These forums have been archived and are now read-only.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
Cardano Firesnake
Fire Bullet Inc
#1301 - 2013-11-13 09:33:52 UTC
30 secondes to reload and 1 minute and 20s of shooting is ok to me...

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Bouh Revetoile
In Wreck we thrust
#1302 - 2013-11-13 09:53:03 UTC
Viceorvirtue wrote:
@bouh: My example was more specifically geared towards if I were to engage another cruiser and it calls its friends, or perhaps I am doing a fw plax and am having to shoot rats. If I were just using the caracal to shoot lightly tanked or untanked tackle and warp out the new rlms would be far too good at this, giving the opponents much less response time. This again turns it into a 1 trick pony where in the majority of situation the omen or thorax will be flat out better.

Even a powergrid increase for rlm that would force the caracal to reduce its tank to a similar level of the omen or thorax would be much better because then it will be able to deal with a changing situation and adapt via being able to swap ammo easily.

As far as the thorax and omen having tracking issues, standard drop fixes this issue very easily for the omen. You need standard drop and a defensive web for a rail thorax to deal with tackle well if it lands on you. Both of these ships can easily handle tackle at range and unlike the new rlms, they are gaurenteed to atleast be able to shoot at it (barring the enemy gang using various ewar) every single time.

So you acknowledge that burst RLML will be very effective in their intended role (shooting frigates) and ineffective in their non-intended role (shooting cruisers). It looks like Rise hit exactly the right spot in fact. RLML are not supposed to be an all rounded weapon, it is an anti-frigate weapon.

If you want an all rounded cruiser weapon system, look for HML, or HAM if you don't need range, but you might need something to help damage application in some cases. I don't have time today to look at the application numbers, but I'm pretty sure they are far from bad considering all their caracteristics.

Oh, and if you believe a turret cruiser is more dangerous to frigates than a Caracal, you are really, really, really wrong. The most dangerous cruisers to frigates are RLML cruisers and drone cruisers (with bonus to drones) ; AC and pulse cruisers are not to underestimate, but RLML and drones really are the terror of frigates because of the combination of damage application and range. This is well known in FW, you can easily gues why. And I'm not talking about AF or pirate frigates here. These heavy frigates don't really fear cruisers, they only make fair oponents, unless they are anti-frigate cruisers, like RLML and drone cruisers.

And talking about drugs, missiles have it too. Standard Crash will reduce your explosion radius by 20%.

Oh, and rail thorax will NOT easily deal with any competent tackle. It will just die helplessly if he have no backup.
Morrigan LeSante
Perkone
Caldari State
#1303 - 2013-11-13 09:55:06 UTC
I'm sure other's have said it but I'll chip in - it's not that RLML are particularly strong, it's rather that you castrated HML so there's really no viable choice unless it's a POS whack/PvE.

People weren't using them because "overpowered" people were all using them because the alternates all sucked hardcore. there is a distinction between everyone using it because it's overpowered and everyone using it because everything else sucks.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1304 - 2013-11-13 10:10:50 UTC
On easy way to help balance the usefulness woud be to change the t2 high damage missiles to way worse damage application but increased damage over current values.

That would mitigate a lot the issues with the new rapids, because if you knew you were goign to fight a Cruiser you could pay40 seconds to load an ammunition that would give you SOME chance.

In fact that even opens up interesting opportunities. A third t2 ammunition, with reduced damage but halved reload time?

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

Maxemus Payne
THE BOARD OF EDUCATION
#1305 - 2013-11-13 10:20:01 UTC
Gypsio III wrote:
Maxemus Payne wrote:

2. I don't know the last time I brought a 3x BCU II Cerberus to a fight and outran anything... ever. For example: A Cerberus at 1376 m/s vs a Thorax... at 2028 m/s is just disgusting. .


Er, try not plating and trimarking your Cerberus. P





No trimarks on the Cerberus friend. Had Medium Core Defense Field Extender Is....
Kagura Nikon
Native Freshfood
Minmatar Republic
#1306 - 2013-11-13 10:25:47 UTC
Maxemus Payne wrote:
Gypsio III wrote:
Maxemus Payne wrote:

2. I don't know the last time I brought a 3x BCU II Cerberus to a fight and outran anything... ever. For example: A Cerberus at 1376 m/s vs a Thorax... at 2028 m/s is just disgusting. .


Er, try not plating and trimarking your Cerberus. P





No trimarks on the Cerberus friend. Had Medium Core Defense Field Extender Is....



