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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Niart Gunn
Republic Military School
Minmatar Republic
#941 - 2013-11-12 11:52:55 UTC  |  Edited by: Niart Gunn
Wow. Just wow.

I mean, not that it's surprising me that you still think the negative feedback is backing you up, but are we even reading the same thread?
These changes have been announced for what, 3 days? And the feedback thread is already close to 50 pages of mostly negative feedback (which is already more than most of the other threads that have been here for weeks) , yet you still mention that there's some kind of magical balance of people likeing and disliking it. "The feedback is mixed in this thread." - is it really tho? I haven't seen a single elaborate and conclusive post about how this is a good change at all, and a plentiful of reasons why it's terrible.

Your main issue is with RLMLs being the best weapon of choice, yet you choose to completely ignore that this is only because of the fact that Heavy Missiles have been overnerfed so badly. You also choose to ignore that this change has been announced on way too short of a notice and aren't neither giving people the time to test them, nor yourself the time to adjust them so we end up with a useful weapon system. Instead, you chose to push it through anyways (as expected I might add), without getting any feeling for whether this will be completely overpowered in blobs of alphaing RLML ships or it will end up with two more missile systems that noone ever uses. Not that this kind of thing hasn't happened before, but you would expect people to learn from mistakes.

If you're really so much into this idea, at least push it to Rubicon 1.1 and don't run with a change that hasn't hit Sisi yet at all. It's a can of worms that shouldn't hit TQ like this, ever.
Warde Guildencrantz
Caldari Provisions
Caldari State
#942 - 2013-11-12 11:57:03 UTC
Edwin McAlister wrote:
is it just me, or am I seeing a never ending balance cycle taking place...

Teiricide the ships and balance them out... then balance modules then turn around and have to rebalance the ships because of changes in modules then have to turn around and rebalance modules........ rinse and repeat.....

why not just look at the entire missile combat as a whole and start there... balance modules and ships that use that weapon system as primary....

just stop with all these changes to missile combat and start from the beginning again...

determine the base line... what you ,.. the game designers want... and do it...

I think the players for the most part would rather wait a few more months and have a fully useful system instead of this mish mash we got now....


balance is a journey, not a destination

/lameline

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Chessur
Full Broadside
Deepwater Hooligans
#943 - 2013-11-12 12:00:48 UTC  |  Edited by: Chessur
CCP Rise wrote:
This is definitely the most difficult thread to try and interact with that I've made so far, so please excuse the delay between post if you can find it in your hearts to do so.

I've been discussing the response to this change almost constantly since the thread was posted, both with the CSM and with my fellow designers. I'll cut to the chase and say that the conclusion is to go ahead with the change, with the understanding that it needs to be carefully looked at following release.

It really seems there's two different discussions taking place. One is simply whether or not rapid light missiles deserve a nerf of any kind, and the other is whether or not the proposed mechanic will be fun/powerful.

I understand that the current RLML missiles are very strong and you guys like them and that many people would be very unhappy for them to get a significant change regardless of the method we chose. We definitely feel they need a change though. It's a weapon system designed to be best in a particular kind of situation rather than being the best choice for most situations and so one way or another it was going to get tweaked. However, if this change means the system isn't powerful in the situations it's meant for (dunking smaller ships), it will get adjusted until it is. The second part of this topic is whether or not the other medium weapon systems are actually viable. The way players are behaving says they are, but following this release I'd like to have a conversation internally about missiles as a whole and figure out where we stand. Maybe there is some more changes needed and I'd like to look into that.

As far as the long reload mechanic, the feedback is mixed in this thread and mostly positive elsewhere (CSM, internal development, external forums) from what I can tell. Again, I will say that the concerns about ammo swapping are completely valid and I've talked to my team and we can hopefully address that sometime after Rubicon. Part of the reason I lean towards putting this change in is the common sentiment in most balance threads that homogenization is a big fear among our players. I think favoring new types of interactions rather than adjusting numbers slightly within the same mechanic makes the game more interesting, and everything I've heard from the community points that direction as well (except sometimes when doing something new means changing something old). On top of this, there's no arguing that front-loading damage is powerful. As others have said, artillery is a good example of that. Whether or not it's powerful enough to compensate for the sustained dps nerf is just something we will find out once people get it in their hands.

