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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Zamyslinski
Beach Boys
The Minions.
#2361 - 2013-11-28 12:49:29 UTC  |  Edited by: Zamyslinski
no because all the properties should come from the warhead itself,.
at least it seems logical

even the damage boost from BCU is somwhat out of place,
i could understand the rof bonus though both on launchers and bcu.
as for teh tracking thingie you got target painters witch simulate those and do much more sense than tracking enchancers since missiles dont ''track'' in turret sense

then again,

range isnt a issue with missiles at any point atm,
Hell even the HM nerf made the range pretty balanced.

want to snipe with caldari you choose proper ships, you got one siuted in each class, ferox, caracal, cerberus, harpy, raven


why dont go further and make bcus giving overall boost to missiles? rof, dmg, expl velocity and radius at same time?
expl velocity and radius in a apropriate amount to prevent being too much when stacking 3 bcu or more at the same time.
(wow which an simple and epic idea)
Zvaarian the Red
Evil Leprechaun Brigade
#2362 - 2013-11-28 12:56:45 UTC
Zamyslinski wrote:
no because all the properties should come from the warhead itself,.
at least it seems logical


You do realize you are dealing with a game where skill points directly affect the damage and damage application of guided missiles and even the rate of fire of missile launchers yes? I'm not sure what kind of logic you are using but it doesn't seem to be EVE logic.
Zamyslinski
Beach Boys
The Minions.
#2363 - 2013-11-28 12:57:53 UTC
Zvaarian the Red wrote:
Zamyslinski wrote:
no because all the properties should come from the warhead itself,.
at least it seems logical


You do realize you are dealing with a game where skill points directly affect the damage and damage application of guided missiles and even the rate of fire of missile launchers yes? I'm not sure what kind of logic you are using but it doesn't seem to be EVE logic.



sure :D


edted my post,

reread again
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2364 - 2013-11-28 13:47:09 UTC
Zamyslinski wrote:

why dont go further and make bcus giving overall boost to missiles? rof, dmg, expl velocity and radius at same time? expl velocity and radius in a apropriate amount to prevent being too much when stacking 3 bcu or more at the same time. (wow which an simple and epic idea)

Uh huh... we could go even further and make it customisable by tweaking the numbers on the fly, based on what ships we are facing. (Wow, how simple and epic idea Roll)
Zamyslinski
Beach Boys
The Minions.
#2365 - 2013-11-28 14:08:08 UTC
propose something else then
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2366 - 2013-11-28 14:14:28 UTC
Zamyslinski wrote:
propose something else then

I already have
Dinsdale Pirannha
Pirannha Corp
#2367 - 2013-11-28 14:20:08 UTC
I imagine this has already been suggested in 119 pages of people screaming over this, but why can't Rise do the simple thing:
Introduce this change as a completely new missile weapon system in the cruiser and BS class sizes, and leave the traditional Rapid Missile system alone?

It would be a very simple thing for CCP then to compare usage 3 months from now.
Eve players are very quick to adapt to a better system.

Rise would know very quickly if the new system is gaining traction, or whether it should be scrapped after a 3 month trial alongside the original system.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2368 - 2013-11-28 14:36:45 UTC
Dinsdale Pirannha wrote:
I imagine this has already been suggested in 119 pages of people screaming over this

Indeed... on numerous occasions.

Quote:
but why can't Rise do the simple thing: Introduce this change as a completely new missile weapon system in the cruiser and BS class sizes, and leave the traditional Rapid Missile system alone?

It would be a very simple thing for CCP then to compare usage 3 months from now.
Eve players are very quick to adapt to a better system.

Rise would know very quickly if the new system is gaining traction, or whether it should be scrapped after a 3 month trial alongside the original system.

Exactly this but... what they want is NERF. If you give people choice, they will choose a better system and we all know which one that is.
Dinsdale Pirannha
Pirannha Corp
#2369 - 2013-11-28 14:39:10 UTC
Niena Nuamzzar wrote:
Dinsdale Pirannha wrote:
I imagine this has already been suggested in 119 pages of people screaming over this

Indeed... on numerous occasions.

Quote:
but why can't Rise do the simple thing: Introduce this change as a completely new missile weapon system in the cruiser and BS class sizes, and leave the traditional Rapid Missile system alone?