Cerberus, clean, with a 10MN MWD reaches 1730 ms.....

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

Maxemus Payne
THE BOARD OF EDUCATION
#1307 - 2013-11-13 10:46:39 UTC  |  Edited by: Maxemus Payne
Mr Gojira wrote:
Maxemus Payne wrote:
Just some minor commentary here...

1. I don't know the last time I won a 1v1 BS fight in under 50 seconds.



So what part of Rapid missile launchers being for attacking smaller ships than yours are you not comprehending? And most of the people in this thread for that matter? An a Caracal is a kiting ship tank is low on kiting ships...



I was merely using the example to illustrate the lack of vision for ths reload feature. I've used a nanophoon on sisi with RHMLs to great effect against battleship hulls and cruiser hulls alike. The Caracal that I normally kite with has 13k shield HP and is over 2000m/s cold. So its not THAT low in terms of HP buffer or speed. That was never in question.

If you read this- "This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps"
from CCP Rise at the beginning of the thread you would see that this is not the typical nano Caracal setup. A Cerberus with the same lows is over 150m/s slower than its T1 variant(with the high DPS setup in considering here).
Maxemus Payne
THE BOARD OF EDUCATION
#1308 - 2013-11-13 10:58:03 UTC
Kagura Nikon wrote:
Maxemus Payne wrote:
Gypsio III wrote:
Maxemus Payne wrote:

2. I don't know the last time I brought a 3x BCU II Cerberus to a fight and outran anything... ever. For example: A Cerberus at 1376 m/s vs a Thorax... at 2028 m/s is just disgusting. .


Er, try not plating and trimarking your Cerberus. P





No trimarks on the Cerberus friend. Had Medium Core Defense Field Extender Is....



Cerberus, clean, with a 10MN MWD reaches 1730 ms.....




-You are correct. I wasn't tracking that I didn't have the most up to date EFT on this laptop. In a transition state right now so that was an oversight on my part. Apologies.
Kaeda Maxwell
Stay Frosty.
A Band Apart.
#1309 - 2013-11-13 11:05:41 UTC
After much pondering, I have found a use for the new RLML's.

They're kinda nice as an option other then neuts in the Stabbers utility highs. Conceivably in other utility highs elsewhere as well. That doesn't help them much as a main weapons system, and only kind of works because you don't use the neuts on a stabber that much anyway. But it's a thing! Big smile And it really does look sort of viable on paper.
Seolfor
Caldari Provisions
Caldari State
#1310 - 2013-11-13 11:16:15 UTC  |  Edited by: Seolfor
Kaeda Maxwell wrote:
After much pondering, I have found a use for the new RLML's.

They're kinda nice as an option other then neuts in the Stabbers utility highs. Conceivably in other utility highs elsewhere as well. That doesn't help them much as a main weapons system, and only kind of works because you don't use the neuts on a stabber that much anyway. But it's a thing! Big smile And it really does look sort of viable on paper.


Ill add - the new RLMLs will be super awesome for ships whose primary source of damage is drones, but have launcher hardpoints e.g.

- Arbitrator
- Prophecy
- Gnosis (setup as a drone boat)

Also all those minmatar Cruiser+ hulls with ACs, currently sporting Neuts in spare highslots, can now use these RLMLs, when in a gang/fleet with dedicated Neut ships:

- Rupture
- Hurricane
- HFI
- Vagabond
- Munnin
- Sleipnir

Thank you Rise. We needed a niche launcher system. Clearly what the game's most urgent balance requirement was. Dont listen to the naysayers - youre THE MAN. Your usage stats must be showing it, HAMs/HMLs/Torps/Cruises are ALL FINE. People need to learn how to play.

Educate them Rise, YOURE THE MAN.

Please post more numbers with scourge fury for demonstrating bloated numbers for a system designed to hit smaller targets.

Dont worry about ammo choice. When youre in a fleet of 100, it doesnt matter if youre firing Kin or Explo at that Ishtar. It will still blow up - you got this dude. YOURE THE MAN.

Also, dont worry about utility crap like FoF dude. I mean ECM is SO underpowered, any indirect nerf to its counters is good for the game. We need MORE BBs and Falcons. YOURE THE MAN!

Psst, Hint, im being totally sarcastic - youre NOT the man. Youve ignored every data point and calm post in this thread telling you why this is a needlessly extreme change. I didnt think youd be a prideful man, but youre obsessed with your new found idea of an ancillary 'weapon system' and nothing will change your mind - so lets just all suck up 2 months of utter trash RLMLs and wait for you tune them to sober levels, but WITH YOUR NEW MECHANIC.