I think we will come out of this with a very fun pair of weapon systems. If we don't, it will get changed.

PS - saying I don't play the game or use Caracals is completely ridiculous, I think you guys can find more reasonable lines of attack.


Rize, this is simply just a slap in the face.

Carefully followed? Yah ok... essentially is you giving a complete cop out responses, for reasons why this poor idea- being rushed through days before rubicon, with no SiSi or internal testing is going to be fine. How much time did you really have to 'discuss' these types of things? It has only been a matter of days with ZERO PLAY TESTING. No one in the CSM or CCP have the understanding to sit around making thought experiments about how this change is going to completely invalidate a weapon system. Players are not saying that they are viable rize. Again listen to some of the very experienced small gang . solo pilots posting in this thread.

I am awstruck that you have the audacity to come into this thread and somehow claim that the argument is mixed. I have read, every post- in every page. And it is not mixed. It is OVERWHELMINGLY negative, with only a few special (non PvP snowflakes) somehow thinking this idea has any merit.

Secondly, RLML"s are not the best in all situations. Take the time to actually load EFT and look at the math. What other missile based weapon system do you plan to use? HMLs and HAM's are complete trash for solo and small gang, Period. RLM"s are proliferating, simply because we have nothing left after the HML nerf.

Thirdly, I find it comical that again you find the feed about 40 SECONDS of reload 'mixed.' Are you even reading the same thread as me? Again, responses in this thread have been overwhelmingly negative, and in no way shape or form does 40 Second reload timers create any kind of tension, or interesting game play. You even admit 'it is a valid complaint' we will look at it, but for now- just deal with a **** poor mechanic for many, many months.

Homogenization, as if change for the sake of change is somehow good for the game? You honestly think that COMPLETELY destroying a weapon system, and throwing in another 100% new, untested, and unproved launcher is good game play?

I am simply awestruck by how completely, and intentionally ignorant you have become. The fact that you have willingly walked over almost every credible opinion in this thread, and somehow think that the comparison of artillery to RLM's is somehow relevant. They are nothing alike. Arty can reload, and doesn't have cool down time. It has alpha, not some bull **** 'front loaded damage' mechanic.

You think that we will come out of this with a very fun weapon system? Really why do you think that rize? Where is the math? Where is the internal testing? Where is the SiSi testing? RHML's are ****, because they shoot un-bonsed HMLs. RLML's are **** because (Like the RHML's) have a 40 second reload time, no ammo swapping.

PS- It is CLEAR to me you don't play the game. And it is clear to most solo / small gang players that you, along with the vast majority of CCP continue to make changes to the PvP landscape, that are un-needed, gimicky, or have no actual relevance on the meta.
Onictus
Federal Navy Academy
Gallente Federation
#944 - 2013-11-12 12:05:23 UTC
Like I said going live come hell or high water.
Kagura Nikon
Native Freshfood
Minmatar Republic
#945 - 2013-11-12 12:06:41 UTC  |  Edited by: Kagura Nikon
Kenrailae wrote:
[quote=Kagura Nikon][quote=Kenrailae]P sure if we remove Kagura's posts from this thread, it'd easily clear back into mid 20's for page number lol




The other piece you should consider is this: Not everyone posting in this thread camps high sec stations all day. Some of us are willing to get in a good fight, and lose a ship if necessary for the sake of the pew, not just no risk PVP man....


So calm down a bit. We all know this idea isn't ready for TQ. And it will probably be introduced not ready. There is more to Eve than high sec, and we want it to work for all of it, not just for 100% risk free PVP.

Let peeps talk. Stop trying to force everyone to see things your way.


The math should NEVER state 100% Effectiveness. That is bad. It should suggest acceptable chance of success.







I challenge you to show me camping any high sec station. Please stop makign assumptions. We mostly hunt in pairs or trios and when i say hunt we really HUNT targets, looking for war targets using locators and probing.


And math is always right when it says somethign is not possible. WHen someoen said (dont remember who) that one of the caracals with new rapids would overpower a BC, I have to call that #!#!#. BEcause there is not enough missiles to even eat half a layer of defense.

