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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1081 - 2013-11-12 20:06:40 UTC
I said I'm outta here but I can't - I'm so angry Evil

I just cannot understand why pushing so much, it's like this ancillary nonsense MUST BE delivered?! Moreover, it seems it is ALREADY included in the package called Rubicon! Rise keeps saying - it will be changed if needed, we will see, later, soon... a DONE DEAL guys, nothing we can do before it's OUT. What madness is this? It reminds me of Incarna fiasco with Captain Quarters and the NeX of the crap...

Kinda hoped CCP will learn from it but Roll
Valterra Craven
#1082 - 2013-11-12 20:11:21 UTC
Zvaarian the Red wrote:
Moonaura wrote:
[quote=Thaddeus Eggeras]
But I for one, would like the choice to switch out BCU's for a module that improved the mechanics of the missiles being fired, increasing their accuracy or range. This would immediately fix the issue with torpedo's for example, and give more fitting options and immediately increase the variety and types of fits that we see.


All they need to do is give BCU's scripts for damage, rate of fire, missile velocity, explosion velocity, and explosion radius. No new module is needed.


Just no. If they did that for BCU's it would effectively be another nerf to missles. Mag stabs don't have scripts and neither do other primary weapon systems. Missiles need new mods just like tracking computers exist for guns. End of Story.
Zvaarian the Red
Evil Leprechaun Brigade
#1083 - 2013-11-12 20:12:34 UTC
Niena Nuamzzar wrote:
I said I'm outta here but I can't - I'm so angry Evil

I just cannot understand why pushing so much, it's like this ancillary nonsense MUST BE delivered?! Moreover, it seems it is ALREADY included in the package called Rubicon! Rise keeps saying - it will be changed if needed, we will see, later, soon... a DONE DEAL guys, nothing we can do before it's OUT. What madness is this? It reminds me of Incarna fiasco with Captain Quarters and the NeX of the crap...

Kinda hoped CCP will learn from it but Roll


And besides, how long will it take to be changed? He says they'll change it if it sucks (which we all know it will outside of very niche uses), but when? A year from now? It's not like CCP fixes things quickly...
Zvaarian the Red
Evil Leprechaun Brigade
#1084 - 2013-11-12 20:15:25 UTC
Valterra Craven wrote:
Zvaarian the Red wrote:
Moonaura wrote:
[quote=Thaddeus Eggeras]
But I for one, would like the choice to switch out BCU's for a module that improved the mechanics of the missiles being fired, increasing their accuracy or range. This would immediately fix the issue with torpedo's for example, and give more fitting options and immediately increase the variety and types of fits that we see.


All they need to do is give BCU's scripts for damage, rate of fire, missile velocity, explosion velocity, and explosion radius. No new module is needed.


Just no. If they did that for BCU's it would effectively be another nerf to missles. Mag stabs don't have scripts and neither do other primary weapon systems. Missiles need new mods just like tracking computers exist for guns. End of Story.


Why would it be a nerf? If the damage script makes them function the same as they do now, and different types of scripts avoid penalties there would be no nerf. I'm trying to come up with a way CCP could do it quick and easy, since we all know they move at glacial speed.
Alvatore DiMarco
Capricious Endeavours Ltd
#1085 - 2013-11-12 20:23:14 UTC
Zvaarian the Red wrote:
What external forums are supporting this idea by the way? I really want to see that.


Failheap Challenge.

Malcanis
Vanishing Point.
The Initiative.
#1086 - 2013-11-12 20:49:22 UTC
Chris Winter wrote:
Can we get a list of which CSM members supported this change, so I know who not to vote for?


I supported the change.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#1087 - 2013-11-12 20:53:17 UTC
X'ret wrote:
RLML changes now available on Sisi.

Also, at 18th evening, i'll ritually self-destruct my RLML Cerberus, feel free to join! Twisted


Contract it to me for 100M instead.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

mynnna
State War Academy
Caldari State
#1088 - 2013-11-12 20:53:20 UTC
Chris Winter wrote:
Can we get a list of which CSM members supported this change, so I know who not to vote for?


You probably didn't vote for me anyway, and even if you did, I'm sure I'll get by without your vote for CSM9.

Member of the Goonswarm Economic Warfare Cabal

Malcanis
Vanishing Point.
The Initiative.
#1089 - 2013-11-12 20:54:12 UTC
Valterra Craven wrote:
Zvaarian the Red wrote:
Moonaura wrote:
[quote=Thaddeus Eggeras]
But I for one, would like the choice to switch out BCU's for a module that improved the mechanics of the missiles being fired, increasing their accuracy or range. This would immediately fix the issue with torpedo's for example, and give more fitting options and immediately increase the variety and types of fits that we see.


