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[Rubicon] Rapid Missile Launchers - v2

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Author
Arthur Aihaken
CODE.d
#1761 - 2013-11-18 16:53:38 UTC
Joe Risalo wrote:
I'm reposting this to see if anyone is interested... It got a couple likes…
instead, Completely remove reloading from rapid launchers. adjust their RoF and whatever else so that they're balanced.

But instead of worrying about reloading, the advantage that these launchers would have is that they never reload, unless you're swapping damage types.

It's an interesting idea, but it might give this particular weapon an unfair advantage once you settle on the damage type. Lasers are the most limited for damage type, followed by hybrids and projectiles - with missiles having the most flexibility. To avoid unbalancing any of the other weapon systems, I think the 10-second reload/swap for missiles needs to be retained.

In truth, we just need a little bit of rebalancing to the existing light-medium missile-based weapon systems. Something along these lines:

• Rockets: 20m radius, 170 m/sec velocity (+20), 33 damage
• Light missile: 60m radius (+20), 150 m/sec velocity (-20), 83 damage
• Heavy assault missile: 100m radius (-25), 125 m/sec velocity (+24), 100 damage
• Heavy missile: 125m radius (-15), 100 m/sec velocity (+19), 135 damage

I am currently away, traveling through time and will be returning last week.

Fears
Flatulence Occurs
#1762 - 2013-11-18 16:54:01 UTC
Thaddeus Eggeras wrote:
It won't work against blobs either, all they'd ave to do is learn how to last a till the 40sec reload and blob is dead. As missiles have never been able to alpha in one shot, I doubt it be hard to learn how to hold out till rapids reload.


Kinda like the ancilery boosters? (they worked out fine)
Thaddeus Eggeras
Urkrathos Corp
#1763 - 2013-11-18 17:00:45 UTC
They work fine in solo or small gangs, anything bigger you use something else, or logi. With ASBs you can't hold out against medium to big gangs. Weapons aren't like ASBs, with a weapon if you aren't shooting you can't win. with an ASB recharging you can still engage and might just pull of a win, might not too. No chance if you aren't putting out DPS. ASBs work well in fast engagements, anything else you are in trouble. These you will have 40secs to 50secs to kill your target, if you don't then you have 40secs to reload, and you are dead. I rather have something that reloads in 10sec and I have to shoot a couple times more then something that takes 40secs to reload, and if you don't kill your target(s) in the first load you have no chance.
Arthur Aihaken
CODE.d
#1764 - 2013-11-18 17:00:58 UTC
If the 40-second reload/swap time is the issue, why not just revise it down to 20 seconds for RLMLs?

I am currently away, traveling through time and will be returning last week.

Alvatore DiMarco
Capricious Endeavours Ltd
#1765 - 2013-11-18 17:01:00 UTC
Arthur Aihaken wrote:

• Rockets: 20m radius, 170 m/sec velocity (+20), 33 damage
• Light missile: 60m radius (+20), 150 m/sec velocity (-20), 83 damage
• Heavy assault missile: 100m radius (-25), 125 m/sec velocity (+24), 100 damage
• Heavy missile: 125m radius (-15), 100 m/sec velocity (+19), 135 damage


I don't claim to know everything about missiles (or even very much about them, sometimes) but this looks pretty good IMO.
Tarmaniel
State War Academy
Caldari State
#1766 - 2013-11-18 17:02:38 UTC  |  Edited by: Tarmaniel
Thaddeus Eggeras wrote:
Go back and read my test, I put out the DPS for HAMs and RMLs, but then I do the test and RMLs rocked T1 cruisers, HAMs rocked faction cruisers, and they pretty much tied against HACs. The big things that make the RMLs OP is that they work good to great against destroyers and frigates, but also do good against cruisers. And against cruisers RMLs damage per volley doesn't change no matter the speed of the cruiser being shot, and no matter if you are shooting 500 meters or 50kms. NO other weapon system in EVE does the speed of a target not matter to the point that their damage per volley doesn't get affected. RMLs are OP thats just the truth, I didn't want o believe it either, but then I tested them. You can't have a weapon system made to be good against smaller targets, be just as good against targets of the same size, and not bad against BCs also, and RML do just that. They pretty much do what HAMs, HMLs, all cruiser size guns do in one weapon system. They need fixed, adding 40secs to thier reload time isn't a fix that is making them worthless and is a fast way to fix an issue. It will do nothing but make them need to be looked at again, but as HAMs need a slight buff, HMLs need fixed, defneders need fixed, FoFs need fixed, I hope missiles will be looked at heavily for the next patch. All I am trying to do is fix rapids in a way that works, instead of fixing them fast and in a way that makes them worthless in PvP, and I'm sure in PvE too.


