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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Zvaarian the Red
Evil Leprechaun Brigade
#661 - 2013-11-10 11:13:54 UTC
It'll be interesting to see if the near universal negative feedback on this idea has any impact. Unfortunately, it seems like Rise thinks negative feedback means he's on the right track.
Kaarous Aldurald
Black Hydra Consortium.
#662 - 2013-11-10 11:16:18 UTC
Onictus wrote:
To mare wrote:
Kagura Nikon wrote:

And rapid laucnhers were the best weapons for cruiser solo activity

And this is why they are nerfing them.
They probably felt it wasnt totaly right for a small missile to be the weapon of choice for medium target.





They should probably make medium missiles not crap then,


This. It wasn't Rapid Lights being strictly overpowered, it was the overall "meh" quality of the other two cruiser size weapon systems.

The argument is basically being made that whatever is the most popular option should be nerfed. That doesn't really hold water.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kagura Nikon
Native Freshfood
Minmatar Republic
#663 - 2013-11-10 11:35:13 UTC  |  Edited by: Kagura Nikon
not worth

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

Gorski Car
#664 - 2013-11-10 11:38:22 UTC
Yes ccp wants feedback but nearly all feedback is negative at the moment. Rise then ignores all the negative feedback because "people complain about nerfs = weapon must be op". This is a bad change and its hillarious when fitting normal lmls will provide more sustained dps.

Collect this post

Kagura Nikon
Native Freshfood
Minmatar Republic
#665 - 2013-11-10 11:38:47 UTC
Michael Harari wrote:
Read the post I linked above for a comprehensive analysis of the missile damage formula and why it is currently very flawed.



This formula is the result of CCP kneejerk reaction at the great nano nerf. THey nerfed everythign so hard that suddenly missiles woudl do full damage 1005 of time, and they had to RUSH a new missile formula. RUSHED formula is what we have here.

All result of a kneejerk exagerated reaction to the nano issue ( not sayign nano was nto to be nerfed, but the exageration on it caused all this)

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#666 - 2013-11-10 11:43:23 UTC
Bouh Revetoile wrote:
Kagura Nikon wrote:
The largest issue is not simply the long term dps nerf . Its that the load between each relaod isnot enough for you to get rid of 1 enemy ship , and that is CRUTIAL. If you coudl kil a ship before reload at least your small gang continues even, they lost one and you are lost for 40 seocnds. But if you do not kill it and start to reload.. suddenly your ship lost 1 ship.. and their gang none .

On a 2 man gang or solo that is HUGE.

Increase the proposed charges to 22 and at least you woudl be sure to kill a frigate tackler and coudl even kill a non tanked cruiser.

LEss than that and you are detrimental to gang.
That's exactly what I said about the edge case.
Yet, 18 volleys of missiles from a caracal will do 14850 damage.

AB and T2 frigates can be a problem, but that's far from what you are saying it to be. The window is worth 5kehp and I doubt many frigates fall inside it, but extending the magazine a bit is worth considering.



Did you ever FOUGHT in this game? This caracal will do a bit over HALF its potential damage to a well fit and flown frigate.

ANy faction frigate will own them as if the caracal was not even there! Some t1 frigates will do it as well!

The caracal fit to kill frigates becoems the most useles anti frigate weapon system, and reallly a zero at the left side agaisnt cruisers.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#667 - 2013-11-10 11:45:14 UTC
Viceorvirtue wrote:
Heres a situation that is not an edge case scenario:

You are in a caracal with rlms, you engage an enemy cruiser, while shooting this enemy a frigate suddenly lands on field. Because of the new rlms, you do not have enough missiles to be able to kill the frigate straight up and must now wait an additional 40 seconds before you can remove tackle. This forces you to either immediately leave the fight or likely die as the frigate comes in and scrams you while you have no way to respond to it because you've only got a half dozen shots which wont kill it and then a 40 second reload.

Yes rise did say that was a concern, he also specifically stated that it wasn't a deal breaker and only introduced 'interesting and tense' play.

