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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Michael Harari
Genos Occidere
HYDRA RELOADED
#541 - 2013-11-09 18:30:50 UTC  |  Edited by: Michael Harari
Bouh Revetoile wrote:
Michael Harari wrote:
Id like to be able to kill a tackle ship, with a dedicated antitackle ship with bonuses to anti-frigate weapons, in less than 90s. The RLM caracal as currently proposed, cannot do that. It will take about 2 minutes at best.

No, you are not asking to kill a tackle ship, you are asking to kill a specialized tackle ship designed for speed and survivability with a bonus to MWD signature radius.

The average frigate don't have any of the abilities an interceptor have.


So basically, anti-tackle should not be able to kill tackle? Because this stiletto fit is not designed to avoid missile dps in anyway. In fact it even has shield rigs which blow up the signature.
Bouh Revetoile
In Wreck we thrust
#542 - 2013-11-09 18:33:02 UTC  |  Edited by: Bouh Revetoile
Michael Harari wrote:
So basically, anti-tackle should not be able to kill tackle?

It might be fun to have a weapon able to one shot any interceptor on grid don't you think ? Like an anti interceptor doomsday weapon. Is that what you are asking for ?

Or you can hop in a frigate or destroyer ; you'll lose tank but you'll be able to kill this nasty interceptor.
Michael Harari
Genos Occidere
HYDRA RELOADED
#543 - 2013-11-09 18:34:00 UTC
Bouh Revetoile wrote:
Michael Harari wrote:
So basically, anti-tackle should not be able to kill tackle?

It might be fun to have a weapon able to one shot any interceptor on grid don't you think ? Like an anti interceptor doomsday weapon. Is that what you are asking for ?


Im asking for a ship fit to kill frigates to be able to kill a single interceptor in less than 2-3 minutes, for a start, or at least force the interceptor to do any sort of piloting besides pressing mwd, point, orbit.
Dalikah
TURN LEFT
#544 - 2013-11-09 18:35:15 UTC  |  Edited by: Dalikah
Just to reply to your latest post Rise:

The 40s reload timer:
Do you really feel like a 40s period of not being able to effectively defend yourself against tackle is not a deal-breaker, when an Interceptor is going to be able to pass 2 systems and tackle you in this amount of time with Rubicon? And why would one ever invest 2-300m ISK into a HAC that can do nothing but warp in, kill a few Frigates and is then either useless for 40s or forced off? The same problem comes with the inability to switch ammo efficently, an Enyo can appear basically out of nowhere within seconds, render your kinetic missiles useless and force a reload - good luck kiting long enough to reload and kill an MWD-bonused AF.

Also, yes, RLML deal a whole lot of damage to MWDing T1-frigs, and a reasonable amount to AFs, but have you ever actually looked at a DPS graph against a properly fitted Interceptor backed up by the Rubicon changes? A current 3x BCU Cerberus does 90 DPS to a Malediction using faction missiles, which means it would take almost 40 seconds (or 30s with precision) to kill it . That sounds reasonable and well balanced, why does it have to change?
Yes, nice, it will take less time with the ROF changes, but you´re not going to kill more than 1-2 before you have to reload, which is nothing but a bad joke (this also assumes no links, no heat and ignores the greatly reduced range through the Ceptor´s high speed). And this is just about the Cerberus, the by far highest-DPS RLML platform - others like Caracal and Fleet Scythe would suffer even more.

You also state that the front-loaded DPS and ridiculous reload will bring "new kinds of decision making" and "spikes of tension", which basically translates to more tactical gameplay.
This is simply completely false. Missiles in general already tend to offer slightly less tactical and piloting options than turret ships in return for a more reliable dps output, just because the whole mechanics around transversal and maneuvers to force people into taking more damage from your weapons do not really exist in missile based combat. Instead, you have the immunity to tracking disruption, resistance to ECM and damps via FoFs as well as (semi-)fully selectable damagetypes - your changes would make all of those bar the td-immunity more or less obsolete in the heat of a fight. This leaves us with a very dull and stale weapon system, that basically only allows 1 tactic: choose ammo, warp in, try to gank the lowest ehp ship(s), burn off/warp off/die. This offers no diversity, no ability to react to changing circumstances in a reasonable amount of time (i.e. new incoming tackle, need of max (fury) dps, etc), simply no interesting nor challenging gameplay.

If you really feel like RLML are slightly overpowered in their current state (I don´t see people shooting monuments over RLML so they can´t be ridiculously strong and need a nerf into the ground, like you proposed here), then reduce their damage application and volley by a little, then see how things go.