You did not use fury lights against cruiser and up targets in your test, which makes RLMs look a lot worse than they are. You also didn't include links, which further skew the stats in favor of RLMs to a large degree. The majority of ABing battleships cannot be hit for full damage by HAMs or HMLs if they are skirmish linked. HAMs only outperform them on single-webbed BCs, or cruisers with multiple webs or TPs applied. Yes, links make RLMs out-DPS HAMs on cruisers even if the cruiser is webbed and running their MWD. HAMs cannot hit even MWDing BCs for full damage if they have links.

RLMs currently obsolete all missile systems bigger than themselves in almost all cases. The fact is, if the target is not webbed and has links, RLMs do more damage than every other missile system larger than it to basically every target smaller than BSes with no prop mods or with MWDs. A linked Machariel can overheat their afterburner and take less than 33% of paper DPS from HAMs and 25% from HMLs, it's pretty disgusting.

RLMs also have a nasty tendency to vastly outperform other weapon systems on comparable hulls as well. A Scorch Zealot with 2 HS does 406 DPS, an RLM Cerb with 2 BCS and fury lights does 414 DPS and actually applies damage better. You can solo a Zealot pretty easy in an inty or AF, good luck with that against an RLM Cerb. The TE nerf means RLMs outdamage ACs outside of web range as well, and of course neutrons are no good outside of web range. In fact, against non-webbed targets, RLMs simultaneously outdamage and outrange all other medium-sized weapon systems, they don't have to deal with tracking, and they switch damage type. They apply 100% of EFT DPS with fury missiles to anything cruiser sized and up at all times. The addition of many ships with MWD bloom bonuses exacerbates the difference between RLMs and other weapons significantly as well.

Oh, and on top of that they're super-light on the fittings letting you run your Cerb with an XLASB and a LSE. Without the fittings increase that they did, you could actually run your RLM Cerb with dual-XLASBs and tank three max-gank fitted Deimoses at point-blank range while not moving for two minutes. Yeah, they needed changes.
Fears
Flatulence Occurs
#1767 - 2013-11-18 17:09:03 UTC
Thaddeus Eggeras wrote:
They work fine in solo or small gangs, anything bigger you use something else, or logi. With ASBs you can't hold out against medium to big gangs. Weapons aren't like ASBs, with a weapon if you aren't shooting you can't win. with an ASB recharging you can still engage and might just pull of a win, might not too. No chance if you aren't putting out DPS. ASBs work well in fast engagements, anything else you are in trouble. These you will have 40secs to 50secs to kill your target, if you don't then you have 40secs to reload, and you are dead. I rather have something that reloads in 10sec and I have to shoot a couple times more then something that takes 40secs to reload, and if you don't kill your target(s) in the first load you have no chance.


Your logic is sound, "yes i quote startrek" if your comment about ASB's was pointed in my direction, i just warnt to let you know that the point was not about survival, but more like a hint to what may be done, once given the chanch. ;)

Alvatore DiMarco
Capricious Endeavours Ltd
#1768 - 2013-11-18 17:10:03 UTC
Tarmaniel wrote:
A whole bunch of stuff.


Sounds to me as though Light Missiles are the reason why nobody uses anything else, not the launchers they get put into.

Which is just exactly what most of this thread has been saying. How unusual, right?
Thaddeus Eggeras
Urkrathos Corp
#1769 - 2013-11-18 17:23:08 UTC
Everything you said I have said or agreed with throughout this post. RMLs are OP, and need fixed. Adding 40secs to reload isn't fixing them, it's making them worthless and doing the quick fix. CCP needs to sit down and come up with a REAL way to fix Rapids, rebalance HAMs, HMLs, and overhaul defenders and FoF. I agree with everything you said.