Why in the world would I want to fly rlms under this change outside of some very specific situations when I could very easily be completely and arbitrarily forced to disengage or die should I get caught with a low clip of ammo? Sure it would be overpowered vs t1 frigates but against cruisers and in any situation where I need to swap targets or god forbid swap ammo I am essentially flying a useless ship. What is the point of flying it compared to an omen or a rail thorax? All of these ships do well vs tackle but the rlm ship will have so many limitations that it just isn't something you can rely on to do its job well when compared to these other ships.



I dont think that Rise realizes that this TENSE gameplay means Only suicidal stupid peopel woudl do it alone or in pairs. Meaning the module will be the new:

"LOL you had this fit .. you are a nooobbbb!!!" just ahead of the passive targeters.

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

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#668 - 2013-11-10 12:07:28 UTC  |  Edited by: Garviel Tarrant
Major Killz wrote:
Garviel Tarrant wrote:
also i would like to suggests that rlml's aren't op


LML's are op, rlml's just inherit that.


Hit with bat please.


Please enlighten us. Is this a ship stats + modules + hull bonus + ammunition and weapon system together is TO POWERFUL. Or! Is this a ammunition is overpowered argument? If the later then please explain in detail why that is; and if the former. Then things get complicated.

I have YET TO READ A DETAILED explanation AS TO WHY LIGHT MISSILES ARE OVERPOWERED.


I'm lazy, so this won't be detailed. Sorry.

But its mostly the ability to outdps all other long range weapons of its size at any range beyond around 16km. Coupled with not needing to worry about tracking, being able to apply dps further than you can lock and in some ships having selectable damage types.

Add to that an immunity to TD's while having enough mids to dish out TD's or damps on all ships that use lml's.

Yeah, when it comes to frigate kiting, lml's are just a step above (And easier to use).

Lastly and most importantly, I have a corp mate that has around 900 kills with a kestrel in a few months, he needs to be nerfed >=[


(Basically, its not the ships, its lml's applying too much damage too well too far away)

BYDI recruitment closed-ish

the jury
SPANK THE MONKEY
#669 - 2013-11-10 12:08:17 UTC
all eve pilots want is the RLML's to be left alone and the RHML's to be given the 1st set of stats but include all battleship bonusesShockedSmile
Alvatore DiMarco
Capricious Endeavours Ltd
#670 - 2013-11-10 12:22:22 UTC  |  Edited by: Alvatore DiMarco
I think it would be fine to leave the battleship bonuses limited to the hulls they're already on if the RHMLs themselves were left alone.

Instead, the on-size missile types need to apply damage well enough to be a significantly better choice for same-size-and-larger work. If Cruises apply their damage about as well as HMLs as someone else mentioned earlier, that says to me that perhaps HMLs need to apply damage better.

Carts are being put significantly before horses at CCP. HMLs were nerfed on account of being significantly better than all other long-range medium weapon systems and then those same weapon systems were buffed; that should have immediately scheduled HMLs for re-consideration following an observation of the newly-buffed weapon types.

Honestly, it doesn't matter how cool RHMLs are; they should not be introduced until such time as CCP is ready and has the resources to do a full weapons-module tiericide, specifically for the reasons we're seeing now. That RHML gap has existed for as long as there have been RLMLs and the game has done just fine; it can continue a bit longer without them until all the weapons - and especially ammo - can get a proper rebalancing and tiericide pass.

The overwhelming lion's share of this thread - posted in by missile users, no less - is saying flat-out that RLMLs aren't the problem but in fact it's the HMLs being excessively bad at application that makes RLMLs look overpowered. That doesn't mean people don't just keep on using them; EVE players are incredibly good at resisting change. All it means is that people use them but probably strap on two or three TPs when attempting to hit frigs or cruisers that are actually moving and then only use one of those TPs for larger ships "just to make sure". It's like Laser Thoraxes. They're horribad and why would you ever fly one but people still do. Sometimes. The flying of a Laser Thorax doesn't mean it's any good - it just means someone decided to fly them despite the disadvantages.

