari : Oh, I already heard that before... Yep, missiles are not turret and you can't alpha your target from afar, but LR turrets can't hit anything at shorter range. I know it and I hope you know it too ; there is already hundreds of pages of this debate in the HML nerf thread. What I'm saying is only that the situation is almost the same now with small LR weapons. I'm talking about facts and small LR weapons, not philosophy and large weapons.


And then what? If this nerf goes through I can switch from a Caracal to a Naracal fit heavies and do exactly the same as I do in a RLML caracal now, sadly it'll be 5 times as expensive ISK wise. At that point when I'm shelling out ISK anyway cruise launchers with precision on a Phoon are more attractive (they'll deal with tackle just fine, go try it on SiSi if you don't believe me) and then once everybody catches on to that we'll nerf cruises back into uselessness again, because god forbid a missile system would actually do reliable damage.

At least we'll still have rockets ey? Back to frigates I go I guess.


Sadly the navy caracal- even with perfect skills, a T2 rigor- still has shitt DPS and application to smaller targets (even with the built in 5% applicaiton bonus.) HML's just don't have the base damage like cruise to, to make them at least some what viable.

I am sorry if i seem scared, I am trying to sound ******* pissed off. If this goes through, i have wasted so much of my skill time in useless ****- That i want my SP reimbursed. HML, HAM, RLM, RHML, are all going to be ******* useless. Sadly so are many of the ships I enjoy flying now, are being thrown into PvP obscurity. If you play, and care about this game (as i do) of course I am going to be up in arms about his. First it was HML nerfs, then TE nerfs, now RLM nerfs. MIssile pilots are getting ****** over hard here.
Kagura Nikon
Native Freshfood
Minmatar Republic
#509 - 2013-11-09 17:54:52 UTC
Michael Harari wrote:
Bouh Revetoile wrote:
Kagura Nikon wrote:
BEcause as we pointed with MATH. You can make some t1 frigate basically absorb ALL the damage a caracal can do before running out of juice. T2 frigates or faction frigates then its so easy that its a JOKE.

This change is a NERF also to killing tackle on the most common scenarios

You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that.

And if you have a problem with link, that's not the good thread to complain about them.

On the most common scenario, the tackle will die in mere seconds or gtfo as soon as it see the Caracal.

I'd like these RLML to not be as OP as the ASB was BTW.


An unlinked interceptor takes 100 dps from a caracal shooting precision missiles. Precision missiles however, without range rigs are unlikely to hit a ceptor orbiting at max point range. With CN missiles, its about 70 dps. You can do 5.3k damage to a mwding stiletto with CN missiles before you run out of ammo. If you pretend you can hit it with precisions, you can do 7.2k.

A stiletto has 6.9k ehp.

A RLM caracal will be unable to kill even a single interceptor before having to reload. And this is with 3x bcs on the caracal, and no links on the stiletto. Also no heat on the stiletto - with heat on the mwd it takes significantly less damage, and with heat on the point it can evade precision missiles entirely.



That is what i have been trying to explain, and I am surprised how hard is to peopel to realize that.

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

Viceorvirtue
The Hatchery
RAZOR Alliance
#510 - 2013-11-09 17:55:43 UTC
Rise, did you seriously say you had no idea that people actually used fofs? From my understanding you used to be a solo and smallgang pvper and I find it incredibly hard to believe that you've never seen the benefit to fofs at all especially with rlms. It completely floors me and the only reason I can think of that you would say this is because you don't use fofs, don't know anyone who does use fofs, or just don't believe fofs are actually ever worth using, or some combination of the three.

If it has anything to do with not believing fofs are worth using then perhaps buff them in some way to make them a more viable choice in your mind. Many people would say that buffing fofs would likely be a horrible idea as it could easily make them too powerful but since you are clear that nobody really uses them these people are obviously crazy or something.

I really dislike how you want to force this change through and your response only solidifies my concern that this change is going to happen regardless of what the playerbase, or anyone who flys these ships often enough to understand the advantages and disadvantages will tell you. Being able to no longer swap ammo reliably not being a deal breaker, being useless for an extended amount of time as 'interesting and tension creating', it seems that you're balancing based on the amount of people using something and not giving any attention to why they are using it.

If this change happens, ask yourself if someone would rather have all the new disadvantages of rlm or just use a different ship. If I wanted to pick off frigates there are weaponsystems such as arty that allow me to do that without being pigeon holed into x amount of shots then useless for 40 seconds, or being unable to swap ammo types. If I want to play the role of antitackle then I can just as easily get and omen, rail thorax, even an arty rupture and still have far far more flexibility than these proposed rlms. I will never be unable to shoot a target for fear of being caught in an insanely long reload, I will be able to swap ammo types freely with minimal inconvience (especially as the omen and thorax) and even though my damage would not be frontloaded, it actually lets me play the role of anti tackle to a much greater effect, while still allowing me to shoot heavier ships without worry.