I did the test the way I did because it is a basic test. I can't use T2 ammo in a test liek this. That would b like have 2 rifles and using special ammo in one and regular ammo in the other, it shows favor to one and not the other. Here I used Caldari Navy ammo for both, had 3 armor ships, and 3 shield ships, fits were'nt changed bwtween missile types, and were tested with MWD on and MWD off with both missile types. The test ship changed nothing but launchers. I also do have to fits for al ships tested, I just can't link them on the forum as it only brings up ship type. If you'd like those let me know and I'll mail you them also. The Cerb used to test both was nothing but 3 BCUs and the launchers. I didn't add other variable i.e. TPs, rigs, webs, etc because that isn't what the test is for. It was a basic test to compare to weapon systems, nothing more. If you'd like to see the full test, with ship fits, and etc let me know.
Klazktrknuitzksalikamono
Imperial Shipment
Amarr Empire
#1770 - 2013-11-18 17:26:29 UTC
Thaddeus Eggeras wrote:
Everything you said I have said or agreed with throughout this post. RMLs are OP, and need fixed. Adding 40secs to reload isn't fixing them, it's making them worthless and doing the quick fix. CCP needs to sit down and come up with a REAL way to fix Rapids, rebalance HAMs, HMLs, and overhaul defenders and FoF. I agree with everything you said.

I did the test the way I did because it is a basic test. I can't use T2 ammo in a test liek this. That would b like have 2 rifles and using special ammo in one and regular ammo in the other, it shows favor to one and not the other. Here I used Caldari Navy ammo for both, had 3 armor ships, and 3 shield ships, fits were'nt changed bwtween missile types, and were tested with MWD on and MWD off with both missile types. The test ship changed nothing but launchers. I also do have to fits for al ships tested, I just can't link them on the forum as it only brings up ship type. If you'd like those let me know and I'll mail you them also. The Cerb used to test both was nothing but 3 BCUs and the launchers. I didn't add other variable i.e. TPs, rigs, webs, etc because that isn't what the test is for. It was a basic test to compare to weapon systems, nothing more. If you'd like to see the full test, with ship fits, and etc let me know.


RLMLs aren't OP.

They're a DPS-limited platform that makes you quite worthless for shooting anything but frigates.

Please stop it with this garbage.

If you're dumb enough to mWD at a RLML caracal for 45 seconds you are dumb enough to get sniped by any other LR platform. You are also dumb enough to get scrammed and dualwebbed by HAMs.
Thaddeus Eggeras
Urkrathos Corp
#1771 - 2013-11-18 17:30:47 UTC  |  Edited by: Thaddeus Eggeras
Well you are wrong, RMLs are great against cruisers, and have shown to work better against them then HMLs and HAMs again and again, hints why they are being nerfed and as I have tested them on the REAL server and seen that they are OP, I'm stop stupid I am someone who instead of insulted others and complaining baout loosing your perfect weapon for cruiser and down ships, look at the facts. I have pointed out about a million times the 3 reason why they are OP. They are sorry but it's true, I didn't want to believe it either but it is true.
Even scrammed and webbed HAMs won't do what RMLs do against T1 cruisers, and they will still be pretty much a tie against HACs, against faction ships HAMs did great, but as faction ships are being rebalanced I wouldn't hold your breathe on HAMs doing so great against them after either.
elitatwo
Zansha Expansion
#1772 - 2013-11-18 17:33:18 UTC  |  Edited by: elitatwo
Arthur Aihaken wrote:

• Rockets: 20m radius, 175 m/sec velocity (+25), 33 damage
• Light missile: 45m radius (+5), 165 m/sec velocity (-5) (0), 83 damage <- you know Frigates use these too, right?
• Heavy assault missile: 100m radius (-25), 125 m/sec velocity (+24), 100 damage
• Heavy missile: 125m radius (-15), 125 m/sec velocity (+36), 135 damage


Some values were off by a bit, I made the necassary corrections for you.


You're welcome!

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Alvatore DiMarco
Capricious Endeavours Ltd
#1773 - 2013-11-18 17:39:20 UTC  |  Edited by: Alvatore DiMarco
Thaddeus, I notice you still have your hands. As long as you've decided to keep them, maybe you could stop using them to shiptoast? It's really only serving to derail what is attempting to be a productive and civil conversation that absolutely no devs care at all about anymore.

