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[Rubicon] Rapid Missile Launchers - v2

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Author
I am disposable
Republic University
Minmatar Republic
#3741 - 2013-12-30 03:51:46 UTC
Lloyd Roses wrote:

Turrets > Missiles is an outdated statement


Outdated how? Missiles have continuously been nerfed over the last year plus, while turrets have been buffed. Seriously WTF are you talking about?
Arthur Aihaken
CODE.d
#3742 - 2013-12-30 04:20:53 UTC  |  Edited by: Arthur Aihaken
I am disposable wrote:
I was referring specifically to RLMLs, not all missile systems.

I'm just writing off Light Missiles I-IV... Three days of skill training - not the end of the world. I think the only fix is green eggs and HAM. Lol

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

Roseline Penshar
Native Freshfood
Minmatar Republic
#3743 - 2013-12-30 09:11:14 UTC
Sal Landry wrote:
Roseline Penshar wrote:

if it's the dps number at EFT is it count reload?


You have to set it in preferences, and I think most people have it turned off. Every dps number used by 40sec in the OP is with the bullshit no reloading dps number.


thx for that info it really helps to decide ^^
Mhari Dson
Lazy Brothers Inc
#3744 - 2013-12-30 12:20:38 UTC
Arthur Aihaken wrote:
Mhari Dson wrote:
prolly but I really wish the nerfs were evening the playing field instead of shoving missiles off the bottom of the chart.

We'll adapt and overcome.



(clipped my own snappy comeback)

Just because I like missiles doesn't mean I won't use other options, in fact nowadays mostly I'm using 200mm rails or tachs. cruiser/BC missile systems are seriously underpowered.
Caleb Seremshur
Commando Guri
Guristas Pirates
#3745 - 2013-12-30 13:30:21 UTC
Arthur Aihaken wrote:
I am disposable wrote:
I was referring specifically to RLMLs, not all missile systems.

I'm just writing off Light Missiles I-IV... Three days of skill training - not the end of the world. I think the only fix is green eggs and HAM. Lol


A short memory is the greatest weapon the elite have over the proliteriat masses. Take an inch, take a mile.
Silverbackyererse
Deep Core Mining Inc.
Caldari State
#3746 - 2013-12-30 13:50:54 UTC
Markku Laaksonen wrote:
When will Rise and Fozzie come back with some comments about RLML usage now that we've had them on TQ for a while? And maybe some medium missile usage in general, and finally some general missile usage across all classes?


+1

Not to put too fine a point on it but this capsuleer firmly believes that the front end sillyness has been pulled from rear-end smelliness.

And yes I could be more constructive........

40 second reload time is too much. 18 is too small a magazine. You went to far with this. Evolution, not revolution.



Arthur Aihaken
CODE.d
#3747 - 2013-12-30 17:12:53 UTC
Mhari Dson wrote:
(clipped my own snappy comeback)

Just because I like missiles doesn't mean I won't use other options, in fact nowadays mostly I'm using 200mm rails or tachs. cruiser/BC missile systems are seriously underpowered.

Snappy comebacks are totally acceptable for this particular thread… I think it really depends on the scenario, but I'm finding that creative "out-of-the-box" solutions are the best course of action.

Caleb Seremshur wrote:
A short memory is the greatest weapon the elite have over the proliteriat masses. Take an inch, take a mile.

To be sure. At the end of the day the best alternative to RLMLs is probably T2 HAMLs running Javelin ammunition with a hydraulic rig or two thrown-in for good measure. The increased damage should offset the reduced damage application - particularly if a target painter or rigors are utilized. If we thought the RLML got brutalized - just wait until the tears start flowing when they nerf drone assist…

Silverbackyererse wrote:
40 second reload time is too much. 18 is too small a magazine. You went to far with this. Evolution, not revolution.

19 with Faction launchers, but I digress… RLMLs are now really a "fire and forget" weapon. They will pretty much nail everything within firing range for upwards of 50% damage application. These are no longer a primary or even secondary weapon system, and they are absolutely useless for PvE (any form). I think they may excel (and this is a very, very niche role) at quickly dispatching small targets or applying maximum DPS as part of small gangs. This obviously precludes or really limits use in solo play, which I think is the biggest sticking point.