My cerb/caracal example was cerb vs cerb or caracal vs caracal (on both cases old vs new weapon).

I think after last update I lost completely any faith of game balance for small scale in this game. People simply do not want to listen to math. And I doubt this will be revisited after the damage is done. Things will go to a balck hole, liek the tempest that I have seens not a SINGLE ONE in high sec since the update ( sure some must be around, but so rare that I never crossed with one again).


And rise.. when peopel complain about homogenization, they are talking about things like "increasing minmatar HP and reducign their speed, making them just a gallente variation"

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

Cown
Heretical Cows
#946 - 2013-11-12 12:07:02 UTC
Jebus
i dont even use missiles all that much and i can see how much of a bad idea this is.

Seriously you cant make a Post like this, only then to ignore the massive majority of people who are telling you this idea is bad?
Thats just slapping us in the face, you made us think we have a choice but then our words are ignored ?.
Chessur
Full Broadside
Deepwater Hooligans
#947 - 2013-11-12 12:10:50 UTC
Rise, Why even have a features and ideas discussion form?

You just come down from the mountain, after talking with the CSM (As if they have any possible experience, or relevance in small gang / solo / PvP in general). Most of the CSM trash are 0.0 political bloc leaders, that have no relevant PvP experience- outside of blobs.

You contribute nothing to these threads, other than telling us 'how its going to be' and notify us of 'discussions' that you had with apparently, everyone but the concerned people in this thread.

Its almost as if your ego is bruised, and you intentionally turn a blind eye towards any naysayers, while continuing to post these puke onto page bull **** posts about 'homogenization', 'I feel' , 'mixed feedback' and other talking point bullshit to simply ram your original and unchanged idea through.

Why don't you do everyone a ******* favor, and stop posting balance threads. If you are going to shove your arrogant, misinformed, and **** poor ideas down our throats- stop making the pretense of a feed back forum.

The real joke in this case, is not only do we not have in play testing game play feed back to give you, but you have no testing to share with us as well. Just talk of your 'discussions' with CSM and CCP, and your 'feelings' about how fun a weapon system will be.

Stop the ******* charade already.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#948 - 2013-11-12 12:13:39 UTC
CCP Rise wrote:
The second part of this topic is whether or not the other medium weapon systems are actually viable. The way players are behaving says they are, but following this release I'd like to have a conversation internally about missiles as a whole and figure out where we stand. Maybe there is some more changes needed and I'd like to look into that.


HMLs do not offer a sufficient increase in damage projection and application against common targets, relative to RLMLs, nor to they compare favourably with medium LR turrets.
HAMs are basically okay, but suffer when a target is receiving the absurdly overpowered sig and speed Skirmish links.
Torps on BS hulls essentially have no role.
Citadel missiles/Phoenix are pointless. If they're going to be useless at the blap game without 90% webs and linked bonused painters, then at least make them good against capitals.
Light missiles may be a bit too good, but I suspect that the problem is really overpowered warfare links again.

CCP Rise wrote:
I think we will come out of this with a very fun pair of weapon systems. If we don't, it will get changed.


They'll lurch from being very fun to very infuriating, for both user and target, across the space of a single minute, with no middle ground at all. I'll still use them because I'm optimistic that I'm sufficiently unterrible to be able to deal with the reload, but I suspect that player fury will follow them around like a stale fart.

Kagura Nikon
Native Freshfood
Minmatar Republic
#949 - 2013-11-12 12:14:17 UTC
Cown wrote:
Jebus
i dont even use missiles all that much and i can see how much of a bad idea this is.

Seriously you cant make a Post like this, only then to ignore the massive majority of people who are telling you this idea is bad?
Thats just slapping us in the face, you made us think we have a choice but then our words are ignored ?.



Most of CSM that are from PVP groups are from alliances, so solo or very small gangs are irrelevant for them.

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

ThunderRa
Caldari Provisions
Caldari State
#950 - 2013-11-12 12:23:40 UTC  |  Edited by: ThunderRa
CCP Rise wrote:
This is definitely the most difficult thread to try and interact with that I've made so far, so please excuse the delay between post if you can find it in your hearts to do so.

I've been discussing the response to this change almost constantly since the thread was posted, both with the CSM and with my fellow designers. I'll cut to the chase and say that the conclusion is to go ahead with the change, with the understanding that it needs to be carefully looked at following release.