Anyway, rapid launchers aren't OP - the missiles they fire are, especially compared to how much better those missiles are than their next-size-up counterparts. Although, are cruises really that bad?

@ elitatwo - Now see, that doesn't look quite right at all. Why are you giving HAMs and Heavies the same explosion velocity? I too would like my artillery to have the same tracking as my autocannons. Also, what does frigates using light missiles have to do with what the missiles get fired at?
Thaddeus Eggeras
Urkrathos Corp
#1774 - 2013-11-18 17:41:00 UTC
elitatwo,

Thank you for fixing that haha.
Thaddeus Eggeras
Urkrathos Corp
#1775 - 2013-11-18 17:44:53 UTC
If the missiles they fire are OP that would make them OP, hmmmm....
Alvatore DiMarco
Capricious Endeavours Ltd
#1776 - 2013-11-18 17:50:11 UTC
Thaddeus Eggeras wrote:
If the missiles they fire are OP that would make them OP, hmmmm....


There's a difference between a launcher being OP and the ammunition being OP. I apologize if this distinction is too subtle for you to comprehend.
Thaddeus Eggeras
Urkrathos Corp
#1777 - 2013-11-18 17:58:48 UTC
Not really, but ok. Also for someone who says they don't know much about missiles you sure have a lot to say about it. The Launchers are OP, as with T1, faction, or Furies they all do will against cruisers and down and have no issues with target speed. And as missiles don't need a new launcher type, they just need HAMs and HMLs rebalanced, Rapids fixed and Defeners and FoFs overhauled. But again so you never look at facts or use reason, I doubt it matters what others say.
Mhari Dson
Lazy Brothers Inc
#1778 - 2013-11-18 20:00:16 UTC
Thaddeus Eggeras wrote:
Quote:

Eh? Shoot a MWDing inty and get back to me.

Furthermore a cerb with todays RLML is only doing ~400-420 DPS (ish, dont remember if I had implants loaded).

That's just not a big number in today's game.


Go back and read my test, I put out the DPS for HAMs and RMLs, but then I do the test and RMLs rocked T1 cruisers, HAMs rocked faction cruisers, and they pretty much tied against HACs. The big things that make the RMLs OP is that they work good to great against destroyers and frigates, but also do good against cruisers. And against cruisers RMLs damage per volley doesn't change no matter the speed of the cruiser being shot, and no matter if you are shooting 500 meters or 50kms. NO other weapon system in EVE does the speed of a target not matter to the point that their damage per volley doesn't get affected. RMLs are OP thats just the truth, I didn't want o believe it either, but then I tested them. You can't have a weapon system made to be good against smaller targets, be just as good against targets of the same size, and not bad against BCs also, and RML do just that. They pretty much do what HAMs, HMLs, all cruiser size guns do in one weapon system. They need fixed, adding 40secs to thier reload time isn't a fix that is making them worthless and is a fast way to fix an issue. It will do nothing but make them need to be looked at again, but as HAMs need a slight buff, HMLs need fixed, defneders need fixed, FoFs need fixed, I hope missiles will be looked at heavily for the next patch. All I am trying to do is fix rapids in a way that works, instead of fixing them fast and in a way that makes them worthless in PvP, and I'm sure in PvE too.



The whole of missile mechanics has been broken longer than I've been playing (2008). Your test compares light missiles (long range frigate system) against heavy assault missiles (short range cruiser system) if you had taken the insight and included heavies I'd give your results a bit more consideration.

putting rockets/hams in place of lights/heavies is not the answer here, the real answer would be to not apply this pile of garbage and look over missile mechanics for a total rework im Rubicon 1.1. THIS WILL NOT HAPPEN. If you go back about 60 pages or so CCP Rise stated he wasn't taking any feedback from his own thread and that he got his feedback elsewhere, then did not state where so we could participate.
Arthur Aihaken
CODE.d
#1779 - 2013-11-18 20:05:45 UTC
elitatwo wrote:
Some values were off by a bit, I made the necassary corrections for you.
You're welcome!

Er, thanks… I think. I'll give a bit more explanation behind my numbers and you can ponder them.