Because YOURE THE MAN!
Moonaura
The Dead Rabbit Society
#1311 - 2013-11-13 11:32:51 UTC
I'm not going to post again to this thread. Since yesterday it's hit another 20 pages CCP Rise. That should tell you everything you need to know really. Shocked

My suggestions are thus surmised.

1. RLML are not some awesome weapons that needed balancing. At worst, give them a 10% reduction in RoF. Done.

2. Create an entirely new weapon module around burst fire and long reloads - call it, a 'Burst Light Missile Launcher' or something, I don't know - take your idea and run with it - but offer it to us as a CHOICE, leaving the original RLML weapon modules as they currently are, with the minor RoF I suggested. In EvE more choice creates new fits, new ideas and is overall - GOOD. Ancillary shield boosting lead the way in this concept and weapons following this idea make sense.

3. Be cheered as a hero for doing the former!

4. Push this back to 1.1 to let it be properly tested.

5. Understand, that inherently, the CSM is bias towards 0.0 play styles, because 0.0 alliance members can get way more votes. I've seen some of the best solo and small gang pilots I know, tell you time and time again in this thread how bad this idea is, yet you've basically ignored them because you've based your opinions on feedback from players that live a very different play style and can best make use of a burst mechanic, and who will be least affected by a burst and slow reload mechanic because of the numbers they plan to use it with.

6. Peace. Hope the cat video made you laugh.

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

Ganthrithor
School of Applied Knowledge
Caldari State
#1312 - 2013-11-13 11:44:03 UTC
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.


My line of attack would be contacting CCP and suggesting they un-hire you. You're bad at your job. You are arrogant, your ideas are poorly thought out, and your response to criticism is to get all passive-aggressive and essentially to ignore the playerbase and go with your gut instincts without even bothering to push this crap to SiSi for playtesting. This is how you ruin a game.

I had mixed feelings when you were first hired at CCP since I thought you were kind of an unfunny douche, but at the same time you're obviously someone who's spent time playing this game and should have a pretty good feel for what's wrong and how to fix it. Instead you've come in and behaved just like the rest of the balance team: attempt to aggressively nerf small gang and solo play, ignore community feedback except in the most riotous cases of dissent, and generally push through poor mechanics-- preferably with as little testing as possible.

There have been plenty of good arguments made in this thread as to why you shouldn't implement this change. You're the one who's chosen to simply ignore them all and proceed to implement a massive change to a weapon system simply because you're too incompetent to balance out the other existing weapons systems that RLMLs would otherwise eclipse. So far the reasons you've given for hastily implementing your change are:

- I'm CCP Rise, and I think long reloads are super cool because they'll add tension to EVE, or something
- Current RLMLs will be better than HAMs and heavies in most siutations, and I'm too lazy and / or inept to devise a way of making these other weapons viable, so I'll just nerf RLMLs into the ground instead
- Did I mention that I think this is a good idea?
- I think I'll just ignore this thread and do whatever I want. Who needs playtesting when I already thought about the idea for a few minutes and think it's obviously a good idea.

ASBs were a bad idea, these launchers are a bad idea, nobody wants a weapon system with 40-second reloads. Get over yourself and listen to the people who are telling you that you're wrong.
Mhari Dson
Lazy Brothers Inc
#1313 - 2013-11-13 11:49:01 UTC
I'm done with both the thread and the weapons system, no sense in wasting words trying to communicate here.
UmbraIra
Plundering Penguins
Solyaris Chtonium
#1314 - 2013-11-13 11:56:02 UTC
Can the mobile fitting service be used to manually reload these things? Like as if i were docked at a station and dragged and dropped the ammo into my launchers?
Michael Harari
Genos Occidere
HYDRA RELOADED
#1315 - 2013-11-13 13:17:53 UTC
UmbraIra wrote:
Can the mobile fitting service be used to manually reload these things? Like as if i were docked at a station and dragged and dropped the ammo into my launchers?


I havent tested this with RLMs, but you cant with ASBs.
Zvaarian the Red
Evil Leprechaun Brigade
#1316 - 2013-11-13 13:26:38 UTC
Mr Gojira wrote:
Maxemus Payne wrote:
Just some minor commentary here...

1. I don't know the last time I won a 1v1 BS fight in under 50 seconds.



So what part of Rapid missile launchers being for attacking smaller ships than yours are you not comprehending? And most of the people in this thread for that matter? An a Caracal is a kiting ship tank is low on kiting ships...


