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[Rubicon] Rapid Missile Launchers - v2

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Author
Highsec Clarke
Royal Amarr Institute
Amarr Empire
#1621 - 2013-11-16 21:13:26 UTC
40s 0 DPS... very usefull mod...
Stitch Kaneland
The Tuskers
The Tuskers Co.
#1622 - 2013-11-16 21:23:34 UTC
So, i've played around with RHML and they are pretty awesome. I used them both the standard and FI typhoon. I think the FI is better due to the 7.5% dmg bonus, so the missiles do more per charge. I was able to kill a 3 rep demios before 1 cycle was over. I was using meta 4 launchers, 3 bcu's, and was able to tank him and an ishtar fairly easily with my dual armor reps. My missiles skills are **** for the most part, and my typhoon still got 750 dps. So, 900-1k potentially in damage if you have good skills.

Another trend that i see these being used on is active tanks. So far all i've been using is RHML and active tank and it works well. I mean, if nothing else i'm still alive inbetween reloads, meanwhile my drones have wittled them away (i killed a vigilant too, but took more than 1 cycle, actually i didn't have missiles and drones finished him off.)

So for all those worried, at least for RHML, there is some hope.
Kazu'ul
OMG PWNAGE
#1623 - 2013-11-16 21:55:18 UTC  |  Edited by: Kazu'ul
While I absolutely applaud the design of these launchers and their differentiation of application of dps, I challenge you to go a step further:

Quad light missile launchers
Or, more specifically,
Quad light neutron blasters.

We can come up with reasons why, later.

Quote:
FI typhoon. I think the FI is better due to the 7.5% dmg bonus, so the missiles do more per charge. I was able to kill a 3 rep demios before 1 cycle was over.


Thinking about this, I have to ask... is it even remotely plausible to have a RoF bonus translate into a reload cycle? It seems to gimp the style if you have a launcher RoF bonus, as the applied dps is more... until the reload time, at which point you still have to wait the same amount of time. This tells me that his conclusion is accurate in that a dmg bonus is much better for this item.

On the other hand, I really like the idea of different weapons actually being DIFFERENT on this level, rather than a range/tracking/dps variance only. In the future I can only hope we have each of the five weapons systems represented in many ways, where hit-and-run "spew out dps" style ships are yet even more specialized and customizable and at the opposite end of the spectrum have things like the bastion module to emphasize and provide a channel to a different play style.

Great work, CCP!
Sygma
Appetite 4 Destruction
#1624 - 2013-11-16 22:14:53 UTC
Ok, I think the reload time is a bad idea. We will use the Caracal as it is the example that was brought up. You are in a 5 on 5...you fire on the primary, fire on the secondary...you are out of missiles and are now wiped by the enemy fleet. You are effectively giving the opposing gang a free falcon every time you reload.

I understand what you are saying but you are limiting an entire weapon system. How about you leave them the same but give them a 20% bonus instead of 35%.

It is just a bad idea.
Kara Trix
Deep Core Mining Inc.
Caldari State
#1625 - 2013-11-16 22:46:23 UTC
Sygma wrote:
Ok, I think the reload time is a bad idea. We will use the Caracal as it is the example that was brought up. You are in a 5 on 5...you fire on the primary, fire on the secondary...you are out of missiles and are now wiped by the enemy fleet. You are effectively giving the opposing gang a free falcon every time you reload.

I understand what you are saying but you are limiting an entire weapon system. How about you leave them the same but give them a 20% bonus instead of 35%.

It is just a bad idea.

'

They didn't bonus them at all... they are cutting the overall DPS and making it look pretty on the front end.

They cut the overall DPS over time by 20% on average. So they are pretty much just the same thing as
Light Missile Launchers now, but just front loaded, which in effect removed the benefit of the old RLML completely.

Bummer is those who spent months training ships and missile skills in order to buy into the RLML craze, pretty much
got dumped on.....

If they were over powered, just be creative and fix the other weapon types to compensate and move forward, rather then pull this silly take away.... truly unfair to missile users in general.


Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1626 - 2013-11-16 22:54:50 UTC
Highsec Clarke wrote:
40s 0 DPS... very usefull mod...

CCP Rise wrote:
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...

