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[Rubicon] Rapid Missile Launchers - v2

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Author
Bouh Revetoile
In Wreck we thrust
#2181 - 2013-11-26 13:06:40 UTC
Fourteen Maken wrote:
Blabla gallente are so good and caldari sucks.
Fleet is a very different subject, and yes there are Vexors out there because after the Caracal the Vexor is the second best anti-frigate cruiser, because of drones. But fleet Vexor, solo Vexor and anti-frigate Vexor are three very different ship, and you can't just talk as if each one of them had the abilities of all three in one. And anyway the Vexor is a combat cruiser, not an attack cruiser, and because of this the Caracal is way faster the Vexor.

Anti-frigate Vexor is the second best anti-frigate cruiser, behind the Caracal, at least it was before the RLML change. I think new RLML will still be an excellent frigate interdiction weapon, but for the Vexor, it's only because of drones and tank : it sport the same tank as an RLML Caracal and have drones to kill frigates. Yet drones are way less effective than missiles, because they are destructible. Be it in a fleet or in duel, you better have a lot of light drones if they start dying.

Then there are the differences between armor and shield, but as always you need to work on the strengths of your ships and compensate for their drawbacks.

And if you can't find any use for high projection, high resilience shield ships, you need to learn more.

And yes, gallenteans like to fly in gallente themed fleets, and with the rebalance they are better than ever, but saying caldari ships are worthless is uninformed. They only tend to not work so well in solo (with exceptions like navy frigates and cruisers), but largely compensate by scaling very well when numbers increase. Also keep in mind that gallente just come back from uselessness. A lot of the gallente current fame is due to this come back to business. But shield fleets can still be very effective, and caldari ships survive infinitely better in these than gallente ones.
Bouh Revetoile
In Wreck we thrust
#2182 - 2013-11-26 13:09:35 UTC
Morrigan LeSante wrote:
This is where you are mistaken - HML being crap, are why HML are obsolete. HML are just bad in general. Furthermore those caracals that are "immune" to frigates are eaten alive by other cruisers with cruiser weapons. It's a fair trade, one of the key points of eve is a trade off. That trade off was broken when HML were left in the dirt - there's just no point in using them next to the alternates at this stage and that has nothing to do with the relative power of RLML and everything to do with HML sucking.
Granted HML could need some love, but they are not that bad, they only are a long range weapon with no tracking.

As for HAM I'd be gald if you could elaborate on them, because numbers shows they are not bad at all considering they are not blasters. :-)
Fourteen Maken
Karma and Causality
#2183 - 2013-11-26 13:15:19 UTC
Gypsio III wrote:
Fourteen Maken wrote:
Gypsio III wrote:
Arthur Aihaken wrote:
I say put the reload on RLMLs and RHMLs back to 10 seconds and leave the other stats. The ammunition capacity was already nerfed by 77.75%, the power grid requirements nearly doubled and most of the hulls don't bonus RLMLs or RHMLs anyway. Let the games begin!


For a triple BCS Caracal with CN ammo, this would result in burst DPS remaining the same at 335 DPS, but sustained DPS increasing from 176 DPS to 273 DPS. For comparison, old RLML Caracal had sustained DPS of 218.

Your idea involves a 25% increase in RLML Caracal sustained DPS, relative to the old RLMLs. Straight

Why did you propose this?


It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out?


It wasn't clear that it was tongue in cheek to me. It looked like just another case of people proposing ideas without having thought about the consequences. The idea of tripling capacity seemed to be serious also, but was just as absurd.


Fair enough, but the idea that a cruiser weapon system that did 266 dps with 3 dmg mods needed a dps nerf, a fitting nerf, and a 40 second reload time is equally absurd to me. Where does it say dps needs to be exactly this or that or the weapon system is OP? There is just no way to know where that line is, it's all conjecture no matter how much you think you understand about the game and it's mechanics it will only ever be a matter of opinion and yours is no more or less valid than anyone elses, and that goes for CCP Rise and his arbitrary nerfs as well.
Bouh Revetoile
In Wreck we thrust
#2184 - 2013-11-26 13:27:30 UTC
Fourteen Maken wrote:
Fair enough, but the idea that a cruiser weapon system that did 266 dps with 3 dmg mods needed a dps nerf, a fitting nerf, and a 40 second reload time is equally absurd to me. Where does it say dps needs to be exactly this or that or the weapon system is OP? There is just no way to know where that line is, it's all conjecture no matter how much you think you understand about the game and it's mechanics it will only ever be a matter of opinion and yours is no more or less valid than anyone elses, and that goes for CCP Rise and his arbitrary nerfs as well.
See what other weapons can do. The best dps*projection figures are for pulse laser on turrets, and LR turrets then. LR turret dps drop sharply as distance increase. LM hit up to 60km on a bonused ship, 40km otherwise. 5*200mm railguns do 230dps @40km (2MFS+1TE+5%dmg bonus), but they won't hit a frigate for that much, even at this distance, and if you load spike, don't even bother firing at a frigate.

