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[Rubicon] Rapid Missile Launchers - v2

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Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#3021 - 2013-12-10 15:46:46 UTC
Fourteen Maken wrote:
They are based on ships that aren't moving


So you think that webbing a stationary ship increases the damage applied to it? Right. Lol
Arthur Aihaken
CODE.d
#3022 - 2013-12-10 16:09:38 UTC  |  Edited by: Arthur Aihaken
Gypsio III wrote:
HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable? I think we all agree that HMs need fixing, but it's not clear which of more base damage or more precision they need. I lean towards more base damage, although some combination of the two would also likely work.

Correct, it's the same effectiveness against an AB Battleship as well as an AB Battlecruiser (89.9%). Is that unreasonable? Yes and no, as base HAMs are 100% effective against the same class of ships. For HMs, I don't think switching to either Fury or Precision ammunition will make any difference - although I'm going to throw those options up in a specific HML comparison later just to see how effective they are (my suspicion is that Faction and Precision will be a wash, with Fury under performing).

Mournful Conciousness wrote:
I think the word "suck" is a little emotive compared to the rest of the analysis :) but I generally agree. When discussing fits with corp mates I argue for either HAMs or Cruise. HMLs fall in the middle of the two, and not in a good way.

To be sure. I was actually surprised with where HMLs came in at, as I always assumed they were a bit better.

Mike Whiite wrote:
Would there be any ground for a module next to the BCU? lets say a Balistic Guidence Unit.

Yes. The idea that I put forward was a passive lot-slot 'Ballistic Enhancer' (although 'Guidance Unit' works too) that would give 20% missile velocity, 10% explosion radius and 10% explosion velocity. Looking at the current numbers, just one of these modules would probably be enough to make RLMLs and HAMLs very effective against smaller targets when combined with rigs and/or tackle. Whether to not this would be overbalanced is anyone's guess at this point.

Bouh Revetoile wrote:
Good analysis but :
- you don't show the numbers for ship with no prop mod (the case with a scramed MWD ship) ;
- I suspect your targeted ships are without tank : buffer armor tank will kill your speed and even more your proped speed while shield increase your signature, which can increase your missiles damage by between 15 and 30%.

Without any propulsion module (or scrammed), it's a given that all weapons (including missiles) will be more effective. But just as an example, RLMLs still only have a 75.6% base effectiveness against a scrammed MWD Interceptor. Yes, I'm not taking tank into effect because there are literally too many variations based on different races and hulls for an exhaustive comparison (and would also probably be TL;DR). If someone wants to compile a list of popular cruiser opponents (all I need is the modified signature radius and velocity) I'll be happy to do up a specific chart.

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

Fourteen Maken
Karma and Causality
#3023 - 2013-12-10 16:22:44 UTC
Gypsio III wrote:
Fourteen Maken wrote:
They are based on ships that aren't moving


So you think that webbing a stationary ship increases the damage applied to it? Right. Lol


What? Bouh thought the numbers didn't show what happens in the case of a ship that's scrammed eg a "MWD cruiser that is scrammed" but I was just saying that when the numbers are based on ships that aren't moving so scram webs etc won't make a difference anyway, they are effectively scrammed infinitely.
Fourteen Maken
Karma and Causality
#3024 - 2013-12-10 16:25:05 UTC  |  Edited by: Fourteen Maken
Gypsio III wrote:
Fourteen Maken wrote:
Gypsio III wrote:


HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable?.


Yes that's completely fk'd up, HML's RLML's and HAM's are cruiser weapons, not just battle cruiser weapons.

If you look at the sig resolution on medium turrets they are all set to 125m, which shows medium weapons are designed to hit other cruisers for full dps under optimal conditions... all except HML's which no matter how many implants and painters you put on won't hit a cruiser for their full dps.


But the entire purpose of an AB is to produce a speed-tank effect. Given that AB on a BC is normally a pretty bad idea, and that the small speed-tank effect vs. HMs is readily countered by a single web or painter, I don't think this is significant problem. We all agree that HMs need help, but I'd prefer the help to be in terms of raw DPS, not precision.



