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[Rubicon] Rapid Missile Launchers - v2

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Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#2581 - 2013-12-02 17:15:43 UTC
I've been thinking about missiles for a few days now and I was wondering if people would agree with this:

What if short range missiles were very good at applying damage to small targets but weak vs fast targets and if long range missiles were very good at hitting fast targets but poor at hitting small targets.

From what I understand of the missile formula, it considers both the ratio of target velocity to missile explosion velocity and target signature to explosion radius. It then picks the worse of the two figures for "Applied Damage".

If short range missiles were good at hitting small targets but their weakness was fast targets (so, excellent explosion radius with poor explosion velocity) then these munitions would work best with Webs and warhead flare catalysts.

If long range missiles were good at hitting fast targets but struggled with small signatures (the opposite of short range missiles) then these munitions would work best with TP's and Rigor rigs.

This way both munitions would have strengths and weaknesses that worked well with their intended range usage.

Obviously: Long range missiles would have better application vs short range when using these weapons without any supporting mods/rigs because speed is more important than size when looking at how the application formula works but it could easily be balanced out where short range deal more damage and are excellent vs webbed targets and long range deal less damage and require the use of TP's and rigs (and future modules: Read Missle TE/TC).

This is literally just a thought I wanted to share and is off topic so flame on if you wish.
Fourteen Maken
Karma and Causality
#2582 - 2013-12-02 17:17:27 UTC
Bouh Revetoile wrote:
Again, RLML are NOT a solo weapon anymore. They are frigate interdiction weapons, and they will be very good at that.

Example : you are in a cruiser fleet and one get tackled by a fast tackler, but the RLML cruiser in the fleet will fastly get rid of him and the fleet will safely go away.
In the same kind of fleet, the RLML ship will also be able to shoot at any frigate (tackle, EWAR...) an ennemy fleet could have, removing them from the field.

And if required, the RLML ship can shoot at the primary and add a good burst dps to take down a target before reloading.

A drone ship can do the same, but a lot less effectively : light drones will never ever have 300dps.

RLML ship are now escorting vessels for the fleet, a job destroyers are bad at because they are too vulnerable to ennemy cruisers the fleet might encounter.

And RHML should work the same for BS against cruisers, yet I think a BS can wait 40 seconds and continue the fight then, si I think it's less damaging for them, unless you plan to shoot at BS.

Logistic ships are the worst ship in game for soloing, yet no one would say they are useless. They are supporting ships. RLML are now supporting weapons.

RLML and RHML are not supposed to obsolete other missiles systems and a lot of complaints here aimed the fact that they can't replace other weapons effectively, but they should not do that. There should be use cases for all of them, but for most situations involving low numbers in point range, HAM should be the weapon of choice, exactly like short range turrets are the weapons of choice for turret point range engagements.



HAM's and HML's are not solo weapons either, and that's the problem we have; no utility missile system that's capable of engaging a wide range of targets. With turrets as long as you are at the proper range and make an effort to keep your angular velocity low you will be doing effective and instant dps against all targets. Drones have an even wider envelope of engagement, bring more to fleets with drone assist and spider tanking tactics, are flexible enough that they can increase their dps against larger ships, or carry ewar drones to break lock when things are not going your way. I'm not saying drones or turrets are perfect weapons either but they are far more versatile and effective than medium missiles in their current state.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2583 - 2013-12-02 17:18:26 UTC
Daniel Doormant wrote:

My attempt with Rapid Heavies on a Geddon was disappointing..

Shocked
Poor ship, to be molested in such a way... terrible!
Arthur Aihaken
CODE.d
#2584 - 2013-12-02 17:21:08 UTC  |  Edited by: Arthur Aihaken
scorchlikeshiswhiskey wrote:
They're not dead. They're just very situational, niche support weapons.

"My mommy always said there were no monsters - no real ones - but there are."
"What kind of spaceship? Something with reclining leather seats, that goes really fast, and gets really sh*tty gas mileage!"
"So immoral, working on the thing can drive you mad. That's what happened to this friend of mine. So he had a lobotomy. Now he's well again."

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

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2585 - 2013-12-02 17:25:08 UTC
Spugg Galdon wrote:

...
This is literally just a thought I wanted to share and is off topic so flame on if you wish.

Without numbers it's hard to tell.
Dr Sraggles
The Covenant of Blood
#2586 - 2013-12-02 17:32:55 UTC
Is there some Null Blob Doctrine for their mega fleet battles that makes missiles OP?

Is that the problem? When you get 300 Ravens/Carcals together then that is more powerful than 300 Megathrons/Vexors?

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2587 - 2013-12-02 17:34:52 UTC
Dr Sraggles wrote:
Is there some Null Blob Doctrine for their mega fleet battles that makes missiles OP?