It would be a very simple thing for CCP then to compare usage 3 months from now.
Eve players are very quick to adapt to a better system.

Rise would know very quickly if the new system is gaining traction, or whether it should be scrapped after a 3 month trial alongside the original system.

Exactly this but... what they want is NERF. If you give people choice, they will choose a better system and we all know which one that is.


And what has been Rise's response to running the 2 systems in parallel?
Has he responded, or does his hubris get in the way of even discussing the possibility?
Sgt Ocker
What Corp is it
#2370 - 2013-11-28 14:45:17 UTC
Zamyslinski wrote:
no because all the properties should come from the warhead itself,.
at least it seems logical

even the damage boost from BCU is somwhat out of place,
i could understand the rof bonus though both on launchers and bcu.
as for teh tracking thingie you got target painters witch simulate those and do much more sense than tracking enchancers since missiles dont ''track'' in turret sense

then again,

range isnt a issue with missiles at any point atm,
Hell even the HM nerf made the range pretty balanced.

want to snipe with caldari you choose proper ships, you got one siuted in each class, ferox, caracal, cerberus, harpy, raven


why dont go further and make bcus giving overall boost to missiles? rof, dmg, expl velocity and radius at same time?
expl velocity and radius in a apropriate amount to prevent being too much when stacking 3 bcu or more at the same time.
(wow which an simple and epic idea)
The thing is though it is not logical.. If that were the logic applied to missiles then you would need to apply that same logic to guns, so a Gyro or Magstab then bonuses damage range, velocity, tracking, etc. How OP would that be?

The whole concept of modules is the options they give, enhanced tracking, guided missiles use explosion radius and explosion velocity, why not a module to enhance the tracking of the missiles to give better damage application .
Enhanced range, HML Fury fit Drake 47k, precision 31k, without rigs or implants, Caracal fury 70k, precision 47k.

These ranges look reasonable?? Not for a sniper!! An interceptor is going to run you down at 70k before you can apply enough damage to kill him, once he has you webbed and scrammed the rest of the gang land on you, your dead.

As we are talking about making heavy missiles usable as an option for the new RLML, forget the ferox it has guns, forget the harpy it is a frigate, forget the raven it is a battleship (although you can fit RHML: to it and just hope you can hit something moving that is smaller than a battlecruiser).





Sarcasm; Next patch will see a new module, it reps both shield and armour and also provides 20% resist per level to armour and shield, activation cost - 10Gj's. Nice, lets see how many damage mods I can fit now I only need 1 for defences.

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.

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2371 - 2013-11-28 15:07:14 UTC
Dinsdale Pirannha wrote:

And what has been Rise's response to running the 2 systems in parallel?

His response LOL, nice one. There is always someone who will make TL;DR for him so he can "keep his hands clean" and practically ignore every non-supportive feedback that doesn't contribute to his original idea.

Quote:

Has he responded, or does his hubris get in the way of even discussing the possibility?

Idk about hubris but If you are referring to childish stubbornness then yeah, it's certainly standing in his way.
Dinsdale Pirannha
Pirannha Corp
#2372 - 2013-11-28 15:46:00 UTC
Niena Nuamzzar wrote:
Dinsdale Pirannha wrote:

And what has been Rise's response to running the 2 systems in parallel?

His response LOL, nice one. There is always someone who will make TL;DR for him so he can "keep his hands clean" and practically ignore every non-supportive feedback that doesn't contribute to his original idea.

Quote:

Has he responded, or does his hubris get in the way of even discussing the possibility?

Idk about hubris but If you are referring to childish stubbornness then yeah, it's certainly standing in his way.


Just sad...actually more than sad. This guy and fozzie have just about as much impact on gameplay as anyone else at CCP (including the game designers who hand out high sec PoCo's to the goons), yet act so poorly when faced with the fact that not all their ideas are genius.
Zatar Sharisa
New Eden Heavy Industries Incorporated
#2373 - 2013-11-28 15:48:21 UTC
Niena Nuamzzar wrote:
Exactly this but... what they want is NERF.


And that's exactly what they got with this change. Damn. A perfectly good weapon system that now has application in only one situation, and honestly, there are other systems that do perform that job better, so why not just remove the rapid launch system rather than engage in this farce?