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

Arthur Aihaken
CODE.d
#3748 - 2013-12-30 21:58:20 UTC
I gotta be honest - I'm just not feeling the turret love. Far too much micromanagement for my liking, and I'm not necessarily keen on the range-damage aspect (nor having to run webs, tracking enhancers and target computers to ensure damage application). Yes, they do critical - but I think there's as many pros as cons. Let's face it: for folks that like to sit and gate camp, turrets offer the best bang for your buck.
Big smile

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

Lloyd Roses
Artificial Memories
#3749 - 2013-12-31 07:33:47 UTC  |  Edited by: Lloyd Roses
I am disposable wrote:
Lloyd Roses wrote:

Turrets > Missiles is an outdated statement


Outdated how? Missiles have continuously been nerfed over the last year plus, while turrets have been buffed. Seriously WTF are you talking about?



The statement is outdated as with the recent massive buff to torpedoes and HAMs/rockets (application of guided missile precision) a good deal of application issues got fixed. Now with the LR med. turret buff, these turret variants have become viable for the first time, they yet do not surpass heavies in some cases (artillery outside of a fleet-scenario).

I said that I only started using them recently, so I obviously missed out on usage of formerly broken heavies, but I had the pleasure to toy around with rapids/HAMs and torps. As I'm normally using them in scenarios requiring every bit of dps (sologanking nullratters, tackling people around wormholes - the place where sub 60k tanks and weak half-assed active tanks don't exist) in a tandem of sleipnir+tengu, I'm pretty sure I can draw clean comparisons regarding turret/missile-damage application to potential damage. That quotient (sorry, don't know the correct english term off the bat) appears to be quite favorable for missiles, as especially slightly out-of-scramrange-kiting works like a charm due to them applying their damage regardless of the distance between attacker and victim - within the max-range limits.

The argument that missiles got successively nerfed over the recent years is void. Without doubt. Heavies got nerhammered after reigning over fleet-pvp for a long time (mostly due to obscene cost-efficiency rather than being untouchable - well, slightly untouchable with former resistboni on the drakehull), and tbh a Drake applying 450dps homogeniously over 80km was just OP without limits.

Besides that, GMP for all, Cruises got lifted from oblivion into the pvp-scene (typhoons FTW) with FOTM-ambitions, HAMs got their raw damage increased by 25% at some point (and ratting tengus went from 790 to 1010dps using regular 5% hardwirings.

Tl;dr: Missiles are all but inferior to turrets. They tend to have application issues which are totally equalized by the use of appropriate tackle (2 webs, 1-2 bonused paints). Remaining is high, sometimes even freely selectable damage (like claymore, vengeance, raven, typhoon, interceptorgu).

Arthur Aihaken wrote:
Lloyd Roses wrote:
Rapids used to be my prime choice before that (what a surprise...), and so was at last a 100mn rapid-gu for a mere couple weeks before the rapid-change, with the change though rapids have become a thing for gang-anti-frig-work. And gawd they're beasty at that job.

The problem is that one rarely encounters just one frigate, and if you find yourself facing off against a comparable cruiser the rapid lights aren't going to cut it. Unless you've had success to the contrary, in which case I'd love to hear more details.


Unlike earlier, their damage is frontloaded - with obvious situational advantages and disadvantages. The long reload and limited, though near flawlessly applied damage pushes it into the niche of a support-vessel. For example, try your old Caracal - but instead of running it solo in FW / nullbaby-staging, just try it as a supportvessel for a group of ships skirmishing another, slower fleet reliant on fast moving warp-ins. I'm not entirely sure what my dps is for the short terms I need to cycle launchers anyways, it just seems to excel in that particular role better than ever.

It just lost the 29 other applications avaiable before, like the 400dps rapid light 100mn-gu with large SB.

Regards
Zamyslinski
Beach Boys
The Minions.
#3750 - 2013-12-31 08:23:26 UTC
So,


Just wanted to share,

I took out a cyclone yesterday and was piloting it around curse.

It was ham fitted wit 3bcs and one explosion vel. rig.
I got engaged by 2 frigates and one of them got into my scram range.
basicly my deadly 600 dps battlecriuser wasnt able to peel off either the ranis (scram range) nor the ares.
If not for my ally mates i would diaf.

Missiles? - no thanks
I am disposable
Republic University
Minmatar Republic
#3751 - 2013-12-31 11:23:34 UTC
Lloyd Roses wrote:
I am disposable wrote:
Lloyd Roses wrote:

Turrets > Missiles is an outdated statement


Outdated how? Missiles have continuously been nerfed over the last year plus, while turrets have been buffed. Seriously WTF are you talking about?



The statement is outdated as with the recent massive buff to torpedoes and HAMs/rockets (application of guided missile precision) a good deal of application issues got fixed. Now with the LR med. turret buff, these turret variants have become viable for the first time, they yet do not surpass heavies in some cases (artillery outside of a fleet-scenario).