It really seems there's two different discussions taking place. One is simply whether or not rapid light missiles deserve a nerf of any kind, and the other is whether or not the proposed mechanic will be fun/powerful.

I understand that the current RLML missiles are very strong and you guys like them and that many people would be very unhappy for them to get a significant change regardless of the method we chose. We definitely feel they need a change though. It's a weapon system designed to be best in a particular kind of situation rather than being the best choice for most situations and so one way or another it was going to get tweaked. However, if this change means the system isn't powerful in the situations it's meant for (dunking smaller ships), it will get adjusted until it is. The second part of this topic is whether or not the other medium weapon systems are actually viable. The way players are behaving says they are, but following this release I'd like to have a conversation internally about missiles as a whole and figure out where we stand. Maybe there is some more changes needed and I'd like to look into that.

As far as the long reload mechanic, the feedback is mixed in this thread and mostly positive elsewhere (CSM, internal development, external forums) from what I can tell. Again, I will say that the concerns about ammo swapping are completely valid and I've talked to my team and we can hopefully address that sometime after Rubicon. Part of the reason I lean towards putting this change in is the common sentiment in most balance threads that homogenization is a big fear among our players. I think favoring new types of interactions rather than adjusting numbers slightly within the same mechanic makes the game more interesting, and everything I've heard from the community points that direction as well (except sometimes when doing something new means changing something old). On top of this, there's no arguing that front-loading damage is powerful. As others have said, artillery is a good example of that. Whether or not it's powerful enough to compensate for the sustained dps nerf is just something we will find out once people get it in their hands.

I think we will come out of this with a very fun pair of weapon systems. If we don't, it will get changed.

PS - saying I don't play the game or use Caracals is completely ridiculous, I think you guys can find more reasonable lines of attack.


Ok if you're going to go ahead with the changes no matter of the at least 70-80% negative feedback from this thread so far, at least please do address the unnecessarily long reload time of these systems, my suggestion is to start with 30 seconds for RHML and 20 seconds for RLML, and come along a skill(maybe even the T2 missile specialization skill ^ ) that will reduce their reload time by 5-7% per level....this way solo PVP won't be totally killed and the RLML Caracal will still hold a firm grip in being able to be effective against tackler frigates, and avoid way too long idle time of 40 seconds due to ammo types changing or ordinary reloading. Also clip size in my opinion should be increased for like 33-35 for RLML and 22-25 for RHML at least, as all swarm missile types tend to have bigger clips in order to compensate for the longer reload time.
RLML should have a shorter reload time because they smaller in size and therefore the ammo being lighter would be easier to load.
Overall burst damage should also be change accordingly, in order to compensate for intended dps output for the two launcher systems.
If you going to stick with the 40 seconds reload time you will make these weapons totally useless in any form of combat and I doubt any player will even consider fitting them after Rubicon Ugh.
Onictus
Federal Navy Academy
Gallente Federation
#951 - 2013-11-12 12:34:28 UTC
Kagura Nikon wrote:
Cown wrote:
Jebus
i dont even use missiles all that much and i can see how much of a bad idea this is.

Seriously you cant make a Post like this, only then to ignore the massive majority of people who are telling you this idea is bad?
Thats just slapping us in the face, you made us think we have a choice but then our words are ignored ?.



Most of CSM that are from PVP groups are from alliances, so solo or very small gangs are irrelevant for them.


You do know we go out in small groups as well right. Don't need to form up 100 shots to clear a 5 man camp
Omnathious Deninard
University of Caille
Gallente Federation
#952 - 2013-11-12 12:37:41 UTC  |  Edited by: Omnathious Deninard
CCP Rise wrote:
I've been discussing the response to this change almost constantly since the thread was posted, both with the CSM and with my fellow designers. I'll cut to the chase and say that the conclusion is to go ahead with the change, with the understanding that it needs to be carefully looked at following release.

If this is the case, then why did you ask for feed back at all?

This is twice recently that a proposed idea has been more or less hated by a large portion of the player base and it was still pushed through.

If you don't follow the rules, neither will I.