After actually trying the system as it has now been made, I'll be pulling and either selling or grinding up for minerals all of the rapid launchers I have and switching to turret systems or relying on light drones for small ship control. Both are more effective in my experience, so thanks, whoever thought up this wonderful change.

I understand about indecision, but I don't care if I get behind.  People livin' in competition.  All I want is to have my peace of mind.

"Peace of Mind"  --  Boston

TAckermassacker
School of Applied Knowledge
Caldari State
#2374 - 2013-11-28 16:07:21 UTC
I did test RHML with a couple of corpmates, the problem for the balancing is, that all plattforms are almost the same with RMHL.
raven or phoon? does not matter because the range and sig bonus are not applied.
raven navy issue? nope no range bonus just expensive 8 launchers
typhoon fleet? the only difference to the rest 60 k damage until reload compared to the 35k damage from raven,phoon,widow ect.

I understand if CCP says "lets start this feature without making it too overpowered, we can adjust later"
but on the other hand i makes no sense that all bs plattforms perform the same in terms of missile projection/application.
there is no range BS, no sig BS, the combination in in the raven navy.
it is just the amount of launchers the rof bonus and the fleetphoon with the damage bonus.

TL;DR
i like the concept. But choosing the right BS for the right situation is pretty boring - no cool ship bonus effecting heavy missiles.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2375 - 2013-11-28 16:14:31 UTC
Dinsdale Pirannha wrote:
Just sad...actually more than sad. This guy and fozzie have just about as much impact on gameplay as anyone else at CCP (including the game designers who hand out high sec PoCo's to the goons), yet act so poorly when faced with the fact that not all their ideas are genius.

Yeh, one would expect a whole lot more from a former player but it seems like their heads are floating in the clouds.
Kenshi Hanshin
Pator Tech School
Minmatar Republic
#2376 - 2013-11-28 16:57:51 UTC  |  Edited by: Kenshi Hanshin
Dinsdale Pirannha wrote:
I imagine this has already been suggested in 119 pages of people screaming over this, but why can't Rise do the simple thing:
Introduce this change as a completely new missile weapon system in the cruiser and BS class sizes, and leave the traditional Rapid Missile system alone?

It would be a very simple thing for CCP then to compare usage 3 months from now.
Eve players are very quick to adapt to a better system.

Rise would know very quickly if the new system is gaining traction, or whether it should be scrapped after a 3 month trial alongside the original system.

However, it is pretty obvious given his responses that he summarily dismissed that option. As it didn't meet his goal of nerfing the system. The bigger issue is that the devs have continually ignored or dismissed the issues with the missile mechanics. Which in my opinion is a far larger concern and problem that exists with both the devs and the higher-ups at CCP.

Personally, I am not sure whether it is due to the dev's having a personal stake in the game with their personal accounts. It may or may not be the case. I cannot read minds, sadly would be helpful at times. Regardless, I am tempted to state that CCP Employees might need to be banned from personal accounts. Even if it is a temporary measure to test that theory. Cause, there is some underlying reason that the devs have yet to address the glaringly obvious issues with missile mechanics...

Especially, as they have had opportunities to start addressing it in piecemeal over the expansions starting with Odyssey. It is further distressing that in this thread and in the previous two threads players (myself included) have made proposals of how to fix the broken missile mechanics. So it is not like they have no point or ideas to work from. This continual attitude by the Devs does not bode well for either balancing of the game mechanics or the players of Eve Online.

Just my 2 cents this morning.
Fourteen Maken
Karma and Causality
#2377 - 2013-11-28 18:02:43 UTC
Kenshi Hanshin wrote:


Personally, I am not sure whether it is due to the dev's having a personal stake in the game with their personal accounts. It may or may not be the case. I cannot read minds, sadly would be helpful at times. Regardless, I am tempted to state that CCP Employees might need to be banned from personal accounts. Even if it is a temporary measure to test that theory. Cause, there is some underlying reason that the devs have yet to address the glaringly obvious issues with missile mechanics...



I think a lot of people secretly suspect this, and it's only reinforced by the fact Gallente role players feel the need to jump in and defend "their man" on every balancing thread I've read so far. Not only are they ignoring the problems with missiles, they've created them to a large extent.
Bouh Revetoile
In Wreck we thrust
#2378 - 2013-11-28 18:27:53 UTC
Seriously the amount of sheer stupidity and ignorance in this thread is terrifying !