The entire purpose of an AB is to make a ship go faster, some people might chose them over MWD if they want to sig tank... but if your worried about sig tank don't fly a battle cruiser, and by the same token don't design a cruiser weapon system that's only effective against battle cruisers and bigger.

EDIT: My point is that standard cruiser weapons should be designed with standard cruiser targets in mind, not just the biggest ones like battlecruisers. You start by designing the stats against other t1 cruisers, and let battle cruisers fall where they may. So if you look at it this way; it is perfectly reasonable that a HML Caracal should expect to do full damage against ships a class bigger than it. Don't look at it as a weapon system that would be OP, look at it as a disadvantage that should come with flying a bigger hull, you shouldn't expect to be able to sig tank, or speed tank smaller ships when your in a battle cruiser regardless of whether you fit an AB or a MWD, or whether they are hitting with guns or missiles.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3025 - 2013-12-10 16:56:24 UTC  |  Edited by: Mournful Conciousness
Niena Nuamzzar wrote:
Mournful Conciousness wrote:

On the subject of cruise missiles, the recent buff took them well into the realm of OPness. I think the reason we don't see large fleets of them has more to do with inertia than facts.

Well of course... nerf cruise missiles, light missiles and rockets. Everything that works is OP (cruise missiles) and everything that's broken is okay (heavy missiles).


That's a little unfair, since I argue for the use of cruise missiles in our squads. All I am saying is that cruise missiles are the best missiles at the moment. I don't have a problem with it at all. The more cruise missile ships I have in the squad the happier I'll be - they can push falcons and scorpions off grid at any range before they can do any damage. Having done that they can engage HACs at 500m. Bloody epic.

CCP as good as admitted that they made them OP, to get people to use them.

As an FC who cares about my guys, I'll just use the best thing they have available. For us at the moment, that's sacrileges, ishtars, a cruise typhoon (with neuts), a geddon and a damnation.

If we lived in a pulsar system I'm pretty sure the fleet would be 80% caldari with missiles, but we live in a c6 where armour is the order of the day (otherwise you can't web the sleepers sufficiently). That gives us access to all the weapons systems and more ewar. For all the downsides with repair management, lower dps and lower maneuverability, armour fits give us more versatility.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Wayward Hero
Wayward Ventures
#3026 - 2013-12-10 17:00:19 UTC  |  Edited by: Wayward Hero
To address the "fun" factor of Rapid launchers, and ignoring (for now) corrections that should be made to base missile damage and precision;

The implementation of the rapid launcher change is not fun. Players (myself) do not like 40sec reload times, nor the inability to effectively utilize the advantage of ammo selection that is a large draw to missile use. Down time is not fun (see: primary complaint of ECM mechanics)

The "burst" mechanic of rapid launchers is very interesting (personal opinion). It's current implementation does not highlight it effectively. Turning rapid launchers into pseudo-alpha weapons is really cool. If the missiles were fired even more rapidly (2x), from an even smaller clip, with a reasonable reload time (10 - 20 seconds) and with rate of fire skills applied to reload times, it would be more fun (they would feel more like an alpha-type weapon system).

A slight reduction in DPS potential from rapid launchers was reasonable. Turning these weapons systems into an extreme headache to manage was not.


And I cannot stress enough, with the fact that nearly 50% of the engagement time with rapid launchers is dictated by reload time (as the damage potential from a clip of rapids is insufficient to destroy more than a single target, if that), rate of fire bonuses from the missile skill tree and hull bonuses lose nearly half of their potency. This is extremely disheartening.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3027 - 2013-12-10 17:00:22 UTC
Arthur Aihaken wrote:
... lots of good info and intelligent discourse ...