I said that I only started using them recently, so I obviously missed out on usage of formerly broken heavies, but I had the pleasure to toy around with rapids/HAMs and torps. As I'm normally using them in scenarios requiring every bit of dps (sologanking nullratters, tackling people around wormholes - the place where sub 60k tanks and weak half-assed active tanks don't exist) in a tandem of sleipnir+tengu, I'm pretty sure I can draw clean comparisons regarding turret/missile-damage application to potential damage. That quotient (sorry, don't know the correct english term off the bat) appears to be quite favorable for missiles, as especially slightly out-of-scramrange-kiting works like a charm due to them applying their damage regardless of the distance between attacker and victim - within the max-range limits.

The argument that missiles got successively nerfed over the recent years is void. Without doubt. Heavies got nerhammered after reigning over fleet-pvp for a long time (mostly due to obscene cost-efficiency rather than being untouchable - well, slightly untouchable with former resistboni on the drakehull), and tbh a Drake applying 450dps homogeniously over 80km was just OP without limits.

Besides that, GMP for all, Cruises got lifted from oblivion into the pvp-scene (typhoons FTW) with FOTM-ambitions, HAMs got their raw damage increased by 25% at some point (and ratting tengus went from 790 to 1010dps using regular 5% hardwirings.

Tl;dr: Missiles are all but inferior to turrets. They tend to have application issues which are totally equalized by the use of appropriate tackle (2 webs, 1-2 bonused paints). Remaining is high, sometimes even freely selectable damage (like claymore, vengeance, raven, typhoon, interceptorgu).


http://eve-kill.net/?a=top20

Outside of frig class missiles (Arbalest Torpedo Launcher is obviously on there due to Stealth Bombers), guess how many missile systems are in the top 20 in kills.

Zero.

So please just stop with this nonsense.
Bouh Revetoile
In Wreck we thrust
#3752 - 2013-12-31 11:46:46 UTC
Zamyslinski wrote:
So,


Just wanted to share,

I took out a cyclone yesterday and was piloting it around curse.

It was ham fitted wit 3bcs and one explosion vel. rig.
I got engaged by 2 frigates and one of them got into my scram range.
basicly my deadly 600 dps battlecriuser wasnt able to peel off either the ranis (scram range) nor the ares.
If not for my ally mates i would diaf.

Missiles? - no thanks

Oh sweety, because you think turrets would have changed anything ? That's cute. :-)
Lloyd Roses
Artificial Memories
#3753 - 2013-12-31 11:53:44 UTC
Yeah, cause the top 20 on eve-kill have any relation to performanceRoll

*missiles got nerfed* - *no they didn't cause* - *but they aren't in the top20 !!11!1* is not a valid argument. If you want to attack my arguments, don't do it by citing meaningless stats. Do it with counterarguments. Going by flavor of the current blobmeta doesn't prove anything but meta4 torps being obviohsly superior to t2. I guess you understand. Well, I hope so...

Else, you just appear like a blind like the guy wondering why his hams don't hurt an untackled inty. The situation would've been identical using guns. You can solo a loki in a rockethawk or enyo if you make it closer than a 2k orbit...
I am disposable
Republic University
Minmatar Republic
#3754 - 2013-12-31 12:01:15 UTC
Lloyd Roses wrote:
Yeah, cause the top 20 on eve-kill have any relation to performanceRoll


They are much more relevant than your non-sensical ramblings about how great missiles are. People don't tend to use bad weapons in PVP.
Caleb Seremshur
Commando Guri
Guristas Pirates
#3755 - 2013-12-31 12:58:57 UTC
Zamyslinski wrote:
So,


Just wanted to share,

I took out a cyclone yesterday and was piloting it around curse.

It was ham fitted wit 3bcs and one explosion vel. rig.
I got engaged by 2 frigates and one of them got into my scram range.
basicly my deadly 600 dps battlecriuser wasnt able to peel off either the ranis (scram range) nor the ares.
If not for my ally mates i would diaf.

Missiles? - no thanks


If you're flying HAM always take a web. A painter isn't much good but a web will do wonders.

Also don't use rage HAM against frigates.. 300+ sig radius against them?
Lloyd Roses
Artificial Memories
#3756 - 2013-12-31 13:04:59 UTC  |  Edited by: ISD Ezwal
I am disposable wrote:
Lloyd Roses wrote:
Yeah, cause the top 20 on eve-kill have any relation to performanceRoll


They are much more relevant than your non-sensical ramblings about how great missiles are. People don't tend to use bad weapons in PVP.



M8.