I appreciate the fact that you want to try out new ideas and concepts, and the basic idea of front-loaded dps or swarm-missiles surely has potential, but it´s nothing to bring up 1.5 weeks before the patch goes live, nor something to replace "normal" launchers with - throw them onto Singularity along with tweaks to the "normal" RLML, give people time to test them out. gather data, adjust accordingly and consider a further rebalancing of RLML with Rubicon 1.1 (the changes in powergrid need already are a bit of nerf for now, aren´t they).
You even basically admitted yourself that making such drastic changes to a popular weapon does bring a lot of problems with it if not part of the future entire module/weapon tiericide and rebalancing - so please take yourself some time and think about your ideas again.
In fact, with the shifts of the Eve meta towards Cruisers/HACs and away from battlecruisers, reverting the nerf to HML application might be an interesting move on Singularity to see how people react and adapt, and then look at RLML again and ask yourself if they really are/were too strong, or the other medium sized missile systems too weak.

.

Kaeda Maxwell
Stay Frosty.
A Band Apart.
#545 - 2013-11-09 18:37:10 UTC  |  Edited by: Kaeda Maxwell
Bouh Revetoile wrote:
So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.

So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.

I see.



Kill a cruiser in a 1vs1 in a rlml caracal, yes maybe if I manage to kite it long enough, but that's by no means certain, far from it.

But if say a dual LSE, triple magstab Thorax (like the fit that used to be flown by a certain somebody that is now employed by CCP) were to get on top of my Cara (which it certainly can with good piloting) and starts injecting about ~550 dps (before drones!) into my poor cara I have just about enough time to say a hail mary before I'll be warping my pod out.
Bouh Revetoile
In Wreck we thrust
#546 - 2013-11-09 18:37:44 UTC
Michael Harari wrote:
Bouh Revetoile wrote:
Michael Harari wrote:
So basically, anti-tackle should not be able to kill tackle?

It might be fun to have a weapon able to one shot any interceptor on grid don't you think ? Like an anti interceptor doomsday weapon. Is that what you are asking for ?


Im asking for a ship fit to kill frigates to be able to kill a single interceptor in less than 2-3 minutes, for a start, or at least force the interceptor to do any sort of piloting besides pressing mwd, point, orbit.

Fit more anti-frigate things then ? Like rigor and TP ?

Otherwise that look like an Iwin button you are asking for. Realize that if your ship is able to do that, *no* frigate, whatever she does, will be able to fly in the range of your ship. That actually is an anti-frigate doomsday weapon with no 10 minutes timer.
rhiload Feron-drake
TURN LEFT
#547 - 2013-11-09 18:44:52 UTC
Dalikah wrote:
Just to reply to your latest post Rise:

The 40s reload timer:
Do you really feel like a 40s period of not being able to effectively defend yourself against tackle is not a deal-breaker, when an Interceptor is going to be able to pass 2 systems and tackle you in this amount of time with Rubicon? And why would one ever invest 2-300m ISK into a HAC that can do nothing but warp in, kill a few Frigates and is then either useless for 40s or forced off? The same problem comes with the inability to switch ammo efficently, an Enyo can appear basically out of nowhere within seconds, render your kinetic missiles useless and force a reload - good luck kiting long enough to reload and kill an MWD-bonused AF.

Also, yes, RLML deal a whole lot of damage to MWDing T1-frigs, and a reasonable amount to AFs, but have you ever actually looked at a DPS graph against a properly fitted Interceptor backed up by the Rubicon changes? A current 3x BCU Cerberus does 90 DPS to a Malediction using faction missiles, which means it would take almost 40 seconds (or 30s with precision) to kill it . That sounds reasonable and well balanced, why does it have to change?
Yes, nice, it will take less time with the ROF changes, but you´re not going to kill more than 1-2 before you have to reload, which is nothing but a bad joke (this also assumes no links, no heat and ignores the greatly reduced range through the Ceptor´s high speed). And this is just about the Cerberus, the by far highest-DPS RLML platform - others like Caracal and Fleet Scythe would suffer even more.

You also state that the front-loaded DPS and ridiculous reload will bring "new kinds of decision making" and "spikes of tension", which basically translates to more tactical gameplay.
This is simply completely false. Missiles in general already tend to offer slightly less tactical and piloting options than turret ships in return for a more reliable dps output, just because the whole mechanics around transversal and maneuvers to force people into taking more damage from your weapons do not really exist in missile based combat. Instead, you have the immunity to tracking disruption, resistance to ECM and damps via FoFs as well as (semi-)fully selectable damagetypes - your changes would make all of those bar the td-immunity more or less obsolete in the heat of a fight. This leaves us with a very dull and stale weapon system, that basically only allows 1 tactic: choose ammo, warp in, try to gank the lowest ehp ship(s), burn off/warp off/die. This offers no diversity, no ability to react to changing circumstances in a reasonable amount of time (i.e. new incoming tackle, need of max (fury) dps, etc), simply no interesting nor challenging gameplay.