• Rockets: 20m radius, 170 m/sec velocity (+20), 33 damage
• Light missile: 60m radius (+20), 150 m/sec velocity (-20), 83 damage
• Heavy assault missile: 100m radius (-25), 125 m/sec velocity (+24), 100 damage
• Heavy missile: 125m radius (-15), 100 m/sec velocity (+19), 135 damage

I swapped the explosion velocity bonus between rockets and light missiles because rockets are kind of the "HAM" equivalent and should be a bit more effective than light missiles in terms of damage application. The reason I increased the explosion radius on light missiles and substituted the rocket explosion velocity is because they're a bit too effective against, well… everything. To get the previous performance you'd need to run some rigor and flare rigs - so the idea is to have a bit of a tradeoff (as it should be).

As for heavy and heavy assault missiles, the issue is damage application. Heavy assaults should outperform heavies because there's already a range and damage tradeoff, hence why I dropped the explosion radius on heavy assaults to 100(-25) and 125(-15) on heavies. I also increased the explosion velocity on both, again giving heavy assaults better damage application than heavies.

The end result is that heavy assault missiles become very effective against cruiser and even destroyer-sized targets, especially on something like a Navy Drake where they receive a 25% explosion radius bonus. With rigors and flares, L4 skills and a few implants they'll probably outperform the new rapid light missile launchers in terms of sustained damage. As for heavies, they become a more effective at longer ranges, but they'll really shine in combination with rigors, flares and target painters.
…..

I suspect one reason RLMLs became as prevalent as they did was because they could essentially forego the use of missile rigs or target painters, where all the other missile systems relied on a combination of rigs, webs and target painters. It was implied that something radical would happen with RLMLs, and I think the current proposal is a better alternative than simply nerfing a weapon systems into oblivion (been there, done that). Rubicon is out tomorrow and I've got a bunch of Faction rapid light missile launchers to put through their paces, so it should be interesting at least.

I am currently away, traveling through time and will be returning last week.

Kenshi Hanshin
Pator Tech School
Minmatar Republic
#1780 - 2013-11-18 20:20:14 UTC
Stitch Kaneland wrote:

The issues i have with them, is that RoF ships don't fully take advantage of the new module. Since its just shooting the module faster, instead of for more damage. Hulls that have a %dmg bonus are best. Perhaps on next update pass they could get RoF bonus for standard missiles and reload reduction bonus on the rapids? That way they don't get screwed completely. So it would read:

5% reduction in launcher rate of fire for standard launchers

Or

5% reduction in reload of Rapid launchers

That would bring reload down to 30s.. maybe not drastic, but perhaps a bit more workable for the smaller, kitier ships. 40s is a bit long, but i've been able to manage it for the most part. Having an active tank helps a lot.

I honestly think these will get nerfed in the future. I can shred any HAC or cruiser (not sure about t3's) almost effortlessly. The damage selection issue is a bit aggravating when i came across some HACs, but normally i'll engage during the reload, and work on setting up my EWAR/cap warfare, that way once i do attack, they have poor cap and can't rep through it as easily.

I like the idea others have mentioned for ammo swaps. It changes the charge type, but doesn't reload the amount of charges.

In terms of lore, or how to explain that effect, maybe create a missile dedicated to the launcher, call it the "Chameleon" or something. Basically, just a missile type that has all 4 damage types in it, but the computer selects the damage type before launching. So when you need to change the damage type, you can "load" it with the standard 10s reload, but changes damage type, not charge amount.

So if you have 15 missiles left, and you have mjolnirs loaded, and a vaga comes on grid, you can change to scourge/nova in 10s, but still have 15 missiles left but the correct dmg type.

This would also help keep storage space better used for things like cap boosters for leaning towards a more active tank style, instead of having a mix up of different ammo. Might be a minor tweak that could be done to at least give some minor benefits to the launcher/play style.

To answer your question, I have tested them. I do have over 2 mil in Missiles. And to answer your question, no the 40s reload time is what breaks the module. Other than that I really don't have any lasting issue with the proposal.

Though to be honest, I wouldn't mind a larger clip size since it is very noticeable handicap with lower Meta-launchers.

I must say that I like your idea for the chameleon missiles! That would solve the reload and ammo change problem. Would be nice if they also worked with standard launchers but that might be asking for a bit much.