Madbuster73
State War Academy
Caldari State
#953 - 2013-11-12 12:45:24 UTC  |  Edited by: Madbuster73
CCP Rise wrote:
This is definitely the most difficult thread to try and interact with that I've made so far, so please excuse the delay between post if you can find it in your hearts to do so.

I've been discussing the response to this change almost constantly since the thread was posted, both with the CSM and with my fellow designers. I'll cut to the chase and say that the conclusion is to go ahead with the change, with the understanding that it needs to be carefully looked at following release.

It really seems there's two different discussions taking place. One is simply whether or not rapid light missiles deserve a nerf of any kind, and the other is whether or not the proposed mechanic will be fun/powerful.

I understand that the current RLML missiles are very strong and you guys like them and that many people would be very unhappy for them to get a significant change regardless of the method we chose. We definitely feel they need a change though. It's a weapon system designed to be best in a particular kind of situation rather than being the best choice for most situations and so one way or another it was going to get tweaked. However, if this change means the system isn't powerful in the situations it's meant for (dunking smaller ships), it will get adjusted until it is. The second part of this topic is whether or not the other medium weapon systems are actually viable. The way players are behaving says they are, but following this release I'd like to have a conversation internally about missiles as a whole and figure out where we stand. Maybe there is some more changes needed and I'd like to look into that.

As far as the long reload mechanic, the feedback is mixed in this thread and mostly positive elsewhere (CSM, internal development, external forums) from what I can tell. Again, I will say that the concerns about ammo swapping are completely valid and I've talked to my team and we can hopefully address that sometime after Rubicon. Part of the reason I lean towards putting this change in is the common sentiment in most balance threads that homogenization is a big fear among our players. I think favoring new types of interactions rather than adjusting numbers slightly within the same mechanic makes the game more interesting, and everything I've heard from the community points that direction as well (except sometimes when doing something new means changing something old). On top of this, there's no arguing that front-loading damage is powerful. As others have said, artillery is a good example of that. Whether or not it's powerful enough to compensate for the sustained dps nerf is just something we will find out once people get it in their hands.

I think we will come out of this with a very fun pair of weapon systems. If we don't, it will get changed.

PS - saying I don't play the game or use Caracals is completely ridiculous, I think you guys can find more reasonable lines of attack.



Really???

Your just gonna close your eyes for all the good arguments to NOT do it, and go with it anyway???
Why ask for opinions in the first place???
90% of this topic is AGAINST it... And they bring good arguments too.....

Way to go CCP...



Quote:
Caracal blobs anyone???
Because thats whats gonna happen....
50 Caracals at 80k range that do over 400 dps.....
and who cares about reload time if you have a blob?

Caracal blobs were already OP, now with this change Caracals will bloth out the sun.

So NO, dont change dps and or reload times, its a bad idea....
raawe
Imperial Shipment
Amarr Empire
#954 - 2013-11-12 12:53:26 UTC  |  Edited by: raawe
Rise i would like to see this changes apply only on heavy launchers and leave light as they were. But that's just me, altho switching damage type should be addressed somehow.
Moonaura
The Dead Rabbit Society
#955 - 2013-11-12 12:56:02 UTC
CCP Rise on hearing that people don't like his idea:

http://www.youtube.com/watch?v=8lCuZfWk6BA lol Twisted

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#956 - 2013-11-12 12:57:07 UTC
Onictus wrote:
Kagura Nikon wrote:
Cown wrote:
Jebus
i dont even use missiles all that much and i can see how much of a bad idea this is.

Seriously you cant make a Post like this, only then to ignore the massive majority of people who are telling you this idea is bad?
Thats just slapping us in the face, you made us think we have a choice but then our words are ignored ?.



Most of CSM that are from PVP groups are from alliances, so solo or very small gangs are irrelevant for them.


You do know we go out in small groups as well right. Don't need to form up 100 shots to clear a 5 man camp



Yes but when I talk small I mean 1 or 2 only. And that is much less relevant on YOUR scenario than on mine. No offense intended, jsut hat its almost another game.

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

Karle Tabot
State War Academy
Caldari State
#957 - 2013-11-12 12:59:34 UTC
Well I was pretty interested in this one thread, and so I have been through almost every post in it twice now. I understand a lot more about the issues now, though do not have the time in game and experience to understand it all completely. There are a couple of things I will take away from this.