If you really feel like RLML are slightly overpowered in their current state (I don´t see people shooting monuments over RLML so they can´t be ridiculously strong and need a nerf into the ground, like you proposed here), then reduce their damage application and volley by a little, then see how things go.

I appreciate the fact that you want to try out new ideas and concepts, and the basic idea of front-loaded dps or swarm-missiles surely has potential, but it´s nothing to bring up 1.5 weeks before the patch goes live, nor something to replace "normal" launchers with - throw them onto Singularity along with tweaks to the "normal" RLML, give people time to test them out. gather data, adjust accordingly and consider a further rebalancing of RLML with Rubicon 1.1 (the changes in powergrid need already are a bit of nerf for now, aren´t they).
You even basically admitted yourself that making such drastic changes to a popular weapon does bring a lot of problems with it if not part of the future entire module/weapon tiericide and rebalancing - so please take yourself some time and think about your ideas again.
In fact, with the shifts of the Eve meta towards Cruisers/HACs and away from battlecruisers, reverting the nerf to HML application might be an interesting move on Singularity to see how people react and adapt, and then look at RLML again and ask yourself if they really are/were too strong, or the other medium sized missile systems too weak.


gg
Michael Harari
Genos Occidere
HYDRA RELOADED
#548 - 2013-11-09 18:44:58 UTC  |  Edited by: Michael Harari
Bouh Revetoile wrote:

Fit more anti-frigate things then ? Like rigor and TP ?

Otherwise that look like an Iwin button you are asking for. Realize that if your ship is able to do that, *no* frigate, whatever she does, will be able to fly in the range of your ship. That actually is an anti-frigate doomsday weapon with no 10 minutes timer.


Ok you now have a cruiser that can kill a single interceptor assuming the interceptor isnt linked, doesnt have implants, doesnt have an asb instead of mse, doesnt have thermodynamics injected and you have a full clip of faction missiles with the right damage type.

If any of those things arent true, you still cant kill a single interceptor before you have to reload.

Edit: Also assuming its an interceptor that isnt tank bonused and its the only interceptor on field (so they cant just swap points after you fire 3 shots)
Loki Vice
Ministry of War
Amarr Empire
#549 - 2013-11-09 18:45:31 UTC
this is pretty much the worst idea you've ever thrown out "hey guys armor hacs are unreasonably hard to kill for missile battleships let's add a module that would be helpful, then nerf it into oblivion before it even has a chance" and the RLM change? seriously? gg the cerbs one use in pvp.
Chessur
Full Broadside
Deepwater Hooligans
#550 - 2013-11-09 18:48:38 UTC
Bouh Revetoile wrote:
Michael Harari wrote:
Bouh Revetoile wrote:
Michael Harari wrote:
So basically, anti-tackle should not be able to kill tackle?

It might be fun to have a weapon able to one shot any interceptor on grid don't you think ? Like an anti interceptor doomsday weapon. Is that what you are asking for ?


Im asking for a ship fit to kill frigates to be able to kill a single interceptor in less than 2-3 minutes, for a start, or at least force the interceptor to do any sort of piloting besides pressing mwd, point, orbit.

Fit more anti-frigate things then ? Like rigor and TP ?

Otherwise that look like an Iwin button you are asking for. Realize that if your ship is able to do that, *no* frigate, whatever she does, will be able to fly in the range of your ship. That actually is an anti-frigate doomsday weapon with no 10 minutes timer.


Do you have any idea how stupid you are making yourself look?
roigon
TURN LEFT
#551 - 2013-11-09 18:55:19 UTC  |  Edited by: roigon
re: killing interceptors.

As a interceptor you simply don't get close to a fleet with anti-frig missile ships. A fleet of caracals or talwars is simply death for a fleet interceptor. But this also is nothing new. Rapiers and (web) loki's and curse's to a certain extent where already death for a fleet interceptor. Having ships in the game that will murder your fleet ceptor has always been the case, nothing new.

It certainly doesn't mean the above mentioned ships are immune to getting tackled, we still have hard tackle AF"s, bubbles, arazu's, lachisesesses, (point) proteusesseseses. etc..

high speed, high explosion velocity missile systems hurt lightly tanked ships that go fast, more news at 11.
Bouh Revetoile
In Wreck we thrust
#552 - 2013-11-09 18:56:14 UTC
Chessur wrote:
Do you have any idea how stupid you are making yourself look?