I vote Arthur Aihaken for CSM.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Arthur Aihaken
CODE.d
#3028 - 2013-12-10 17:03:56 UTC
I revised the original comparison with a 4th graph showing base damage application (no rigs or electronic warfare). I've included the amended portion here. The results are… intriguing, but I'll let viewers draw their own conclusions.
…..

Tengu Missile Comparison, T2 Missiles
As an added bonus, I've included a comparison with T2 ammunition (no rigs or electronic warfare). It's kind of an interesting graph, because it really shows under which scenarios Precision, Fury, Javelin or Rage really shine. I was actually surprised to see how well Fury LMs outperformed both Precision and Fury HMs on cruisers (truly scary…) HAMs seem to benefit most from Rage ammunition against battlecruisers and battleships.

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

Arthur Aihaken
CODE.d
#3029 - 2013-12-10 17:18:41 UTC
Wayward Hero wrote:
To address the "fun" factor of Rapid launchers, and ignoring (for now) corrections that should be made to base missile damage and precision;

The implementation of the rapid launcher change is not fun. Players (myself) do not like 40sec reload times, nor the inability to effectively utilize the advantage of ammo selection that is a large draw to missile use. Down time is not fun (see: primary complaint of ECM mechanics)

The "burst" mechanic of rapid launchers is very interesting (personal opinion). It's current implementation does not highlight it effectively. Turning rapid launchers into pseudo-alpha weapons is really cool. If the missiles were fired even more rapidly (2x), from an even smaller clip, with a reasonable reload time (10 - 20 seconds) and with rate of fire skills applied to reload times, it would be more fun (they would feel more like an alpha-type weapon system).

A slight reduction in DPS potential from rapid launchers was reasonable. Turning these weapons systems into an extreme headache to manage was not.

And I cannot stress enough, with the fact that nearly 50% of the engagement time with rapid launchers is dictated by reload time (as the damage potential from a clip of rapids is insufficient to destroy more than a single target, if that), rate of fire bonuses from the missile skill tree and hull bonuses lose nearly half of their potency. This is extremely disheartening.

The problem now is that if we adjust the damage on light missiles, RLMLs become even less effective. But as you aptly point out, they're simply "not fun". I have a few twisted ideas which I'm going to run through my spreadsheet to see what kind of alternatives we might have...

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

Fourteen Maken
Karma and Causality
#3030 - 2013-12-10 17:31:07 UTC
Arthur Aihaken wrote:
as base HAMs are 100% effective against the same class of ships


HAM's and HML's are for cruisers, can you and Gypsio bear that in mind before making sweeping statements.

I'm happy for the space rich who can fly around in Tengu's, but spare a thought for those who have to make do with t1 caracals because we just lost our primary weapon system, Tengu's have other options.
Arthur Aihaken
CODE.d
#3031 - 2013-12-10 17:51:58 UTC
Fourteen Maken wrote:
I'm happy for the space rich who can fly around in Tengu's, but spare a thought for those who have to make do with t1 caracals because we just lost our primary weapon system, Tengu's have other options.

I used the Tengu because it's on the extreme end of cruisers. I could do an analysis with the Caracal, but as I'm only comparing a single launcher I'm not sure the 12.5% rate of fire difference is going to make a huge difference. In fact, a slightly slower rate of fire might actually translate into better damage application. But I'll have a peek...

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

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#3032 - 2013-12-10 17:58:45 UTC
Arthur Aihaken wrote:
Fourteen Maken wrote:
I'm happy for the space rich who can fly around in Tengu's, but spare a thought for those who have to make do with t1 caracals because we just lost our primary weapon system, Tengu's have other options.

I used the Tengu because it's on the extreme end of cruisers. I could do an analysis with the Caracal, but as I'm only comparing a single launcher I'm not sure the 12.5% rate of fire difference is going to make a huge difference. In fact, a slightly slower rate of fire might actually translate into better damage application. But I'll have a peek...

