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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
elitatwo
Zansha Expansion
#1801 - 2013-11-19 00:43:26 UTC  |  Edited by: elitatwo
Arthur Aihaken wrote:
The Azmodeth wrote:
You know what, just ban me. screw this game.

Can I have your RLMLs? Twisted


Big smile

And oops to the ham explosion velocity speed, I mad a typo and it should have been 145m/s and not 125m/s.

I apologize!

And about light missiles being op, my light missle launcher frigates and destroyers all disagree with that and some of them aren't even Caldari.

But despite the whole launcher discussion, I will say it again until it sticks:

All missiles tracking needs to go to the 'beyond'.

The reason it was introduced in zee first place was because the Band of Develop- erm BoB said all missiles are unbeatable and must be nerfed hard.

You don't believe me?

Read all about it in the old forums and a very very long discussion about just this topic.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Arthur Aihaken
CODE.d
#1802 - 2013-11-19 00:49:05 UTC
elitatwo wrote:
And about light missiles being op, my light missle launcher frigates and destroyers all disagree with that and some of them aren't even Caldari.

If they're not even Caldari, they're not really true missile ships. Lol

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

Thaddeus Eggeras
Urkrathos Corp
#1803 - 2013-11-19 01:07:29 UTC
I think changing heavies and light to heavy assaults and rockets is still the best option, but I also think having a cruiser hull use a frigate hull weapon system and same with BS using cruiser weapon system isn't going to work in anyway at all. The explosion issues will always be there against fighting ships of the same hull size, and that can't be fixed by giving them a smaller weapon system. CCP has to come up with a replacement weapon system for them, or specialized missiles for those launchers only. A launcher that is made to use a new type of missile that is specialized for against smaller targets, but will still be affected by larger hulls also. Something that would be good against smaller ships, and just ok against same size ships and bigger. Everything with rockets and HAMs would fix all the OP issues with rapids BUT explosion radius and explosion velocity, even on those they just aren't enough to not still be good against ships of the same size. The issues with RMLs does go to the launchers, as Rapid light missile launchers RofF is 10s, and Light missile launchers RofF is 12s, that is another reason RMLs are OP. And even if you have specialized light missiles, the launchers RofF would need to be increased no matter what. As i gives RMLs only 1.2secs below the RofF of HAMs, which in itself is crazy to give. So again I was right and again I proved what you were saying wrong. Thanks for the pic though, it made me smile and think of you. I love how you have to argue with anyone, on every forum. Nothing like tough guys through a computer haha.

Only thing I can think of is making specialized missiles for rapids, something with the range of Rockets and HAMs, but with an explosion radius and explosion velocity that is between frigate size missiles and cruiser size missiles, and a decrease in RofF, to make it not the best choose to use against the same hull size ships or larger, but still good against smaller ships. I don't see any other way to fix them. But before this patch RMLs were as good and in some ways better then HAMs and much better then HMLs, making them very OP. After the patch with 40secs reload they will sadly be worthless. But as HAMs need a slight explosion fix, HMLs need fixed, defenders and FoF need a full overhaul, hopefully rapids will get looked at again when
elitatwo
Zansha Expansion
#1804 - 2013-11-19 01:09:18 UTC
Arthur Aihaken wrote:
elitatwo wrote:
And about light missiles being op, my light missle launcher frigates and destroyers all disagree with that and some of them aren't even Caldari.

If they're not even Caldari, they're not really true missile ships. Lol


Big smile

You are right. Nevertheless the Vengeance is a better Rocket and Light missile boat than my Hawk or I am just a bad Caldari frigate pilot.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Dr Sraggles
The Covenant of Blood
#1805 - 2013-11-19 01:13:13 UTC
Bouh Revetoile wrote:
So, to sum it up :
- people finaly agreed that light missiles are OP ;
- people really don't like 40s reload ;
- people really don't like Rise for having such ideas ;
- people would like to see HAM OP.

On the last point, I already *showed*, with numbers, that HAM are fine. AB and skirmish links reduce missiles damage, that's a feature : missiles are affected by speed and signature, and that's the only way to reduce their damage. When AB and links don't affect missiles damage anymore, missiles are OP.

For light missiles, I think they have too much damage (like 10%) and too much range (like 20%). Why (why is always what matter in a balancing thread) ? Because considering their dps, range and damage application, that's just too much. Even cruisers will have trouble doing more dps than a LML frigate past some distances (a Hookbill or Kestrel can shoot LM at 90km for 100dps).

And for RLML, can anyone says how you balance such a module versus HML/precision + rigor/flare + TP ? Either one or the other is useless. That is considering HML need a little love.


lol?