All they need to do is give BCU's scripts for damage, rate of fire, missile velocity, explosion velocity, and explosion radius. No new module is needed.


Just no. If they did that for BCU's it would effectively be another nerf to missles. Mag stabs don't have scripts and neither do other primary weapon systems. Missiles need new mods just like tracking computers exist for guns. End of Story.


I agree. Not to mention that BCUs are incredibly CPU hungry compared to eg: TEs.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1090 - 2013-11-12 20:57:24 UTC  |  Edited by: Niena Nuamzzar
Anti-frigate LML Cerb:

Damage Control II
Ballistic Control System II x3

Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Large Shield Extender II

Light Missile Launcher II, Scourge Precision Light Missile x6

Medium Bay Loading Accelerator II
Medium Anti-EM Screen Reinforcer II

Warrior II x3

--
308dps, 669dps tank, 24k EHP
X'ret
Aliastra
Gallente Federation
#1091 - 2013-11-12 20:59:35 UTC
3min (BURST DAMAGE) quick check on Sisi, without comments:

RLML Cerberus
Chessur
Full Broadside
Deepwater Hooligans
#1092 - 2013-11-12 21:00:47 UTC
Malcanis wrote:
Chris Winter wrote:
Can we get a list of which CSM members supported this change, so I know who not to vote for?


I supported the change.


Why does this not even suprise me.
Malcanis
Vanishing Point.
The Initiative.
#1093 - 2013-11-12 21:03:06 UTC
Chessur wrote:
Malcanis wrote:
Chris Winter wrote:
Can we get a list of which CSM members supported this change, so I know who not to vote for?


I supported the change.


Why does this not even suprise me.


Because i told you I did 2 days ago, most likely.

Even repeated Brasso martinis shouldn't have erased such a simple fact from your memory.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Shinah Myst
Celestial Dragon
#1094 - 2013-11-12 21:03:21 UTC
CCP2011 is back. Not listening to the player base, knowing it better. Fuсk yоu, I'm not going to pay for this sh​it. o7
Malcanis
Vanishing Point.
The Initiative.
#1095 - 2013-11-12 21:08:18 UTC
Shinah Myst wrote:
CCP2011 is back. Not listening to the player base, knowing it better. Fuсk yоu, I'm not going to pay for this sh​it. o7


Since you're quitting without even trying, may I wish you all the very best of luck for your adventures on Hello Kitty Island?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Mhari Dson
Lazy Brothers Inc
#1096 - 2013-11-12 21:09:36 UTC
glad to see you CSM folks finally showing up, but at this point it's too little too late.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1097 - 2013-11-12 21:09:47 UTC
X'ret wrote:
3min (BURST DAMAGE) quick check on Sisi, without comments:

RLML Cerberus

So with good skills it even fails to kill NPC BS, what to speak of properly fitted player cruiser Lol
mynnna
State War Academy
Caldari State
#1098 - 2013-11-12 21:15:16 UTC
Mhari Dson wrote:
glad to see you CSM folks finally showing up, but at this point it's too little too late.


Are you stuck in a world where the CSM is contractually obligated to agree with the playerbase on every single thing, or did you just not read what either Malcanis or I posted?


PS we do both agree with the playerbase. We often do. Its just the case, as is here, that the playerbase is often split on something, and you're not in the part we agree with. Better luck next time?

Member of the Goonswarm Economic Warfare Cabal

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1099 - 2013-11-12 21:18:43 UTC
mynnna wrote:

Its just the case, as is here, that the playerbase is often split on something, and you're not in the part we agree with.

Erm, you agree with what exactly, can you elaborate?
Viceorvirtue
The Hatchery
RAZOR Alliance
#1100 - 2013-11-12 21:19:03 UTC
Can you imagine what would happen if a frigate landed as he was shooting that battleship. If he didn't have enough missiles remaining in his clip he would be unable to effectively do anything about the frigate for over 40 seconds. What if it's an enyo, ishkur, harpy or hawk? Then even with a mostly full clip he still has to swap out of kinetic to be able to break their tank. 40 seconds in a long time and this mechanic will get you killed often enough that there becomes no reason to use rlm at all when you can use something like a pulse omen or rail thorax and be able to, well, not actually die in a fire if a frigate suddenly appears at random.