Now the thing that you seem to forget is that the omen, thorax, arty rupture all can presently be viably used in place of the caracal in most fleets. The major reason you have rlms so prevalent is that they are very easy to train into and are amazing ships for new players even when they have lower support skills. They dont require t2 guns as lasers do for scorch, they dont require multiple support skills to be filled out such as rails and arty for tracking, dmg, rof. These new players then can go straight into a cerb, which means even less training time as they already have an easily skilled into weapon system, they get cruiser 5 along the way which benefits the caracal, and other than navigation/capacitor they have no reason to branch out so much to make advanced fits work.

With the rlm change new players would have to learn when to shoot, wether or not to split guns, and a number of other things that no other ships have to worry about. I would much rather advise a newer player against rlms with this change because even though something like lasers take more sp to get into it keeps you from dealing with any of the problems rlms will have, and you can still do the same thing as the caracal, only better because you don't have to worry about a 40 second reload.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#511 - 2013-11-09 17:57:44 UTC
Bouh Revetoile wrote:

There is a huge difference between what you plan to do or what you woud like to do and what actually happen on the battlefield. That why we talk about eft warrioring and eft-dps : everything is different in an actual fight.

Also, as soon as there is even the smallest transversal velocity, turret dps start to fall. It's simple in fact : tracking work exactly like if you were in falloff, but with 0m/s optimal tracking.

I'll just repeat myself - as long as I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well as with missiles? The thing here is, with turrets you can fly in such a way to mitigate transversal velocity, which you cannot do with missiles. If your missile signature radius is too large and your explosion velocity too low, you can just screw yourself.
Chessur
Full Broadside
Deepwater Hooligans
#512 - 2013-11-09 18:00:36 UTC
Kagura Nikon wrote:
Michael Harari wrote:
Bouh Revetoile wrote:
Kagura Nikon wrote:
BEcause as we pointed with MATH. You can make some t1 frigate basically absorb ALL the damage a caracal can do before running out of juice. T2 frigates or faction frigates then its so easy that its a JOKE.

This change is a NERF also to killing tackle on the most common scenarios

You can avoid LR turret damage forever too by just orbiting it and you don't even need a special fit for that.

And if you have a problem with link, that's not the good thread to complain about them.

On the most common scenario, the tackle will die in mere seconds or gtfo as soon as it see the Caracal.

I'd like these RLML to not be as OP as the ASB was BTW.


An unlinked interceptor takes 100 dps from a caracal shooting precision missiles. Precision missiles however, without range rigs are unlikely to hit a ceptor orbiting at max point range. With CN missiles, its about 70 dps. You can do 5.3k damage to a mwding stiletto with CN missiles before you run out of ammo. If you pretend you can hit it with precisions, you can do 7.2k.

A stiletto has 6.9k ehp.

A RLM caracal will be unable to kill even a single interceptor before having to reload. And this is with 3x bcs on the caracal, and no links on the stiletto. Also no heat on the stiletto - with heat on the mwd it takes significantly less damage, and with heat on the point it can evade precision missiles entirely.



That is what i have been trying to explain, and I am surprised how hard is to peopel to realize that.


99% of eve players are ******** and bad.
99% Of the people posting in this trhread, have little to no small gang/ solo experience- or RLML use
CCP Rise ignoring the feedback forum. and pushing through a pointless, and needlessly stupid change

News at 11'
Bouh Revetoile
In Wreck we thrust
#513 - 2013-11-09 18:01:05 UTC
Kaeda Maxwell wrote:
And then what? If this nerf goes through I can switch from a Caracal to a Naracal fit heavies and do exactly the same as I do in a RLML caracal now, sadly it'll be 5 times as expensive ISK wise. At that point when I'm shelling out ISK anyway cruise launchers with precision on a Phoon are more attractive (they'll deal with tackle just fine, go try it on SiSi if you don't believe me) and then once everybody catches on to that we'll nerf cruises back into uselessness again, because god forbid a missile system would actually do reliable damage.

At least we'll still have rockets ey? Back to frigates I go I guess.

Actually God must had forbidden people to understand how things work.

So I'll explain it again : the fundamental difference between turret and missiles is that missiles do reliable and constant dps whereas turret dps is heavily affected by fly paths and relative speed.

You can avoid both weapon system damages, and speed play an important factor for both of them. The only difference is that missile damage avoidance is passive whereas turret damage avoidance is active.

So, missiles indeed have less ways to avoid damage avoidance than turrets, but they also have less ways to be avoided to begin with, so that balances out.

Hence why you can make some fit completely immune to missiles ; that is the equivalent of some piloting techniques making some ships completely immune to turrets. It's passive versus active, and that is the inherant design phylosophy behind turrets and missiles. Complaining about this is the same as complaining about drones being destroyable.