Instead of making a change like this, try un-nerfing HMLs a bit and then see what your ~metrics~ say. I wish I knew more about cruises so I could comment on those too, but someone else will have to comment on whether or not cruises apply damage well for their size.
ElQuirko
University of Caille
Gallente Federation
#671 - 2013-11-10 12:22:38 UTC
the jury wrote:
all eve pilots want is the RLML's to be left alone and the RHML's to be given the 1st set of stats but include all battleship bonusesShockedSmile

I'd rather they just fixed missiles

Dodixie > Hek

Alvatore DiMarco
Capricious Endeavours Ltd
#672 - 2013-11-10 12:29:21 UTC
ElQuirko wrote:
the jury wrote:
all eve pilots want is the RLML's to be left alone and the RHML's to be given the 1st set of stats but include all battleship bonusesShockedSmile

I'd rather they just fixed missiles


Basically this.
Ransu Asanari
Perkone
Caldari State
#673 - 2013-11-10 13:16:41 UTC  |  Edited by: Ransu Asanari
I'm going to repeat myself because I don't think anyone else has discussed the possibility.

The idea of trading front loaded DPS balanced with a drawback of increased reload time would make a great module or rig.

This would let players choose to either take advantage of the missiles flexibility of reloading to different missiles faster at the cost of smaller "magazines", or front loading the damage into an increased burst at the cost of less flexibility and an increased reload time.

It doesn't belong directly on the new launcher, because that would restrict the new launcher to only a few niche PvP applications, and there's a way to add it without doing that.
Voi Lutois
Pator Tech School
Minmatar Republic
#674 - 2013-11-10 13:29:36 UTC
Sounds like ****, can't wait!
Gorski Car
#675 - 2013-11-10 13:30:17 UTC
http://i.imgur.com/nK8quTd.jpg
Twerk on my D

Collect this post

Chigurh Friendo
Fight The Blob
#676 - 2013-11-10 14:13:58 UTC  |  Edited by: Chigurh Friendo
What I find most objectionable about this proposed set of changes is the 40 s reload interval (combined with insufficient clip-size).

The "just split your weapons" argument doesn't solve the problem, because instead it roughly halves your sustained dps... and this reduced output is particularly relevant when discussing these changes in the context of skirmish links usage (I'll get to that a little later).

Further, 40 s isn't a "tension inducing" interval. It is a deal-breaker. And I say this as a pilot who often flies as the bait for small-gangs (especially when flying against more numerous opponents).

The people who don't give two craps about the proposed 40 second refractory period are the types who fly in larger groups and who can envision just how devastating the additional 53% burst damage will be... i.e. they are blobbers who intend to rely on a largely range and piloting independent weapon system that can apply disproportionately high damage in a short time-frame from skirmish ranges in anticipation of their fleet-warp exit... and they will, along with their numerical advantage, field specialized fleet-tacklers so that the mainstay of their own role will be that of damage application... That is, you are opening up an entirely new can of worms, here. I don't see the point of further enabling a target-size-independent missile sniping doctrine (albeit a sniping doctrine that needs to accommodate for missile travel time). So much for 'encouraging interesting choices'...

The bottom line is that those who are excited about these changes do NOT represent the interests and concerns of people who fly in small gangs. 40 s is such a long interval of time (when in combat) that it conceivably inhibits one playstyle when considering the usage of the affected missile-based ships... and meanwhile promotes another arguably more abusive playstyle. Numerically advantageous blobs don't need any more 'help'. Eve doesn't need more in the way of 'sniping' either... especially not enabling a type of sniping that is target-size independent and outclasses the HML alternative.