Ohh but there is something that makes drones OP. Solution: nerf drone bonuses on Gal ships. Lolol..
Onictus
Federal Navy Academy
Gallente Federation
#2588 - 2013-12-02 17:36:25 UTC
Dr Sraggles wrote:
Is there some Null Blob Doctrine for their mega fleet battles that makes missiles OP?

Is that the problem? When you get 300 Ravens/Carcals together then that is more powerful than 300 Megathrons/Vexors?



Yeah, lets see how that works out, they would lose some half of their fleet every ammo cycle.
Arthur Aihaken
CODE.d
#2589 - 2013-12-02 17:37:20 UTC  |  Edited by: Arthur Aihaken
Spugg Galdon wrote:
What if short range missiles were very good at applying damage to small targets but weak vs fast targets and if long range missiles were very good at hitting fast targets but poor at hitting small targets.

Honestly, the whole discussion surrounding missiles is just depressing. Every update they get worse, and there's not really any light at the end of the tunnel.

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

Sal Landry
School of Applied Knowledge
Caldari State
#2590 - 2013-12-02 17:39:55 UTC
Dr Sraggles wrote:
Is there some Null Blob Doctrine for their mega fleet battles that makes missiles OP?

Is that the problem? When you get 300 Ravens/Carcals together then that is more powerful than 300 Megathrons/Vexors?


Well, you can smartbomb them and reduce the dps of an entire missile fleet to 0 with a single ship.
Arthur Aihaken
CODE.d
#2591 - 2013-12-02 17:58:13 UTC
Sal Landry wrote:
Well, you can smartbomb them and reduce the dps of an entire missile fleet to 0 with a single ship.

I feel soooo much better now. Roll

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

Moonaura
The Dead Rabbit Society
#2592 - 2013-12-02 18:22:23 UTC
GUYS GUYS GUYS GUYS

I found an exploit to get around the 40 second reload timer!

Here is what you do:

1. Buy a Caracal.

2. Load it full of RLML launchers.

3. Place ammo in the launchers - all 18 of them.

4. Undock.

5. Find somebody to PVP with.

6. Before pressing F1, overload all your RLML

7. Now open fire.

8. You should find, if you are lucky, that your RLML have been completely burnt out before the last missile fires.

9. This avoids you having to wait 40 seconds for the reload.

10. I hope this helps.

11. Please can we have both this and the old RLML back please.

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

Arthur Aihaken
CODE.d
#2593 - 2013-12-02 18:24:13 UTC
Moonaura wrote:
GUYS GUYS GUYS GUYS
I found an exploit to get around the 40 second reload timer!
... You should find, if you are lucky, that your RLML have been completely burnt out before the last missile fires.

Good one. Lol

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

Bouh Revetoile
In Wreck we thrust
#2594 - 2013-12-02 18:43:50 UTC
Fourteen Maken wrote:
HAM's and HML's are not solo weapons either, and that's the problem we have; no utility missile system that's capable of engaging a wide range of targets. With turrets as long as you are at the proper range and make an effort to keep your angular velocity low you will be doing effective and instant dps against all targets. Drones have an even wider envelope of engagement, bring more to fleets with drone assist and spider tanking tactics, are flexible enough that they can increase their dps against larger ships, or carry ewar drones to break lock when things are not going your way. I'm not saying drones or turrets are perfect weapons either but they are far more versatile and effective than medium missiles in their current state.
I was almost waiting for this one, and I actually already answer it.

First, HAM are better than pulse for example : I know from experience a frigate can orbit a solo kiting Omen fast enough to only care for the drones, drones you can kill when Omen is tackled. HAM wouldn't have this problem : an AB frigate would not catch you, and a MWD one will die to your HAM before she kills you.

HAM Caracal with 3 BCS do 80dps to a non AB Incursus, 150 if webed. That's a lot for a frigate.

Second, Caldari Navy cruisers have high damage application or lots of mid slots for whatever you need, and they are stupidly fast so they make very effective solo kiters.

And finaly, caldari have a whole line of turret ships ; I know hybrid turrets are kind of dirty when you use missiles, but war is a dirty thing anyway.
Arthur Aihaken
CODE.d
#2595 - 2013-12-02 18:54:04 UTC
Bouh Revetoile wrote:
And finaly...

And finally, can you please shut the h*ll up? You have less than zero to offer in this thread, and your arguments are completely transparent to those of us who actually fly these things.

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

Arthur Aihaken
CODE.d
#2596 - 2013-12-02 19:40:33 UTC
In the interest of science, I'm trying another experiment with RLMLs. Pray for me...