Dps fall sharply on turrets as range increase. That is the major advantage of missiles, and why they should not have too much dps.
Arthur Aihaken
CODE.d
#2185 - 2013-11-26 13:29:31 UTC
Gypsio III wrote:
Fourteen Maken wrote:
It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out?

It wasn't clear that it was tongue in cheek to me. It looked like just another case of people proposing ideas without having thought about the consequences. The idea of tripling capacity seemed to be serious also, but was just as absurd.

Yes, sorry - that was a poor attempt at humor on my part… I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts?

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

Moonaura
The Dead Rabbit Society
#2186 - 2013-11-26 13:51:52 UTC
Bouh Revetoile wrote:
Fourteen Maken wrote:
Fair enough, but the idea that a cruiser weapon system that did 266 dps with 3 dmg mods needed a dps nerf, a fitting nerf, and a 40 second reload time is equally absurd to me. Where does it say dps needs to be exactly this or that or the weapon system is OP? There is just no way to know where that line is, it's all conjecture no matter how much you think you understand about the game and it's mechanics it will only ever be a matter of opinion and yours is no more or less valid than anyone elses, and that goes for CCP Rise and his arbitrary nerfs as well.
See what other weapons can do. The best dps*projection figures are for pulse laser on turrets, and LR turrets then. LR turret dps drop sharply as distance increase. LM hit up to 60km on a bonused ship, 40km otherwise. 5*200mm railguns do 230dps @40km (2MFS+1TE+5%dmg bonus), but they won't hit a frigate for that much, even at this distance, and if you load spike, don't even bother firing at a frigate.

Dps fall sharply on turrets as range increase. That is the major advantage of missiles, and why they should not have too much dps.


Well... there is this tendency to forget that there are a whole set of guns offered that have dramatically improved tracking. They fit easier too, just like the RLML. They do less DPS, but they hit faster, smaller targets better. Tie that to tracking computers, scripts, target painters etc, and the mid slots free to do just that, then I'd imagine you can make guns work pretty well against even fast frigates. You also have to account for the fact, that at longer ranges, the effect of transversal mechanics is dramatically reduced. Which is why a Rokh sitting with rails 240km can instapop a frigate.

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

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2187 - 2013-11-26 13:54:47 UTC  |  Edited by: Niena Nuamzzar
Arthur Aihaken wrote:
I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts?

BLML: 30 clip, 40 reload, 5 swap
RLML: 5% RoF nerf, giev back
Idea CHOICE Roll

EDIT:
CCP Rise wrote:
... keep in mind that numbers may be adjusted slightly as we continue to test.

*cough* When? How many more wee... *cough* months are we supposed to wait for the heavenly sign, sitting in total darkness and looking at the sky?
Spugg Galdon
Federal Navy Academy
Gallente Federation
#2188 - 2013-11-26 14:30:55 UTC
Arthur Aihaken wrote:
Gypsio III wrote:
Fourteen Maken wrote:
It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out?

It wasn't clear that it was tongue in cheek to me. It looked like just another case of people proposing ideas without having thought about the consequences. The idea of tripling capacity seemed to be serious also, but was just as absurd.

Yes, sorry - that was a poor attempt at humor on my part… I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts?



What would the damage per minute be here. This is an important figure you need to work out when considering magazine size and reload time.
Fourteen Maken
Karma and Causality
#2189 - 2013-11-26 14:38:07 UTC
Niena Nuamzzar wrote:
Arthur Aihaken wrote:


EDIT:
[quote=CCP Rise]... keep in mind that numbers may be adjusted slightly as we continue to test.

*cough* When? How many more wee... *cough* months are we supposed to wait for the heavenly sign, sitting in total darkness and looking at the sky?


That's his get out of jail free card, he won't play that unless he's forced to by some kind of player backlash. All he's doing is seeing how much he can get away with and when he pushes it too far he can just throw his hands up and back track a little, but he has nothing to worry about. Too many people would rather crawl up his arse to live in his intestines than ever disagree with him on anything important, it's much easier to just dump missiles and move into a different doctrine for most, so that's what they'll do.
Kagura Nikon
Native Freshfood
Minmatar Republic
#2190 - 2013-11-26 14:46:54 UTC
Bouh Revetoile wrote:
Kagura Nikon wrote:
Check then a sttaber with MWD... 55% damage reduction


bellicose.. 40% damage reduction with MWD.

All those are non extreme fits.