Without even looking jp those stats, I'd guess you find the following:
Gardes, curators, 250rails, heavy pulses, 350/425rails, bouncers, mega pulsrs, 1400 artillery, maybe meta4 tachs, maybe light neutron blasters, scorch bombs, shrapnel bombs, warriot 2s and 720 arties (depending on the number of muninns BL deployed this month)

That's cause when you join some timerbashfleet, those tend to be heavily utilized. Extra carefully explained for you: the biggest blobs I fly in are 10-15 people in a fleet at once. Just cause missiles suck in 10% tidi doesn't make them the terrible platfom you declare them to be.

Or with your thoughts *oh **** he's actually giving arguments, must defend my f1-fleet movement-therapy-autism by claiming sov-grinds to be relevant pvp-experience... and missiles suck, cause I have never used them yet*

*Snip* Please refrain from personal attacks. ISD Ezwal

Edit: r's and e's fixed <.<
Arthur Aihaken
CODE.d
#3757 - 2013-12-31 16:21:57 UTC
Lloyd Roses wrote:
Unlike earlier, their damage is frontloaded - with obvious situational advantages and disadvantages. The long reload and limited, though near flawlessly applied damage pushes it into the niche of a support-vessel. For example, try your old Caracal - but instead of running it solo in FW / nullbaby-staging, just try it as a supportvessel for a group of ships skirmishing another, slower fleet reliant on fast moving warp-ins. I'm not entirely sure what my dps is for the short terms I need to cycle launchers anyways, it just seems to excel in that particular role better than ever.

It just lost the 29 other applications avaiable before, like the 400dps rapid light 100mn-gu with large SB.

Except the cons now seriously outweigh the pros. The problem with losing the other 29 applications is that we really haven't gained any new ones.

Caleb Seremshur wrote:
If you're flying HAM always take a web. A painter isn't much good but a web will do wonders.
Also don't use rage HAM against frigates.. 300+ sig radius against them?

Webs are good, but that kind of defeats the whole range advantage with most missile systems. Rigors and dual target painters are probably more effective.

What we really need is a Ballistic Enhancer to improve explosion radius, explosion velocity and missile velocity (although arguably that still won't help RLMLs).

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

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#3758 - 2013-12-31 16:27:26 UTC
Arthur Aihaken wrote:
Lloyd Roses wrote:
Unlike earlier, their damage is frontloaded - with obvious situational advantages and disadvantages. The long reload and limited, though near flawlessly applied damage pushes it into the niche of a support-vessel. For example, try your old Caracal - but instead of running it solo in FW / nullbaby-staging, just try it as a supportvessel for a group of ships skirmishing another, slower fleet reliant on fast moving warp-ins. I'm not entirely sure what my dps is for the short terms I need to cycle launchers anyways, it just seems to excel in that particular role better than ever.

It just lost the 29 other applications avaiable before, like the 400dps rapid light 100mn-gu with large SB.

Except the cons now seriously outweigh the pros. The problem with losing the other 29 applications is that we really haven't gained any new ones.

Caleb Seremshur wrote:
If you're flying HAM always take a web. A painter isn't much good but a web will do wonders.
Also don't use rage HAM against frigates.. 300+ sig radius against them?

Webs are good, but that kind of defeats the whole range advantage with most missile systems. Rigors and dual target painters are probably more effective.

What we really need is a Ballistic Enhancer to improve explosion radius, explosion velocity and missile velocity (although arguably that still won't help RLMLs).

I would really like to see missiles expanded as a charge, ECM missiles of some sort and such. No damage, but giving a reason to make use of the long range missiles instead of kiting within disruptor range.
Arthur Aihaken
CODE.d
#3759 - 2013-12-31 16:34:18 UTC
Rapid Light Missile Launchers
If the 40-second reload will remain remain, and the issue of swapping ammo types can't (or won't) be addressed - then the simplest change to balance this weapon system is to increase the ammunition capacity. A quick comparison of light-medium T2 launchers: Rockets (50), Light (53), Rapid Light (18; 80 pre-nerf), Heavy Assault (66), Heavy (40). I think an increase to 30 would solve most if not all of the sticking issues with them.

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

Arthur Aihaken
CODE.d
#3760 - 2013-12-31 16:37:07 UTC
scorchlikeshiswhiskey wrote:
I would really like to see missiles expanded as a charge, ECM missiles of some sort and such. No damage, but giving a reason to make use of the long range missiles instead of kiting within disruptor range.

Tracking disruptor missiles.
No damage, but a cumulative -1% tracking penalty per missile that lasts for 10 seconds. Twisted

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