Arthur, you have been posting graphs that both (reasonable) sides of this discussion have applauded for supporting the claims that we are making.
How many supercomputers and PhD candidates do you have conducting this research for you?
(I say supercomputers and research assistants because there has to be some reason that 1 person is able to post these data while the developers of the game can't even find their way into the forum without tripping over their egos.)
DD Droid
The Scope
Gallente Federation
#3033 - 2013-12-10 18:02:41 UTC  |  Edited by: DD Droid
I have used them just to clear frigs and elite cruisers in anoms. They are an 'Alpha Weapon'. Think the fun value is that it is one tool in the tool box, not an all in one tool. It's simply another style or option. Now you have a launcher with a DPS wave that is more volatile than your standard launcher, that is not flat line damage. i.e. long reload times exchanged for more up front DPS.

not sure how you would quantify the 'Fun'...
Fourteen Maken
Karma and Causality
#3034 - 2013-12-10 18:09:38 UTC  |  Edited by: Fourteen Maken
Arthur Aihaken wrote:
Fourteen Maken wrote:
I'm happy for the space rich who can fly around in Tengu's, but spare a thought for those who have to make do with t1 caracals because we just lost our primary weapon system, Tengu's have other options.

I used the Tengu because it's on the extreme end of cruisers. I could do an analysis with the Caracal, but as I'm only comparing a single launcher I'm not sure the 12.5% rate of fire difference is going to make a huge difference. In fact, a slightly slower rate of fire might actually translate into better damage application. But I'll have a peek...


No the graphs are great, but you said HAM's are 100% effective against ships in the same class... certain people will sieze on that and run with it, when it isn't strictly true. Your own graphs show that they are not 100% effective against all cruisers, maybe some "Battle"cruisers but not all. Other than that I do appreciate the work your putting in with the graphs, really helps get a good idea of what weapons are useful for which jobs.
Arthur Aihaken
CODE.d
#3035 - 2013-12-10 18:22:47 UTC
Here's a new comparison chart between the Caracal, Navy Caracal and Tengu. Again, I'm only using a single launcher in the analysis - so the Navy Caracal and Tengu will have 20% more damage potential. As you can see, this affirms what Caracal players have been saying since Rubicon was released: RLMLs are far less effective against cruiser-sized targets (the fact that HMLs are on par with or exceed damage application for RLMLs speaks for itself). These are of course without rigs or electronic warfare, but the previous charts give a good idea of what one can expect for performance improvements.

Cruiser RLML-HML Comparison

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

Arthur Aihaken
CODE.d
#3036 - 2013-12-10 18:36:03 UTC  |  Edited by: Arthur Aihaken
Fourteen Maken wrote:
No the graphs are great, but you said HAM's are 100% effective against ships in the same class... certain people will sieze on that and run with it, when it isn't strictly true. Your own graphs show that they are not 100% effective against all cruisers, maybe some "Battle"cruisers but not all. Other than that I do appreciate the work your putting in with the graphs, really helps get a good idea of what weapons are useful for which jobs.

This is correct. HAMs don't reach 100% of unbonused damage application (rigs, electronic warfare) until you hit AB Battlecruisers. However, if we're comparing RLML and HAML damage application using RLMLs as a baseline:
• HAMs are 99% effective against MWD Destroyers
• HAMs are 126% effective against AB Cruisers
• HAMs are 142% effective against MWD AHACs
• HAMs are 215% effective against MWD Cruisers
• HAMs are 244% effective (max) against all Battlecruisers and Battleships

Basically this means you could go either way for destroyers, but HAMs will always outperform RLMLs against cruisers by a factor of 126-215%. With rigors and flares, the difference is even more obscene - because RLMLs essentially gain nothing beyond Frigates:
• HAMs are 173% effective against MWD Destroyers
• HAMs are 219% effective against AB Cruisers
• HAMs are 244% (max) effective against everything else

Webs offer the most benefit for increasing damage application, and they tend to lend themselves more to short-range weapons. A HAM setup with rigors, flares and a stasis web will truly be a force to be reckoned with - particularly on the Navy Caracal which receives an additional +25% explosion radius bonus to heavy assault missiles.