I will concede that the merit in this balance vision is in attempting to ween players off of a weapon system that performs exceptionally well against smaller craft irrespective of range or transversal... wherein said weapon system is almost always the best choice for a fitting and wherein actual piloting has almost no way to mitigate incoming damage (i.e. the missile formula is governed by signature size and velocity)... However, part of the reason that these concerns are at the forefront of a small gang pilot's mind is due to the pervasiveness of skirmish links. Once committed to an engagement, linked tacklers are often exceedingly difficult to evade... Thus, the strategy when dealing with linked frigate class tangos switches from evasion to removal. A pilot and his gang will need to address the role of anti-tackle comprehensively, or otherwise be unable to combat swathes of opponents that are common to face when flying in a small gang. Interestingly, links are still such a 'problem' that certain frigate setups can nonetheless permatank the damage output from even specifically designed anti-frigate RLML cruiser platforms (even under webs and TPs). When comparing the performance of HMLs or HAMs against such linked targets, the picture becomes even more bleak... so bad, in fact, that one probably simply wouldn't elect to field HML or HAM missile ships in an anti-tackle role (while retaining the expectation of success).

What you are introducing with the burst and refractory mechanics are artificial intervals of vulnerability... as a means to circumvent the inherently flawed missile damage application formula. To suggest that the missile formula needs to be revamped is a vast understatement.

As other commenters have suggested, players won't adapt by seeking to fulfill the anti-tackle role with an artificially vulnerable missile platform. They will abandon it in favour of better alternatives. Meanwhile, the front-loaded damage burst change will merely promote 'sniper' doctrines that are target-size and target-piloting independent. Worst of all, if you rely on metrics to give you an indication of what is going on, you will see that RLML usage has increased and that people are 'loving it' (thanks to factors like Nullbloc adoption). What this balance pass calls for is some intuition and judgement... not artificial vulnerabilities... not an incomplete release with the intention of metrics-driven iteration.

If (!) the power level of the current RLMLs is deemed too strong relative to the HML and HAM alternatives, then nerf the RLMLs suitably either through fitting compromises or more straightforward damage reduction... not by completely hampering an entire non-blob oriented playstyle for missile based ships.

In summary, I am very concerned about the implications of morphing RLMLs into a largely piloting and target-size independent front-loaded 'sniping' weapon system... and as a small gang pilot, and I am dismayed by the proposed 40 second reload interval.
Phoenix Jones
Small-Arms Fire
#677 - 2013-11-10 15:12:51 UTC
Chigurh Friendo wrote:
What I find most objectionable about this proposed set of changes is the 40 s reload interval (combined with insufficient clip-size).

The "just split your weapons" argument doesn't solve the problem, because instead it roughly halves your sustained dps... and this reduced output is particularly relevant when discussing these changes in the context of skirmish links usage (I'll get to that a little later).

Further, 40 s isn't a "tension inducing" interval. It is a deal-breaker. And I say this as a pilot who often flies as the bait for small-gangs (especially when flying against more numerous opponents).

The people who don't give two craps about the proposed 40 second refractory period are the types who fly in larger groups and who can envision just how devastating the additional 53% burst damage will be... i.e. they are blobbers who intend to rely on a largely range and piloting independent weapon system that can apply disproportionately high damage in a short time-frame from skirmish ranges in anticipation of their fleet-warp exit... and they will, along with their numerical advantage, field specialized fleet-tacklers so that the mainstay of their own role will be that of damage application... That is, you are opening up an entirely new can of worms, here. I don't see the point of further enabling a target-size-independent missile sniping doctrine (albeit a sniping doctrine that needs to accommodate for missile travel time). So much for 'encouraging interesting choices'...

The bottom line is that those who are excited about these changes do NOT represent the interests and concerns of people who fly in small gangs. 40 s is such a long interval of time (when in combat) that it conceivably inhibits one playstyle when considering the usage of the affected missile-based ships... and meanwhile promotes another arguably more abusive playstyle. Numerically advantageous blobs don't need any more 'help'. Eve doesn't need more in the way of 'sniping' either... especially not enabling a type of sniping that is target-size independent and outclasses the HML alternative.