LMLs in a Kestrel have too much range so we should nerf RLML in a Cerberus?

You make as much sense as CCP RIse.



Thaddeus Eggeras
Urkrathos Corp
#1806 - 2013-11-19 01:16:45 UTC
The Hawk is a better ship for a couple reasons, one it can keep range from the Vengeance and hit further out. The other reason is that a dual medium ASB Hawk can still web and scram and do close to or over 200DPS, and it is a faster boat usually. Don't get me wrong the Vengeance is a mean boat, but against a Hawk it is slower and has less range, which makes a Hawk pilot just need to keep range and wait till the Vengeance's cap runs out. And even if the Hawk gets in close it will usually win, but that comes down a lot to the pilots also.
Thaddeus Eggeras
Urkrathos Corp
#1807 - 2013-11-19 01:19:01 UTC
No RLMs need nerfed because they are OP right now, they can rock cruiser size ships just as easily as HAMs and much better then HMLs, and kill smaller targets just as easy, which HAMs and HMLs can't. Go back and read some and you will see why RMLs are OP and are being nerfed. Now getting a 40secs reload time isn't a nerf, it will kill rapids, so I hope when CCP looks at missiles again they look to find a REAL way to fix them, instead of the fast way.
Alvatore DiMarco
Capricious Endeavours Ltd
#1808 - 2013-11-19 01:19:30 UTC
Dr Sraggles wrote:
lol?

LMLs in a Kestrel have too much range so we should nerf RLML in a Cerberus?

You make as much sense as CCP RIse.


I've been waiting for a good time to make this disclaimer, I just could never find one until now.

While I do say that Light Missiles are OP, I want to make it perfectly clear that what I mean is they're OP compared to other missiles. That doesn't mean other missiles aren't in fact UP. ...somehow "UP" doesn't work as well as "OP". Oh well, whatever. Light Missiles being out of line compared to other missile types doesn't specifically mean that the other missile types aren't actually the ones that need work. Which is the same thing I keep saying. Perhaps I repeat myself too much.
Anunna Morgan
Deep Core Mining Inc.
Caldari State
#1809 - 2013-11-19 01:29:59 UTC
Sorry if this has already been discussed but as a potential feature/workaround to the long reload vs switching damage types why don't we just have a variable reload time?

You could give the new rapid launchers the same 'base' reload time as other launchers (10 seconds) and then just have an additional reload time on a per missile basis eg;

reload time = 10 + ((30 / magazine size) * used ammo))

RLML reloading with a full magazine takes 10 seconds to reload (10 + ((30 / 18) * 0)
RLML reloading with an empty magazine tokes 40 seconds to reload (10 + ((30 / 18) * 18)

RLML reloading with 10 charges in the magazine takes 23.33 seconds (10 + ((30 / 18) * 8)

This would give pilots the flexibility to change ammo mid fight without too much heartache while also allowing skilled pilots to perform 'tactical' reloads during breaks in the fighting, lending these modules to more maneuverable fights. Conversely tactics could be used against RLML users to make them waste missiles making changing ammo more painful.
Arthur Aihaken
CODE.d
#1810 - 2013-11-19 01:37:03 UTC
In 8 hours this is all moot anyway...

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

Vladimir Norkoff
Income Redistribution Service
#1811 - 2013-11-19 01:41:42 UTC
elitatwo wrote:
The reason it was introduced in zee first place was because the Band of Develop- erm BoB said all missiles are unbeatable and must be nerfed hard.

You don't believe me?

Read all about it in the old forums and a very very long discussion about just this topic.
LOL wut? "Missile tracking" was introduced because people were one-shotting frigs with cruise missiles & torps. Not to mention that Kestrels could fit them (seriously). Missiles were broken as @#%! back then, and anybody but the noobiest rawr-rawr f-tard knew that they needed a fix. It wasn't "teh ebil BoB", it was sensible people who wanted them nerfed. Hell even after the first version which factored speed more heavily than sig, you could still pop a Rifter with one HML volley from a Caracal if you caught them on a turn-around (I did it repeatedly as a 2-month scrub). Further corrections were later made (Need4Speed) so that sig radius is the primary factor, which gave smaller ships a much better survival rate. But please don't let silly things like facts mess up your conspiracy theories and misconceptions of the the "golden years of EvE".
Alvatore DiMarco
Capricious Endeavours Ltd
#1812 - 2013-11-19 02:11:19 UTC  |  Edited by: Alvatore DiMarco
Vladimir Norkoff wrote:
Stuff


Hmmm.... so explosion radius is more important than explosion velocity, you say.