Has such a feedback thread in this game actually caused a change before? I cannot say since this is the first one I have followed. It seems from this one that "feedback" threads are likely pretty useless. The decision here was pretty obviously already made when the issue was posted for feedback. No one could read through this thread and objectively and honestly concluded that the positive feedback came anywhere close to the amount of negative feedback. The issue was also posted too late for it to have been so intended, allowing too little time, if the issue were ever truly up for decision.

While I know my time and experience here are too short and little to be sure as to this next conclusion, and what I am saying as to it comes from scattered reading here and elsewhere, and from being in fleets ingame and reading and hearing the comments of others, it sure seems a new player should be clearly warned against spending time training into Caldari. Most of their ships seem to heavily depend on missiles, and it seems pretty clear missiles are an inferior weapon system as far as the other choices, when training times and everything is considered, at least for PVP. For whatever reason, there is a sense that missiles are just not a weapon system that CCP likes itself as much as the others. On my main character I have apparently wasted a lot of my paid for training time in that any idea about "fixing" missiles is always going to be something they do not presently have time for, although they as herein shown always have time to continue to make them less equal.

Michael Harari
Genos Occidere
HYDRA RELOADED
#958 - 2013-11-12 13:02:18 UTC  |  Edited by: Michael Harari
Rise, feedback in this thead is overwhelmingly negative. You can call it mixed if that helps you push this bad design through, but dont pretend its something that players were mixed on.

What you are doing here is saying "I have data that says HMLs are ok, but I wont tell you what that data is, if it includes highsec drakes, if it includes 200 man fleets, etc, but RLMs are too strong so nobody uses HMLs."

This is pure doublethink, so you can get a mechanic that you think is cool out in the game. It is a cool mechanic. Put it on logistics instead of a weapon systems designed to be flexible and adaptive.

If you go ahead and push this change through despite the negative feedback it has received, ill do the same thing with my RLM ships that ive done with my drakes. Never fly them again, ever, because they are now worthless pieces of garbage ships. Thankfully I have a lot of SP and can just swap to a number of other weapons. New players who trained for missiles are sort of ****** though, as they dont have any medium system that isnt complete trash for anything but brawling.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#959 - 2013-11-12 13:02:42 UTC  |  Edited by: Garviel Tarrant
Kagura Nikon wrote:
Garviel Tarrant wrote:
While i'm not sure i like this change (wouldn't mind rlml's being removed tbh) it seems that most of the people objecting to this are people who seem to think RLML's should be the go to weapons system for virtually anything.

Like this a RLML Caracal will be better than ever at warping in on a frig gang and killing a few before they warp off or he does.



No, we are advocating that exactly this perception of yours is wrong. As we pointed a caracal will not be good at warping in and killing a few frigates. Because its ammo barely allows it to kill 1 frigate (and none if its t2). THerefore it will be LESS effective at warping in a frig gang and killing a few before being defeated or warping off.


DPS harndly ever is the main factor when you want to bring down a frigate alone, a caracal sould defeat her anyway in the old system. THat means no gain on that scenario. But if you warp into a group of 4 frigates, with the new system you will be in worse conditions.





50 seconds of shooting..

at what.. 340 dps with faction? At nearly perfect application against a webbed target and great against a non webbed?

so a really conservative estimation would be to do around 15k raw damage in that time... Uhm, exactly how will this not shred frigates?


But yea this probably wouldn't be over powered with about 10 seconds more on the clock.



EDIT: I'd like to point out that i don't really agree with the change. I think RLML's are op but thats mostly because LML's are op, rlml's just inherit that. Decrease the flight time and application of lml's and volla, you've fixed rlml's as well.

BYDI recruitment closed-ish

Hannott Thanos
Squadron 15
#960 - 2013-11-12 13:04:12 UTC
Chessur wrote:

PS- It is CLEAR to me you don't play the game. And it is clear to most solo / small gang players that you, along with the vast majority of CCP continue to make changes to the PvP landscape, that are un-needed, gimicky, or have no actual relevance on the meta.

Lol, are you aware that CCP Rise is the former Kil2, one of the most renowned solo PVPers of all time?

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}