I will concede that the merit in this balance vision is in attempting to ween players off of a weapon system that performs exceptionally well against smaller craft irrespective of range or transversal... wherein said weapon system is almost always the best choice for a fitting and wherein actual piloting has almost no way to mitigate incoming damage (i.e. the missile formula is governed by signature size and velocity)... However, part of the reason that these concerns are at the forefront of a small gang pilot's mind is due to the pervasiveness of skirmish links. Once committed to an engagement, linked tacklers are often exceedingly difficult to evade... Thus, the strategy when dealing with linked frigate class tangos switches from evasion to removal. A pilot and his gang will need to address the role of anti-tackle comprehensively, or otherwise be unable to combat swathes of opponents that are common to face when flying in a small gang. Interestingly, links are still such a 'problem' that certain frigate setups can nonetheless permatank the damage output from even specifically designed anti-frigate RLML cruiser platforms (even under webs and TPs). When comparing the performance of HMLs or HAMs against such linked targets, the picture becomes even more bleak... so bad, in fact, that one probably simply wouldn't elect to field HML or HAM missile ships in an anti-tackle role (while retaining the expectation of success).

What you are introducing with the burst and refractory mechanics are artificial intervals of vulnerability... as a means to circumvent the inherently flawed missile damage application formula. To suggest that the missile formula needs to be revamped is an vast understatement.

As other commenters have suggested, players won't adapt by seeking to fulfill the anti-tackle role with an artificially vulnerable missile platform. They will abandon it in favour of better alternatives. Meanwhile, the front-loaded damage burst change will merely promote 'sniper' doctrines that are target-size and target-piloting independent. Worst of all, if you rely on metrics to give you an indication of what is going on, you will see that RLML usage has increased and that people are 'loving it' (thanks to factors like Nullbloc adoption). What this balance pass calls for is some intuition and judgement... not artificial vulnerabilities... not an incomplete release with the intention of metrics-driven iteration.

If (!) the power level of the current RLMLs is deemed too strong relative to the HML and HAM alternatives, then nerf the RLMLs suitably either through fitting compromises or more straightforward damage reduction... not by completely hampering an entire non-blob oriented playstyle for missile based ships.

In summary, I am very concerned about the implications of morphing RLMLs into a largely piloting and target-size independent front-loaded 'sniping' weapon system... and as a small gang pilot, and I am dismayed by the proposed 40 second reload interval.


Basically this... Good write up.

Yaay!!!!

ElQuirko
University of Caille
Gallente Federation
#678 - 2013-11-10 15:18:39 UTC
Gorski Car wrote:
http://i.imgur.com/nK8quTd.jpg
Twerk on my D


367 dps, oh god, run for the hills Roll

Dodixie > Hek

Asa Shahni
Inevitable Outcome
E.C.H.O
#679 - 2013-11-10 15:32:06 UTC  |  Edited by: Asa Shahni
Still wondering what is worst : those "Turd Launchers'' or the people that thinks its a great idea.

Any idea when you guys plan on releasing an "Ancillary Afterburner'' that work with exotic dancers ?

Your "Ancillary Brain" is out of good ideas ...time to reaload ?

o7
Karle Tabot
State War Academy
Caldari State
#680 - 2013-11-10 15:38:26 UTC
A few things I can take away from my first detailed following on the forums of an issue related to an upcoming release:

1. The information was put out very late in the process, and

2. Anyone disagreeing with the position of the CCP poster on it is automatically wrong, without any need to in any way explain why.


Otherwise, it seems one of the missile systems I have been training and using on my main character will be unaffected, and I was simply reading the change too broadly. It is not as bad for me as I initially thought, though it still drives home how mistaken I was to train for primarily Caldari ships on my main character.


That at least gives me some time to convert over like the mass of players to one of the other 3 sets of ships and to some weapon system, any weapon system, other than missiles, since at this point it seems clear CCP really is not in favor of missiles being quite as useful overall as the other weapon systems. While there has been talk of fixing it all, it seems it will as always be some distant long way down the road pie in the sky.