Alvatore DiMarco
Capricious Endeavours Ltd
#1627 - 2013-11-16 23:00:54 UTC  |  Edited by: Alvatore DiMarco
I remember when they messed around with artillery. I can't find the dev blog, but they were reasonable, well-considered changes that were also backed up with a very good ammo rebalance. To this day, projectile ammo is still amazingly useful - though I do wish we had a medium-range version that dealt EM.

It's too bad we can't have the same thing with missiles. This new missile system could be amazing if the other cruiser-sized options weren't invalidated by their ammunition being horse balls by comparison. The way it is now, you fly around with dual painters and two T2 rigors if you want to apply your damage.
Marcus Walkuris
Aww yeahhh
#1628 - 2013-11-16 23:17:33 UTC
Wouldn't their perceived problem be much easier to fix by adding in more reloads instead of one long one.
So a RLML would fire 5-7 missiles, reload for 1-2 second and fire again???
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1629 - 2013-11-17 00:03:46 UTC
Marcus Walkuris wrote:
Wouldn't their perceived problem be much easier to fix by adding in more reloads instead of one long one.
So a RLML would fire 5-7 missiles, reload for 1-2 second and fire again???

Wouldn't it be better if RLML would fire 1-2 missiles, reload for 5-7 seconds and then fire again 1-2 missiles??? If I understand correctly the whole point is to increase spikes of tension as much as possible. Just imagine!!!
Kara Trix
Deep Core Mining Inc.
Caldari State
#1630 - 2013-11-17 00:05:54 UTC  |  Edited by: Kara Trix
It doesn't stop.... the nails I mean for CERB pilots.. (which I am one)

They changed the bonus on the CERBERUS as well to exclude Light Missiles for the ROF bonus.

So now it will no longer give a 5% percent bonus to all missiles ROF... only HAM,HML and RLML

Wow....... keep them coming. So we get ZERO damage bonus on Lights for flying this expensive HAC over a T1, only range?

Why not just put a 60 second aggression timer on missile pilots = if they attempt to fire on anything "lock all systems" for 60 seconds until they yield and fly a turret ship.

Why do all this?
Ganthrithor
School of Applied Knowledge
Caldari State
#1631 - 2013-11-17 00:21:10 UTC
Kara Trix wrote:
It doesn't stop.... the nails I mean for CERB pilots.. (which I am one)

They changed the bonus on the CERBERUS as well to exclude Light Missiles for the ROF bonus.

So now it will no longer give a 5% percent bonus to all missiles ROF... only HAM,HML and RLML

Wow....... keep them coming. So we get ZERO damage bonus on Lights for flying this expensive HAC over a T1, only range?


Yup. Rise made a retardedly overpowered module, and now it's time for the special-casing so that only people who want to fly throwaway 30m isk ships can actually use the OP gear. Otherwise older players in real ships would be able to compete: we wouldn't want that.

Same BS with AARs and ASBs: a tiny minority of skillful players used to use active armor / shield tanking with great success. CCP saw this going on, saw that mere mortals who either couldn't afford high-end modules or weren't skillful enough to manage cap injection cycles etc weren't able to use these tactics, so they cook up some 3m isk module that gives your terrible T1 ship the same tanking capability as some autist's two-billion isk cruiser, "but only for 50 seconds."

Such a stupid idea. I suppose they'll be restricting RLMLs on the Tengu as well, since you'd have been able to do something like 650 dps with light missiles using them.

I have an idea: how about you design balanced modules instead of pushing out overpowered bullshit and then restricting it to use on throwaway ships? Why should I play a game that's totally balanced in favor of people flying throwaway crap in a suicidal manner? Stop making cheap crap outperform things people have spent ages training + saving for.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1632 - 2013-11-17 00:21:48 UTC  |  Edited by: Niena Nuamzzar
Kara Trix wrote:

They changed the bonus on the CERBERUS as well to exclude Light Missiles for the ROF bonus.

I don't mind if they increase explosion velocity and decrease explosion radius for heavy assault missiles by 30%.

Quote:

Why not just put a 60 second aggression timer on missile pilots...

Lol
Sgt Ocker
What Corp is it
#1633 - 2013-11-17 00:34:06 UTC
CCP Rise wrote:


Here's the plan to improve the situation:

Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters).
The only thing they have in common with ASB's is the extended reload time. The big difference is with an ASB you can fit another repper to enable repping while ASB recharges if needed.. RLM's you don't have that option.