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

Zvaarian the Red
Evil Leprechaun Brigade
#3037 - 2013-12-10 18:37:48 UTC
Gypsio III wrote:

But the entire purpose of an AB is to produce a speed-tank effect. Given that AB on a BC is normally a pretty bad idea, and that the small speed-tank effect vs. HMs is readily countered by a single web or painter, I don't think this is significant problem. We all agree that HMs need help, but I'd prefer the help to be in terms of raw DPS, not precision.


Buffing the raw DPS of heavy missiles will have a major effect on their damage against large, slow targets, while having very minimal effect against smaller, faster targets (30 DPS to 33 DPS yay!). It would not fix the current situation. It would merely make them more popular against structures, battleships, and capitals (which is already what they are best at) while leaving them near useless for all other situations.
Fourteen Maken
Karma and Causality
#3038 - 2013-12-10 18:57:42 UTC
Arthur Aihaken wrote:
Fourteen Maken wrote:
No the graphs are great, but you said HAM's are 100% effective against ships in the same class... certain people will sieze on that and run with it, when it isn't strictly true. Your own graphs show that they are not 100% effective against all cruisers, maybe some "Battle"cruisers but not all. Other than that I do appreciate the work your putting in with the graphs, really helps get a good idea of what weapons are useful for which jobs.

This is correct. HAMs don't reach 100% of unbonused damage application (rigs, electronic warfare) until you hit AB Battlecruisers. However, if we're comparing RLML and HAML damage application using RLMLs as a baseline:
• HAMs are 99% effective against MWD Destroyers
• HAMs are 126% effective against AB Cruisers
• HAMs are 142% effective against MWD AHACs
• HAMs are 215% effective against MWD Cruisers
• HAMs are 244% effective (max) against all Battlecruisers and Battleships

Basically this means you could go either way for destroyers, but HAMs will always outperform RLMLs against cruisers by a factor of 126-215%. With rigors and flares, the difference is even more obscene - because RLMLs essentially gain nothing beyond Frigates:
• HAMs are 173% effective against MWD Destroyers
• HAMs are 219% effective against AB Cruisers
• HAMs are 244% (max) effective against everything else

Webs offer the most benefit for increasing damage application, and they tend to lend themselves more to short-range weapons. A HAM setup with rigors, flares and a stasis web will truly be a force to be reckoned with - particularly on the Navy Caracal which receives an additional +25% explosion radius bonus to heavy assault missiles.


I think i'll fit a Caracal with HAM's and and see how it goes because they look decent judging from that
Arthur Aihaken
CODE.d
#3039 - 2013-12-10 19:08:10 UTC
Here's one more interesting chart that compares a RLML Caracal to HAM Navy Caracal and HAM Tengu (no rigs or electronic warfare). Ammunition is Faction vs. T2 Fury/Rage. One might initially think that HAM Rage ammunition would be OP… but you'd be wrong. The reason for that is a hidden variable called the Damage Reduction Factor (DRF). It's 4.5 for Faction heavy assault missiles but 4.8 for T2 heavy assault missiles. Combined with lower damage application (explosion radius, explosion velocity) - you are almost always better utilizing Faction ammunition unless you're planning to take on Battlecruisers or Battleships (then and only then Rage wins).

Cruiser Ammo Comparison

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

Arthur Aihaken
CODE.d
#3040 - 2013-12-10 19:12:09 UTC
Zvaarian the Red wrote:
Buffing the raw DPS of heavy missiles will have a major effect on their damage against large, slow targets, while having very minimal effect against smaller, faster targets (30 DPS to 33 DPS yay!). It would not fix the current situation. It would merely make them more popular against structures, battleships, and capitals (which is already what they are best at) while leaving them near useless for all other situations.

The only problem is that this potentially skews the new rapid heavy missile launchers, because they benefit most from damage - not rate of fire. Torpedoes are now effectively useless.

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