In the end, what is left for comparison is the dps over range graph and the ability to avoid the weapon damage in common scenarios, not in edge case scenarios.

So please drop the AB+speed+implant+fleet booster fit designed to avoid missile damage, because 1) that work exactly as it should ; and 2) this kind of fit will evade turret dps too anyway.

PS to Michael Harari : an unlinked interceptor will never be hit by any turret unless he make a piloting mistake.
Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#514 - 2013-11-09 18:01:59 UTC
Kagura Nikon wrote:
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.


Try the kiting T1 cruisers, like omen or thorax, with 10-15k EHP and you'll see what I mean. Combat cruisers may survive, but kiting ones have pretty much no way of beating a caracal after these changes.
Michael Harari
Genos Occidere
HYDRA RELOADED
#515 - 2013-11-09 18:03:54 UTC  |  Edited by: Michael Harari
Bouh Revetoile wrote:


PS to Michael Harari : an unlinked interceptor will never be hit by any turret unless he make a piloting mistake.


This is why nobody has ever killed an interceptor ever.

Also my fit was mwd, single speed mod, and then mse, dcu, extender rigs. A 100% standard fit, not designed in any way to avoid missile damage. I didnt even swap to asb which would reduce signature and increase the total eehp.
Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#516 - 2013-11-09 18:04:47 UTC
Kagura Nikon wrote:
Its nota BUFF> its a massive NERF>. It will not have enough capacity to kil2 (pun intended) well fit frigates


I was talking about T1 frigs. After the resistance nerf, I don't think even a punisher can have 10k ehp, so what are you talking about, T2 frigs? Those that cost more than a well-fit caracal, each? And it goes against the two of them and still kills one? Sounds pretty OP to me.
Kasumi 'Goto
Federal Navy Academy
Gallente Federation
#517 - 2013-11-09 18:04:57 UTC
I agree with those that say this will probably make rapid lights nonviable for solo warfare. However, i like the sound of the possibilities for gorilla warfare. I think these new rapid lights will provide caldari the option of moving out in small groups and hitting there enemies very hard especially larger targets and from range, if need be, then running away. Caldari after all are a gorilla warfare faction hence the use of missiles and ECM. Except, the rapid heavies I am skeptical of because to do that with BS's which are big and slow is counterproductive to the idea of hit and run. Especially with the upcoming warp changes. I can see how it would be useful in terms of its dps and range, which can apply much more of its dps on smaller faster targets than torps. However, if it requires a reload its practically a death sentence and why would you use a BS for this when rapid lights would do better and with much cheaper ships. If you plan to use them against larger targets such as BS's then why not just use torps. I am just not seeing the possibility for rapid heavies with these changes.

Unless, I am missing something.
Sekeris
Order of Celestial Knights
#518 - 2013-11-09 18:05:01 UTC
I do not approve of this change.

You already lose range and dmg for application, which is the same as going from say 250mm rails down to 150mm rails.
You lose the option to make some fits work where the small fitting requirements of the rapid launchers are your only option if you want tank or buffer also.
Missiles are already not very good in the application of thier paper dps, requiring target painters, rigs and the like. Even a heavy missile, which is supposed to be a anti-cruiser weapon rarely applies its full dmg to anything other then BS size hulls, or overtanked (high sig) shield BC.

I do agree that some ships are too powerfull with these missles, but that is mostly with the ship bonus for extra range. It would be better to look at some of the hulls instead of the weapon system. To get the range to be effective with these you should require rigs.
Bouh Revetoile
In Wreck we thrust
#519 - 2013-11-09 18:06:09 UTC
Niena Nuamzzar wrote:
I'll just repeat myself - as long as I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well as with missiles? The thing here is, with turrets you can fly in such a way to mitigate transversal velocity, which you cannot do with missiles. If your missile signature radius is too large and your explosion velocity too low, you can just screw yourself.

The only way to know your actuel turret dps is to shoot at a static target (not moving) while being immobile too, or to record the time you take from the first shot to killing blow, and then calculating ehp/time.

That's why AC are far better than they look on paper ; and that's the main difference with missiles : with missiles, if you know the fit, you know the dps you will apply.
Kagura Nikon
Native Freshfood
Minmatar Republic
#520 - 2013-11-09 18:06:16 UTC
Colman Dietmar wrote:
Kagura Nikon wrote:
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.


Try the kiting T1 cruisers, like omen or thorax, with 10-15k EHP and you'll see what I mean. Combat cruisers may survive, but kiting ones have pretty much no way of beating a caracal after these changes.



I will left you to check for yourself. But I ran numbers andmy standard cheaply fit sttaber (not fleet issue, the normal one) that I use for kiting can survive to the cdamage capacity of a CERBERUS if it overheat just 1 module.

Surviving the caracal woudl not even be a problem.

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