When i want to avoid Missile damage I can EASILy reduce it to under 10%

Those are one of the fastest minmatar ships, you know the ships with the highest speed and the lowest signature.

PS : yes, sig and speed on minmatar ship do matter and compensate for some other stats.
PS2 : and I checked the speeds. I wrote the numbers in this thread for all T1 attack and combat cruisers, so I know what these numbers are.



You said "No combat cruiser will tank more than 10% of HAM dps.". That is not true. Simple as that.. Rupture and Thorax will avoid more than 10%. Yous tatement is false. Just stop tryign to twist what you write because you jsut proved every single post you have no idea how people really fly their ships!

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

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2191 - 2013-11-26 14:58:34 UTC
Fourteen Maken wrote:
That's his get out of jail free card, he won't play that unless he's forced to by some kind of player backlash. All he's doing is seeing how much he can get away with and when he pushes it too far he can just throw his hands up and back track a little, but he has nothing to worry about. Too many people would rather crawl up his arse to live in his intestines than ever disagree with him on anything important, it's much easier to just dump missiles and move into a different doctrine for most, so that's what they'll do.

The question here is not whether it will be adjusted, but when? There's absolutely zero chance he can get away with these numbers - only 18 missiles clip with 40 sec reload is ridiculous.
Fourteen Maken
Karma and Causality
#2192 - 2013-11-26 14:59:27 UTC
Fourteen Maken wrote:


That's his get out of jail free card, he won't play that unless he's forced to by some kind of player backlash. All he's doing is seeing how much he can get away with and when he pushes it too far he can just throw his hands up and back track a little, but he has nothing to worry about. Too many people would rather crawl up his arse to live in his intestines than ever disagree with him on anything important, it's much easier to just dump missiles and move into a different doctrine for most, so that's what they'll do.


But if your reading this Rise, please feel free to prove me wrong, and I'll happily eat my words.Attention
Bouh Revetoile
In Wreck we thrust
#2193 - 2013-11-26 15:05:19 UTC
Kagura Nikon wrote:
You said "No combat cruiser will tank more than 10% of HAM dps.". That is not true. Simple as that.. Rupture and Thorax will avoid more than 10%. Yous tatement is false. Just stop tryign to twist what you write because you jsut proved every single post you have no idea how people really fly their ships!
Thorax is an attack cruiser, and buffer armor Rupture won't tank a lot more than 10% of HAM dps.

By "combat", I meant the new ships designations.

But please show us numbers with fits, and try not to add links, implants and AB this time.

As you said, when you work for it, you can easily decrease missile dps. But you can a lot more easily decrease turret dps to nothing with TD.

And please, stop arguing that missiles should not have any counter because it's ridiculous.

Moonaura wrote:
Well... there is this tendency to forget that there are a whole set of guns offered that have dramatically improved tracking. They fit easier too, just like the RLML. They do less DPS, but they hit faster, smaller targets better. Tie that to tracking computers, scripts, target painters etc, and the mid slots free to do just that, then I'd imagine you can make guns work pretty well against even fast frigates. You also have to account for the fact, that at longer ranges, the effect of transversal mechanics is dramatically reduced. Which is why a Rokh sitting with rails 240km can instapop a frigate.

Lower grade guns indeed have higher tracking, but it's far from enough to hit frigate, and that is to the price of range and dps. Dual 150mm Railgun base range is 15km for example...

And if you dedicate all your ship to hiting smaller targets, HML would be far better than low grade LR guns. To be an effective anti-frigate platform, range is very important.

Also, the only frigates you will blap with railguns are NPC ones. At 240km a Rokh have something like 2000 of alpha...
Moonaura
The Dead Rabbit Society
#2194 - 2013-11-26 15:08:22 UTC
So Bouh, your argument is buff guns nerf missiles then?

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

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#2195 - 2013-11-26 15:15:14 UTC
Arthur Aihaken wrote:

Yes, sorry - that was a poor attempt at humor on my part… I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts?


With RLML capacity of 30 and reload of 40 s, my spreadsheet say a Caracal has 74 s firing time during which it does 335 DPS. Adding in 40 s reload gives a sustained DPS of 217, which is basically identical to old RLML Caracal DPS of 218.

So, essentially this is the DPS of an old Caracal, frontloaded and with a long reload. It exchanges flexibility of freedom of firing for frontloaded damage.