The problem as I see it is that missile cruisers have no real weapon system for targets the same size as them unless within web range. That has led to RLMLs being used for all situations. Now if CCP wants to nerf RLMLs against cruisers and above they need to make HMLs and HAMs better against cruiser sized ships. Unfortunately such a change simply doesn't seem to interest CCP.
Bouh Revetoile
In Wreck we thrust
#1317 - 2013-11-13 13:32:34 UTC  |  Edited by: Bouh Revetoile
Ganthrithor wrote:
There have been plenty of good arguments made in this thread as to why you shouldn't implement this change. You're the one who's chosen to simply ignore them all and proceed to implement a massive change to a weapon system simply because you're too incompetent to balance out the other existing weapons systems that RLMLs would otherwise eclipse.

Would you mind remembering us these good arguments ?

As I recalled, there was :
- reload prevent ammo swapping (acknowledged by Rise) ;
- front loaded dps is bad (aka I know nothing at EVE pvp) ;
- not enough missiles in the clip (aka I can't kill a cruiser or AF in one clip, it's not OP enough) ;
- this is bad RLML are fine and don't need a nerf (aka I love my OP launcher doing everything without any drawback) ;
- and the best of all : Rise you are stupid and bad (aka I hate these changes but I'm too stupid to argue).

Did I miss anything ?

Zvaarian the Red wrote:
The problem as I see it is that missile cruisers have no real weapon system for targets the same size as them unless within web range. That has led to RLMLs being used for all situations. Now if CCP wants to nerf RLMLs against cruisers and above they need to make HMLs and HAMs better against cruiser sized ships. Unfortunately such a change simply doesn't seem to interest CCP.

Do you have any idea of the dps medium turret do outside of web range ? I'm talking applyed dps, not paper one. I only checked it quickly, but HAM do 100% dps to a Vexor (either shield or armor) at full speed, and 85-90% with MWD on ; up to 30km.
Zvaarian the Red
Evil Leprechaun Brigade
#1318 - 2013-11-13 13:36:19 UTC
Bouh Revetoile wrote:

If you want an all rounded cruiser weapon system, look for HML, or HAM if you don't need range, but you might need something to help damage application in some cases. I don't have time today to look at the application numbers, but I'm pretty sure they are far from bad considering all their caracteristics.


Are you for real?
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1319 - 2013-11-13 13:37:14 UTC
Moonaura wrote:

1. RLML are not some awesome weapons that needed balancing. At worst, give them a 10% reduction in RoF. Done.

Even at worst 10% RoF reduction is way too much. Now it may seem kinda agreeable, having this huge nerf in mind, but in a longer run it will make RLML weak and inadequate. Up to 5% would be reasonable but I'd rather reduce their range than cripple already modest dps.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1320 - 2013-11-13 13:44:29 UTC
Bouh Revetoile wrote:
Ganthrithor wrote:
There have been plenty of good arguments made in this thread as to why you shouldn't implement this change. You're the one who's chosen to simply ignore them all and proceed to implement a massive change to a weapon system simply because you're too incompetent to balance out the other existing weapons systems that RLMLs would otherwise eclipse.

Would you mind remembering us these good arguments ?

As I recalled, there was :
- reload prevent ammo swapping (acknowledged by Rise) ;
- front loaded dps is bad (aka I know nothing at EVE pvp) ;
- not enough missiles in the clip (aka I can't kill a cruiser or AF in one clip, it's not OP enough) ;
- this is bad RLML are fine and don't need a nerf (aka I love my OP launcher doing everything without any drawback) ;
- and the best of all : Rise you are stupid and bad (aka I hate these changes but I'm too stupid to argue).

Did I miss anything ?

Zvaarian the Red wrote:
The problem as I see it is that missile cruisers have no real weapon system for targets the same size as them unless within web range. That has led to RLMLs being used for all situations. Now if CCP wants to nerf RLMLs against cruisers and above they need to make HMLs and HAMs better against cruiser sized ships. Unfortunately such a change simply doesn't seem to interest CCP.

Do you have any idea of the dps medium turret do outside of web range ? I'm talking applyed dps, not paper one. I only checked it quickly, but HAM do 100% dps to a Vexor (either shield or armor) at full speed, and 85-90% with MWD on ; up to 30km.



For a good pilot that knows how to counter enemy transversal using your own speed? Usually over 90%

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