Nope. Please tell me more about it. :-)

Oh, and side question : how do you call a weapon able to kill *any* frigate 30km around the ship in less than 30s ?
Michael Harari
Genos Occidere
HYDRA RELOADED
#553 - 2013-11-09 18:59:19 UTC  |  Edited by: Michael Harari
Bouh Revetoile wrote:
Chessur wrote:
Do you have any idea how stupid you are making yourself look?

Nope. Please tell me more about it. :-)

Oh, and side question : how do you call a weapon able to kill *any* frigate 30km around the ship in less than 30s ?


Why do you keep saying 30s? A RLM caracal will take 6 or 7 times that to kill a ceptor (a standard fit ceptor without links or implants)
Bouh Revetoile
In Wreck we thrust
#554 - 2013-11-09 19:05:19 UTC
Michael Harari wrote:
Bouh Revetoile wrote:
Chessur wrote:
Do you have any idea how stupid you are making yourself look?

Nope. Please tell me more about it. :-)

Oh, and side question : how do you call a weapon able to kill *any* frigate 30km around the ship in less than 30s ?


Why do you keep saying 30s? A RLM caracal will take 6 or 7 times that to kill a ceptor (a standard fit ceptor without links or implants)

Because *you* asked for it. Should I quote it before you edit ?
Michael Harari
Genos Occidere
HYDRA RELOADED
#555 - 2013-11-09 19:08:00 UTC
Bouh Revetoile wrote:
Michael Harari wrote:
Bouh Revetoile wrote:
Chessur wrote:
Do you have any idea how stupid you are making yourself look?

Nope. Please tell me more about it. :-)

Oh, and side question : how do you call a weapon able to kill *any* frigate 30km around the ship in less than 30s ?


Why do you keep saying 30s? A RLM caracal will take 6 or 7 times that to kill a ceptor (a standard fit ceptor without links or implants)

Because *you* asked for it. Should I quote it before you edit ?


Please do
Bouh Revetoile
In Wreck we thrust
#556 - 2013-11-09 19:09:58 UTC
Michael Harari wrote:
Please do

Too late. :-(
Michael Harari
Genos Occidere
HYDRA RELOADED
#557 - 2013-11-09 19:11:35 UTC
Bouh Revetoile wrote:
Michael Harari wrote:
Please do

Too late. :-(


Unfortunately for you, the time at which posts are edited is clearly marked above every post, by mousing over the "edited by" flag.
Bouh Revetoile
In Wreck we thrust
#558 - 2013-11-09 19:26:28 UTC
Michael Harari wrote:
Bouh Revetoile wrote:
Michael Harari wrote:
Please do

Too late. :-(


Unfortunately for you, the time at which posts are edited is clearly marked above every post, by mousing over the "edited by" flag.

Indeed, my mistake.

Yet, you are asking a missiles cruiser to kill the fastest ship in game with MWD signature bonus ; basicaly a ship design to avoid missile damages.

The question is more about what should be the counter to interceptors than about RLML themselves.
Zvaarian the Red
Evil Leprechaun Brigade
#559 - 2013-11-09 19:38:29 UTC
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


    Why do you even ask for player input if you interpret both positive and negative feedback as validation of your approach? I don't use RLMLs. I have no vested interest in keeping "a slightly over-powered weapon system". I also think trying to balance RLMLs and RHMLs in one broad pass is just sloppy and a tad bit lazy. RHMLs will have almost no purpose in this form. RLMLs may remain useful (though I doubt it) but with the current state of HMs, and the fact that range and explosion bonuses won't apply, there will be virtually no reason to use RHMLs with these changes. Why come out with a new module and then make it useless? It doesn't compute.

    Also when you nerf sustained dps 15-20% you are hurting PVE uses massively. Does PVE not even enter your mind when you do these balance changes?
    Michael Harari
    Genos Occidere
    HYDRA RELOADED
    #560 - 2013-11-09 19:43:20 UTC
    Bouh Revetoile wrote:
    Michael Harari wrote:
    Bouh Revetoile wrote:
    Michael Harari wrote:
    Please do

    Too late. :-(


    Unfortunately for you, the time at which posts are edited is clearly marked above every post, by mousing over the "edited by" flag.

    Indeed, my mistake.

    Yet, you are asking a missiles cruiser to kill the fastest ship in game with MWD signature bonus ; basicaly a ship design to avoid missile damages.

    The question is more about what should be the counter to interceptors than about RLML themselves.


    Your mistake that you accused me of saying something and editing my posts to cover it up?