I think the problem with this is that Rise had decided that RLMLs were too good and needed to be changed to become less flexible. I don't really agree with that - they were powerful but not excessively so, and I think fiddling with fitting requirements would have worked. But I spent a long time disagreeing with his Nos mechanic change on the basis that it would change nothing in practice and would serve as a nerf to the heavy Nos that most needed fixing, and I got precisely nowhere with that - the changes were made unaltered, and to no detectable change in Nos usage or popularity. Roll

So I'm working on the assumption that Rise is not going make any alterations that don't involve a nerf to sustained RLML DPS. It doesn't matter whether we disagree with this, it's going to happen. Realistically, my opinion is that the best to hoped for is a decrease in reload time to 30 s, giving 195 sustained DPS, a drop of 10% from old RLMLs, relative to the present 20% drop, which also takes away some of the immense frustration of the excessively long reload time.
Moonaura
The Dead Rabbit Society
#2196 - 2013-11-26 15:22:34 UTC
http://www.reddit.com/r/IAmA/comments/1rhv8y/iama_ccp_rise_game_designer_for_eve_online_ama/

AMA with CCP Rise. I don't use reddit as I'm not a hipster, but sure some folks in this thread have some questions!

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

Fourteen Maken
Karma and Causality
#2197 - 2013-11-26 15:25:37 UTC
Bouh Revetoile wrote:

But please show us numbers with fits, and try not to add links, implants and AB this time.



It's perfectly okay to use an AB on a blaster fit Thorax, it's not like you'll be able to burn after many ships to tackle them even with a mwd, and an AB is usually better in Scram range which is where you'll be fighting, more so if the other guy is ab fit with a scram, so that's just nitt picking.
Arthur Aihaken
CODE.d
#2198 - 2013-11-26 15:29:18 UTC  |  Edited by: Arthur Aihaken
Gypsio III wrote:
With RLML capacity of 30 and reload of 40 s, my spreadsheet say a Caracal has 74 s firing time during which it does 335 DPS. Adding in 40 s reload gives a sustained DPS of 217, which is basically identical to old RLML Caracal DPS of 218.

So, essentially this is the DPS of an old Caracal, frontloaded and with a long reload. It exchanges flexibility of freedom of firing for frontloaded damage.

I think the problem with this is that Rise had decided that RLMLs were too good and needed to be changed to become less flexible. I don't really agree with that - they were powerful but not excessively so, and I think fiddling with fitting requirements would have worked. But I spent a long time disagreeing with his Nos mechanic change on the basis that it would change nothing in practice and would serve as a nerf to the heavy Nos that most needed fixing, and I got precisely nowhere with that - the changes were made unaltered, and to no detectable change in Nos usage or popularity. Roll

So I'm working on the assumption that Rise is not going make any alterations that don't involve a nerf to sustained RLML DPS. It doesn't matter whether we disagree with this, it's going to happen. Realistically, my opinion is that the best to hoped for is a decrease in reload time to 30 s, giving 195 sustained DPS, a drop of 10% from old RLMLs, relative to the present 20% drop, which also takes away some of the immense frustration of the excessively long reload time.

I was bang-on with my "guestimate" then (thanks for crunching the numbers). That 40-second reload is still a huge tactical disadvantage as it precludes swapping ammunition, but at least with greater capacity you can "stay in the fight" a bit longer. I mean, we're talking about maybe another 25-30 seconds total.

And the RLMLs did get nerfed with the power grid effectively doubling. This now precludes their use on frigates and destroyers, which I have to assume was the aim with the last-minute/unannounced change (since it was never mentioned here and only showed up on the patch list just prior to Rubicon being released).

Basically they need to:
a) Drop the reload time to 20 seconds -or-
b) Increase the ammunition capacity by approximately 1/3

The problem with RLMLs is that it was introduced as a cruiser-class missile system which utilized frigate-class ammunition. An easy enough adjustment would be to change the explosion radius on light missiles from 30m to 45m.

Moonaura wrote:
AMA with CCP Rise. I don't use reddit as I'm not a hipster, but sure some folks in this thread have some questions!

Didn't see a single missile-related one...

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

Moonaura
The Dead Rabbit Society
#2199 - 2013-11-26 15:45:20 UTC
Arthur Aihaken wrote:
Moonaura wrote:
AMA with CCP Rise. I don't use reddit as I'm not a hipster, but sure some folks in this thread have some questions!

Didn't see a single missile-related one...


Maybe it is just as well. It all looks like a bit of a love in over there, and thats fine. Whether I agree with these changes or not (its pretty clear I don't lol), CCP Rise is still just a dude trying to make his way in the world.

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

Arthur Aihaken
CODE.d
#2200 - 2013-11-26 16:00:27 UTC
Moonaura wrote:
Maybe it is just as well. It all looks like a bit of a love in over there, and thats fine. Whether I agree with these changes or not (its pretty clear I don't lol), CCP Rise is still just a dude trying to make his way in the world.

Does this beg the question as to why CCP Rise can find 2.5 hours on Reddit to respond to questions but -zero- in CCP's own official forums?

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