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

faggorz
Pator Tech School
Minmatar Republic
#2597 - 2013-12-02 19:44:26 UTC
That is terrible I would rather have a slower fire rate then have a 40sec reload time this is not efficient for running missions or ratting.
Arthur Aihaken
CODE.d
#2598 - 2013-12-02 19:47:18 UTC  |  Edited by: Arthur Aihaken
faggorz wrote:
That is terrible I would rather have a slower fire rate then have a 40sec reload time this is not efficient for running missions or ratting.

For missions and ratting, you do have other choices (since NPCs don't pose the same threat as in PvP). HML would probably be my recommendation, just for the range.

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

Onictus
Federal Navy Academy
Gallente Federation
#2599 - 2013-12-02 20:27:07 UTC
Arthur Aihaken wrote:
faggorz wrote:
That is terrible I would rather have a slower fire rate then have a 40sec reload time this is not efficient for running missions or ratting.

For missions and ratting, you do have other choices (since NPCs don't pose the same threat as in PvP). HML would probably be my recommendation, just for the range.


See that is the thing.

I was recently grinding up a high sec alt, the difference in range between a rapid caracal and HML drake was less than 7km. That being said the caracal didn't really have the damage to do level 3s and the drake sails through them. Any level 3 with elite cruisers took forever because of the caracals lack of raw damage.

....however the caracal was faster on a lot of the missions that weren't cruiser heavy, due to hull speed and significantly better damage application.

Otherwise they were very close.

.....now that carcal fit is impssible and even if it was it would be trash.
Vincintius Agrippa
Crimson Serpent Syndicate
#2600 - 2013-12-02 20:28:27 UTC
Harvey James wrote:
also what's happened too the TE/TC/TD change to add missiles too them that would also help with making missiles more useful and add options and balance up the e-war situation..

along with a missile rebalance ofc...

-nerf rockets expl radius 20 is OP 30 odd on rage is OP too and nerf their range
- nerf light missiles damage a little and nerf its expl radius a bit along with a range nerf
- nerf HAM range it shouldn't be the same as torps its usually 50% scaling of sizes from small - large



NO,no,no. Ham range is fine. id say it needs a little bit more range and a adjustment so that anything moving faster than 400m/s will recieve more than 20% of the missiles damage.

1. They are rockets. They are smaller than light missiles have considerably less range. The explosive radius is fine, its smaller than lights.

2. Light missile and rocket dps is already ****** compared to other frig sized weapons. Also lights have the range of small beams and rails with lr ammo.

3. ? small-large? these are medium cruiser missiles.

The real problem is all missiles above lights.
My suggestion:

1. For rapid launcher: Make a skill called....maybe idk [Ordnance specialist (ization)], or [Ordnance handling].
Skill Trait

-15% bonus to Rapid Light and Rapid Heavy Missile Launcher reload time per level.
That means at level IV Rapid launchers would have a reload time of 16 seconds and Level V would be 10 seconds. Give the skill a decent multiplier so that lvl IV takes 4-5 days to train and lvl V takes 20 days. The vast majority will only train lvl IV so in general most rapid launcher will have longer reloads than regular launchers.

2.
A. Give Heavy Missiles a 90% Un-nerf. Reduce that -20% damage nerf you did a few years ago to -10%( meaning increase damage by 10%) . Give it a higher velocity and a lower flight time so that range stays the same.

B. Reduce Heavy Missile Explosion radius to that of medium turrets sig radius, after all heavies are medium cruiser weapons, and they should be able to do damage to anything other than bc's and bs's, primarily cruisers at full damage. Increase explosive velocity so that anything moving faster than 300-400 m/s can actually be damaged. Another cruiser or battleship for that matter should not simply be able to activate an afterburner and from then on only receive 20 percent of incoming damage.

IMO, the whole explosive velocity thing is flawed and unrealistic in its current form, this coming from an aerospace engineering student.

If your going to include explosion velocity as a part of damage application you also should include the missiles velocity as a factor. Basically, it should be missile velocity+explosion velocity. Some guy doing 3km/sec away from you or at an angle should be as difficult should be as difficult to kill with missiles as it would be with turrets so you cant say its op. This buff should allow heavies to once again be effective in combat whilst preventing them from being an I win button.

As it stands now, t1 launchers and missiles are utterly useless and do not output comparable dps as other medium turrets of the same class( using faction ammo or otherwise). Even with the 3 BCU's that missile ships usually have. You only get real dps from using t2 hams and heavy missile launchers. T2 high damage missiles can only effectively hit battle cruisers (because of the massive explosion penalty, which is bullshit considering no other t2 ammo increases turret sig radius) and above. Given that fact i think ccp should actually give both hams and heavies a 15% damage increase.


Also missiles should be able to turn a bit more, so either increase agility or make a new skill that does so. Maybe 5% per level.

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