That's very interesting.
Arthur Aihaken
CODE.d
#1813 - 2013-11-19 02:22:54 UTC
Alvatore DiMarco wrote:
Hmmm.... so explosion radius is more important than explosion velocity, you say.
That's very interesting.

Yep, rigor, rigor and rigor (in that order).

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

Vladimir Norkoff
Income Redistribution Service
#1814 - 2013-11-19 03:17:28 UTC
Alvatore DiMarco wrote:
Hmmm.... so explosion radius is more important than explosion velocity, you say.
That's very interesting.
I am somewhat concerned that you don't seem to know this and yet are preaching to people that LMs are OPd. Fortunately, you are correct that they are slightly too good for their size in comparison to other missiles. But really you should know the mechanics of why, rather than the just the empirical evidence that they seem to blow **** up really really fast.
Alvatore DiMarco
Capricious Endeavours Ltd
#1815 - 2013-11-19 04:03:22 UTC  |  Edited by: Alvatore DiMarco
Vladimir Norkoff wrote:
Alvatore DiMarco wrote:
Hmmm.... so explosion radius is more important than explosion velocity, you say.
That's very interesting.
I am somewhat concerned that you don't seem to know this and yet are preaching to people that LMs are OPd. Fortunately, you are correct that they are slightly too good for their size in comparison to other missiles. But really you should know the mechanics of why, rather than the just the empirical evidence that they seem to blow **** up really really fast.


Let me take a moment to explain. While I have already been taught (both by others and by my extensive use of HAMs) that configuring for minimal explosion radius is more useful (and more effective) than configuring for maximum explosion velocity, I was never aware that the damage calculations themselves actually prioritize the one over the other. It's interesting to see that all my experimentation was in fact correct, and why.

Still, I'm always interested in learning new things I didn't know before. I will, of course, investigate this matter further.
elitatwo
Zansha Expansion
#1816 - 2013-11-19 04:14:22 UTC
Vladimir Norkoff wrote:
elitatwo wrote:
The reason it was introduced in zee first place was because the Band of Develop- erm BoB said all missiles are unbeatable and must be nerfed hard.

You don't believe me?

Read all about it in the old forums and a very very long discussion about just this topic.
LOL wut? "Missile tracking" was introduced because people were one-shotting frigs with cruise missiles & torps. Not to mention that Kestrels could fit them (seriously). Missiles were broken as @#%! back then, and anybody but the noobiest rawr-rawr f-tard knew that they needed a fix. It wasn't "teh ebil BoB", it was sensible people who wanted them nerfed. Hell even after the first version which factored speed more heavily than sig, you could still pop a Rifter with one HML volley from a Caracal if you caught them on a turn-around (I did it repeatedly as a 2-month scrub). Further corrections were later made (Need4Speed) so that sig radius is the primary factor, which gave smaller ships a much better survival rate. But please don't let silly things like facts mess up your conspiracy theories and misconceptions of the the "golden years of EvE".


Don't kill zee messanger.
I didn't post anything in 2006, I did read thou.

And to anyone's total surprise, missiles became unusable with Empyrean Age I.

At the time Empyrean Age II came, everybody was made fun of when asking a question with missiles and pvp in one sentence.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

elitatwo
Zansha Expansion
#1817 - 2013-11-19 04:18:22 UTC
Arthur Aihaken wrote:
Alvatore DiMarco wrote:
Hmmm.... so explosion radius is more important than explosion velocity, you say.
That's very interesting.

Yep, rigor, rigor and rigor (in that order).


Sad Tell that to a heavy missile fitted Cerberus.

She says a tech I heavy missle has an explosion radius of 89m with no rigs or implants.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

CW Itovuo
The Executioners
#1818 - 2013-11-19 04:47:15 UTC
Arthur Aihaken wrote:
In 8 hours this is all moot anyway...



It was moot the moment CCP made the announcement.


Out of bread? Let them eat cake.
Harvister
Deep Core Mining Inc.
Caldari State
#1819 - 2013-11-19 08:09:54 UTC
At this point CCP posted it on the forum for us to know and test it out. the complaining comes after the trials. but i do understand the concerns
Kagura Nikon
Native Freshfood
Minmatar Republic
#1820 - 2013-11-19 09:40:01 UTC
CW Itovuo wrote:
Arthur Aihaken wrote:
In 8 hours this is all moot anyway...



It was moot the moment CCP made the announcement.


Out of bread? Let them eat cake.



Well I did my part. Couple of friends from my ex corp that were in statis came askignif was worth to come back to game, I answered hell no, explained that this type of thing was happening and they agreed nothign changed since incarna.

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