We are in a missile thread with missiles users who don't have any clue about what their weapons are capable of...

And the legends about turrets melting frigates at all ranges is completely absurd ! Listening to you, turrets are a single weapon system able to hit with blasters damage at spike railguns range with one single ammo type, automagicaly selecting the lowest resistance of the ennemy, and with no capacitor or tracking to care for. And drones are even better, instantly killing any frigate they see in the blink of an eye, and they are absolutely not destructible, that was a legend, and sentries are not immobile.

Also, I like the irony of thinking it's normal for a turret to hit scram+webed frigate, so missiles should be able to hit them for full damage with no support mod, because you know the Caracal is shield tanked so that would be unfair.


But seriously if you're not able to understand the differences between ships and are only lookinng for a beautiful skin on your weapon to farm powerless adversaries, just look for another game.

Otherwise please learn about what a frigate can do before talking about an anti-frigate weapon system.
Fourteen Maken
Karma and Causality
#2379 - 2013-11-28 18:45:33 UTC
Bouh Revetoile wrote:
Seriously the amount of sheer stupidity and ignorance in this thread is terrifying !

We are in a missile thread with missiles users who don't have any clue about what their weapons are capable of...

And the legends about turrets melting frigates at all ranges is completely absurd ! Listening to you, turrets are a single weapon system able to hit with blasters damage at spike railguns range with one single ammo type, automagicaly selecting the lowest resistance of the ennemy, and with no capacitor or tracking to care for. And drones are even better, instantly killing any frigate they see in the blink of an eye, and they are absolutely not destructible, that was a legend, and sentries are not immobile.

Also, I like the irony of thinking it's normal for a turret to hit scram+webed frigate, so missiles should be able to hit them for full damage with no support mod, because you know the Caracal is shield tanked so that would be unfair.


But seriously if you're not able to understand the differences between ships and are only lookinng for a beautiful skin on your weapon to farm powerless adversaries, just look for another game.

Otherwise please learn about what a frigate can do before talking about an anti-frigate weapon system.


Okay let's stop cruisers and up from carrying light drones. Those are frigate class weapons that gain bonuses on all hull sizes
Moonaura
The Dead Rabbit Society
#2380 - 2013-11-28 18:45:54 UTC  |  Edited by: Moonaura
Oh Bouh, not the livestock...

Name that film folks!

But seriously Bouh, please post me some of your kills using missile boats... I'll wait a few weeks while you train them. Big smile



SNIP - I'm getting snarky.

But if you go through your losses, you actually have more losses to gun boat cruisers than you do missile boats.

Bouh Revetoile wrote:
Seriously the amount of sheer stupidity and ignorance in this thread is terrifying !

We are in a missile thread with missiles users who don't have any clue about what their weapons are capable of...



Given that some of the pilots that have posted in this thread, are some of the best solo pilots I've ever seen in this game, that fly a wide variety of ships, and have basically said this idea is terrible, I don't think that is fair.

Bouh Revetoile wrote:

And the legends about turrets melting frigates at all ranges is completely absurd ! Listening to you, turrets are a single weapon system able to hit with blasters damage at spike railguns range with one single ammo type, automagicaly selecting the lowest resistance of the ennemy, and with no capacitor or tracking to care for. And drones are even better, instantly killing any frigate they see in the blink of an eye, and they are absolutely not destructible, that was a legend, and sentries are not immobile.


Going through all your losses - all of which are Gallente ships, most of them frigates, most of your losses are actually... wait for it - from gun cruisers. Yet you seem to have an agenda about RLML and Caldari ships in particular being overpowered, when clearly, your own record shows that simply isn't the case.

Bouh Revetoile wrote:

Also, I like the irony of thinking it's normal for a turret to hit scram+webed frigate, so missiles should be able to hit them for full damage with no support mod, because you know the Caracal is shield tanked so that would be unfair.


No, what has been stated earlier, is that even with massive amounts of target painting, and even several webs, we still can't do full damage with medium sized missiles. We're not even talking against frigates here. There does come a reasonable point where it is fair to say, a weapon should hit for close to the real amount of its potential damage, and don't forget missiles cannot crit.

Final thought. For the record, I think you're a good pilot based on what your record shows. I'll certainly have recruited you to my corp back when it was active. I'd have forced you to cross train Caldari ships though, so I doubt you'd have liked it much :)

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