Quote:
Reload time for both groups set to 40 seconds.
This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps[/b]

Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
With my current skills using an RLM fit caracal for lvl 3 missions, I get 349DPS for 51 seconds then none for 40 seconds, works out at roughly 180.5 dps per second, around 60dps less than I get now over the same time. Missioning with RLM caracal just went out the window.

Quote:
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.

Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test.
Thanks
For my current use of RLM's these changes a very bad. Heavy missiles in lvl 3's just take way too long to finish most of them (trying to hit npc frigates using hml's is tiresome).

And seriously how often do you get to pick and choose targets in pvp?? If your in a caracal with RLM's and get tackled by another cruiser you at least now have a chance of winning. After Rubicon that chance drops to just about zero vs anything with half decent shield rep or worse an active armour tank.

Basing game play and module use on all level 5 skills is fine and looks good (also much easier for devs than trying to find a balance to include lower skilled players) but the reality is there are a lot more players out there without all 5's then there are with.

From what I've read and heard about the issues with RLM's was they were too overpowered vs frigates.. IMO; They just became more so at least for those with all 5's, 409dps over 50 seconds = a lot of dead frigates in a short period. 4 or 5 volleys at a kite fit frigate he's gonna die, that's what, 4 or 5 dead frigates every 50 seconds

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Suleiman al-Amarr
Doomheim
#1634 - 2013-11-17 00:59:44 UTC
This is obviously a horrendous idea, and CCP too will realize this eventually. Too bad those of us who have grown fond of how the current RLML works and really loves using them have to wait until a patch down the road for things to be fixed again.

Forever faithful to the Imperial Academy.

Baali Tekitsu
AQUILA INC
Verge of Collapse
#1635 - 2013-11-17 01:21:34 UTC
I think there is quite some misconception going on at CCP why rapid light missiles are so popular. Its certainly not because theyre good, theyre actually pretty bad, its bacause the other missiles are utter trash.

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Krystyn
Serenity Rising LLC
Controlled Chaos
#1636 - 2013-11-17 01:53:47 UTC
Wow yet another buff to ganking that we didn't need
Bouh Revetoile
In Wreck we thrust
#1637 - 2013-11-17 02:26:07 UTC  |  Edited by: Bouh Revetoile
Does anyone here knows that 1400mm artilleries have 20 (twenty) seconds between *each shot* ?

That's only two shot while RLML is reloading.

That is also 30 seconds when they need to reload or swap ammo !

They are in fact usefull only on shot every twenty seconds ! A whole jam cycle !

At least the Caracal will be usefull for a minute before reloading !
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#1638 - 2013-11-17 02:59:21 UTC
Bouh Revetoile wrote:
Does anyone here knows that 1400mm artilleries have 20 (twenty) seconds between *each shot* ?

That's only two shot while RLML is reloading.

That is also 30 seconds when they need to reload or swap ammo !

They are in fact usefull only on shot every twenty seconds ! A whole jam cycle !

At least the Caracal will be usefull for a minute before reloading !

Poor artillery, guess we should cut down those OP missiles some more...
Anomaly One
Doomheim
#1639 - 2013-11-17 03:15:17 UTC
Bouh Revetoile wrote:
Does anyone here knows that 1400mm artilleries have 20 (twenty) seconds between *each shot* ?

That's only two shot while RLML is reloading.

That is also 30 seconds when they need to reload or swap ammo !

They are in fact usefull only on shot every twenty seconds ! A whole jam cycle !

At least the Caracal will be usefull for a minute before reloading !


not sure if sarcasm since you keep defending RLML change in your other posts.. comparing 1400mm to RLML... holy **** do you even know how much a 1400mm can do ?

STOP COMPARING ARTILLERY TO THIS CHANGE

Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC

Sgt Ocker
What Corp is it
#1640 - 2013-11-17 03:17:53 UTC
scorchlikeshiswhiskey wrote:
Bouh Revetoile wrote:
Does anyone here knows that 1400mm artilleries have 20 (twenty) seconds between *each shot* ?

That's only two shot while RLML is reloading.

That is also 30 seconds when they need to reload or swap ammo !

They are in fact usefull only on shot every twenty seconds ! A whole jam cycle !

At least the Caracal will be usefull for a minute before reloading !

Poor artillery, guess we should cut down those OP missiles some more...
Hmm you might be on to something there, I can see it now. OP RLML & RHML caracals and ravens ruling nulsec, look out Gewns there coming for you Twisted

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.